Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Yoshinator2 · Oct 29, 2016 at 09:51 PM · c#animationfreezestopsupport

How do I get my character to stop moving while he is attacking?

I'm trying to make it so when my player attacks, he cant move until the attack is over. Here is my main code: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class playerController : MonoBehaviour { //player body private Rigidbody2D myRigidBody; //Speeds public float moveSpeed; public float jumpSpeed; //Ground check

 //Goes to the x,y,z of an object, checks to see if they are on the ground
 public Transform groundCheck;

 //Creates the canMove variable to true or false
 public bool canMove;

 //Creates a value to set the raidus of the Ground Check
 public float groundCheckRadius;

 //Whether or not the play is on the ground
 public bool isGrounded;

 //Value to say whether or not the player is attacking
 private float isAttacking;

 //allows you to define a layer as ground
 public LayerMask whatIsGround;
 
 
 //Animator
 private Animator myAnim;


 // Use this for initialization
 void Start () {

     //Starts the RigidBody Action
     myRigidBody = GetComponent<Rigidbody2D>();

     //Starts the animator
     myAnim = GetComponent<Animator>();
 }
 
 // Update is called once per frame
 void Update () {
     //Checks if the player is on the ground
     isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
     if (Input.GetAxisRaw("Horizontal") > 0)
     {
         myRigidBody.velocity = new Vector3(moveSpeed, myRigidBody.velocity.y, 0f);
         //Line 1 to make the player animation flip when turning around
         transform.localScale = new Vector3(1f, 1f, 1f);
         //Solves a bug where you can spam the attack
         isAttacking = 0;
     } else if (Input.GetAxisRaw("Horizontal") < 0)
     {
         myRigidBody.velocity = new Vector3(-moveSpeed, myRigidBody.velocity.y, 0f);
         //Line 2 to make the player animation flip when turning around
         transform.localScale = new Vector3(-1f, 1f, 1f);
         //Solves a bug where you can spam the attack
         isAttacking = 0;
     } else
     {
         //Stops the player from sliding after the button is let go of
         myRigidBody.velocity = new Vector3(0f, myRigidBody.velocity.y, 0f);
     }

     //Jumping
     if(Input.GetButtonDown("Jump") && isGrounded)
     {
         myRigidBody.velocity = new Vector3(myRigidBody.velocity.x, jumpSpeed, 0f);
     }

     //Attacking
     if(Input.GetButtonDown("Fire1") && isGrounded)
     {
         //Sets the isAttacking to 1, aka TRUE so it will play the attacking animation in game
         isAttacking = 1;
         canMove = false;
     }
     else
     {
         //Sets the isAttacking to 0, aka FALSE so it wont play the attacking animation in game
         isAttacking = 0;
     }
     //Sets speed for the animator to only a positive value
     myAnim.SetFloat("Speed", Mathf.Abs(myRigidBody.velocity.x));
     //Sets the "Grounded" bool in the animator to what isGrounded is
     myAnim.SetBool("Grounded", isGrounded);
     //Says whether or not the player wants to attack or not
     myAnim.SetFloat("Attacking", isAttacking);
 }

}

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

283 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

I want to stop movement of character while i call animation like Kick Jump Punch etc.. Please help 1 Answer

How to make your program unable to use after one year? 1 Answer

Unity 2D: Game freezes after the first frame of a particular animation 1 Answer

Play animation on mouse click 1 Answer

Animation play not working C# 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges