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Question by Sepehr M · May 21, 2014 at 12:11 PM · 2d gamecharacter.move

unity 2d coding problem

hi there i have a problem with my 2d character again...i fixed my previous problems but the new problem is that,that i cant make my character punchin...he walks,he jumps pretty well but i'm in some problem with punchin movement or anything like this...i made a punch animation and i made a transation to the idle and from idle to puch in the animator window...and also i made a trigger parameter but my code dosent work...may be the code i wrote is completley worng...if thats wrong please tell me what shout id do? thanks

 using UnityEngine;
 using System.Collections;
 
 public class ScrorpionControllerScript : MonoBehaviour 
 {
     public float maxSpeed = 10f;
     bool facingRight = true;
 
     Animator anim;
 
     bool grounded = false;
     public Transform groundCheck;
     float groundRadius = 0.2f;
     public LayerMask whatIsGround;
     float jumpTime, jumpDelay = 0.2f;
     bool jumped;
     float punchTime, punchDelay = .5f;
     bool punch;
 
 
     // Use this for initialization
     void Start () 
     {
         anim = GetComponent<Animator> ();
     }
     
     // Update is called once per frame
     void FixedUpdate () 
     {
         grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
         anim.SetBool ("Ground", grounded);
 
         anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
 
         anim.SetBool ("Ground", grounded);
 
         float move = Input.GetAxis ("Horizontal");
 
         anim.SetFloat ("wa", Mathf.Abs (move));
 
             rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
 
             if(move > 0 &&! facingRight)
             Flip ();
             else if (move < 0 && facingRight)
             Flip ();
     }
 
     void Update()
     {
         if(Input.GetKeyDown (KeyCode.Space) && grounded)
         {
             rigidbody2D.AddForce(transform.up * 275f);
             jumpTime = jumpDelay;
             anim.SetTrigger("Jump");
             jumped = true;
         }
         jumpTime -= Time.deltaTime;
         if (jumpTime <= 0 && grounded && jumped) 
         {
             anim.SetTrigger ("Land");
             jumped = false;
         }
         if (Input.GetKeyDown (KeyCode.R));
         {
             punchTime = punchDelay;
             anim.SetTrigger("punch");
             punch = true;
         }
     }
 
     void Flip()
     {
         facingRight = !facingRight;
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 }
 
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