Playing Animation while Moving
Hi I have a C# script that I dont know how to plug in a simple line of script that make's it so if player is moving then condition = 1 and if not moving the condition = 0. could some one make a line of script that plugs into this script with out screwing it up.
(btw condition 1 is the player animation run and condition 0 is player idle)
using System; using UnityEngine; using Random = UnityEngine.Random;
[RequireComponent(typeof(CharacterController))] [RequireComponent(typeof(AudioSource))] public class FirstPersonController_EXAMPLE : MonoBehaviour { [SerializeField] private bool m_IsWalking; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook_EXAMPLE m_MouseLook; [SerializeField] private bool m_UseFovKick; [SerializeField] private bool m_UseHeadBob; [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
 private Camera m_Camera;
 private bool m_Jump;
 private Vector2 m_Input;
 private Vector3 m_MoveDir = Vector3.zero;
 private CharacterController m_CharacterController;
 private CollisionFlags m_CollisionFlags;
 private bool m_PreviouslyGrounded;
 private Vector3 m_OriginalCameraPosition;
 private float m_StepCycle;
 private float m_NextStep;
 private bool m_Jumping;
 private AudioSource m_AudioSource;
 // Use this for initialization
 private void Start()
 {
     m_CharacterController = GetComponent<CharacterController>();
     m_Camera = Camera.main;
     m_OriginalCameraPosition = m_Camera.transform.localPosition;
     m_StepCycle = 0f;
     m_NextStep = m_StepCycle / 2f;
     m_Jumping = false;
     m_AudioSource = GetComponent<AudioSource>();
     m_MouseLook.Init(transform, m_Camera.transform);
 }
 // Update is called once per frame
 private void Update()
 {
     RotateView();
     // the jump state needs to read here to make sure it is not missed
     if (!m_Jump)
     {
         m_Jump = Input.GetButton("Jump");
     }
 }
 private void PlayLandingSound()
 {
     m_AudioSource.clip = m_LandSound;
     m_AudioSource.Play();
     m_NextStep = m_StepCycle + .5f;
 }
 private void FixedUpdate()
 {
     float speed;
     GetInput(out speed);
     // always move along the camera forward as it is the direction that it being aimed at
     Vector3 desiredMove = transform.forward * m_Input.y + transform.right * m_Input.x;
     // get a normal for the surface that is being touched to move along it
     RaycastHit hitInfo;
     Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
                        m_CharacterController.height / 2f);
     desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
     m_MoveDir.x = desiredMove.x * speed;
     m_MoveDir.z = desiredMove.z * speed;
     if (m_CharacterController.isGrounded)
     {
         m_MoveDir.y = -m_StickToGroundForce;
         if (m_Jump)
         {
             m_MoveDir.y = m_JumpSpeed;
             PlayJumpSound();
             m_Jump = false;
             m_Jumping = true;
         }
     }
     else
     {
         m_MoveDir += Physics.gravity * m_GravityMultiplier * Time.fixedDeltaTime;
     }
     m_CollisionFlags = m_CharacterController.Move(m_MoveDir * Time.fixedDeltaTime);
     ProgressStepCycle(speed);
 }
 private void PlayJumpSound()
 {
     m_AudioSource.clip = m_JumpSound;
     m_AudioSource.Play();
 }
 private void ProgressStepCycle(float speed)
 {
     if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
     {
         m_StepCycle += (m_CharacterController.velocity.magnitude + (speed * (m_IsWalking ? 1f : m_RunstepLenghten))) *
                      Time.fixedDeltaTime;
     }
     if (!(m_StepCycle > m_NextStep))
     {
         return;
     }
     m_NextStep = m_StepCycle + m_StepInterval;
     PlayFootStepAudio();
 }
 private void PlayFootStepAudio()
 {
     if (!m_CharacterController.isGrounded)
     {
         return;
     }
     // pick & play a random footstep sound from the array,
     // excluding sound at index 0
     int n = Random.Range(1, m_FootstepSounds.Length);
     m_AudioSource.clip = m_FootstepSounds[n];
     m_AudioSource.PlayOneShot(m_AudioSource.clip);
     // move picked sound to index 0 so it's not picked next time
     m_FootstepSounds[n] = m_FootstepSounds[0];
     m_FootstepSounds[0] = m_AudioSource.clip;
 }
 private void UpdateCameraPosition(float speed)
 {
 }
 private void GetInput(out float speed)
 {
     // Read input
     float horizontal = Input.GetAxis("Horizontal");
     float vertical = Input.GetAxis("Vertical");
     bool waswalking = m_IsWalking;
     {
         
     }
if !MOBILE_INPUT
    // On standalone builds, walk/run speed is modified by a key press.
     // keep track of whether or not the character is walking or running
     m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
endif
    // set the desired speed to be walking or running
     speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
     m_Input = new Vector2(horizontal, vertical);
     // normalize input if it exceeds 1 in combined length:
     if (m_Input.sqrMagnitude > 1)
     {
         m_Input.Normalize();
     }
     // handle speed change to give an fov kick
     // only if the player is going to a run, is running and the fovkick is to be used
     if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
     {
         StopAllCoroutines();
         //    StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
     }
 }
 private void RotateView()
 {
     m_MouseLook.LookRotation(transform, m_Camera.transform);
 
 }
 
 
     
 }
 
Your answer
 
 
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