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Question by TheSorcerer · Dec 30, 2016 at 10:52 AM · scripting problemunity 2dtouch controlsswipeslide

Help with Slide when Swiping Down

Hey guys, I'm trying to recreate a previous project, completely new to unity, I'm updating the previous keyboard controls to touch controls, getting a problem when I add the slide script, this is my entire code for movement. Parameters for this animation is, from Run->Slide, Slide is true and for Slide->Run, Slide is false. Player slides infinitely and when I swipe up he completes his current slide animation and then while he is about to land he starts his jump animation. This is a Unity 2d endless runner.

void Start()

{

 myRigidbody = GetComponent<Rigidbody2D>();
 myCollider = GetComponent<Collider2D>();
 myAnimator = GetComponent<Animator>();

}

void Update()

{

 grounded = Physics2D.IsTouchingLayers(myCollider, whatIsGround);
 if (grounded)
 myAnimator.SetFloat("Speed", myRigidbody.velocity.x);
 myAnimator.SetBool("Grounded", grounded);
 {
     myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);
 }
 foreach (Touch touch in Input.touches)
 {
     if (touch.phase == TouchPhase.Began)
     {
         fingerStart = touch.position;
         fingerEnd = touch.position;
     }
     if (touch.phase == TouchPhase.Moved)
     {
         fingerEnd = touch.position;
         if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 250)
         {
             if (fingerEnd.y - fingerStart.y > 250)//up swipe
             {
                 if (grounded)
                 myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce);
             }
         }
         if (Mathf.Abs(fingerEnd.y - fingerStart.y) > -250)//down swipw
         {
             if (fingerEnd.y - fingerStart.y > -250 && !sliding)
             {
                 sliding = true;
                 myAnimator.SetBool("Slide", true);
             }

             if (sliding && !(fingerEnd.y - fingerStart.y > -250))
             {
                 myAnimator.SetBool("Slide", false);
                 sliding = false;
             }
         }
     }
 }

}

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