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Question by mirkojpn · Apr 12, 2018 at 05:24 AM · inputanimatoranimator controller

use animator and input on screen button

hello! i have this player controller script that let me move on the horizontal axis and jump, what i'm trying to do is to set the animation clip that i already set on the Animation controller, i wrote something, but doesn't work. also when the player is in idle is looking at left, but i need that look at right.

the last things is the input on screen, i have created three buttons on screen to move it left and right and one for jump, how i should do that?

thank's in advice.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerPlatformerController : PhysicsObject {
 
     public float maxSpeed = 7;
     public float jumpTakeOffSpeed = 7;
 
     private SpriteRenderer spriteRenderer;
     private Animator animator;
 
     int jumpHash = Animator.StringToHash("jump");
 
    
 
 
     
 
     // Use this for initialization
     void Awake () 
     {
         spriteRenderer = GetComponent<SpriteRenderer> (); 
         animator = GetComponent<Animator> ();
     }
 
     protected override void ComputeVelocity()
     {
         Vector2 move = Vector2.zero;
 
         move.x = Input.GetAxis ("Horizontal");
 
         if (Input.GetButtonDown ("Jump") && grounded) {
             velocity.y = jumpTakeOffSpeed;
             anim.SetTrigger(jumpHash);
             
         } else if (Input.GetButtonUp ("Jump")) 
         {
             if (velocity.y > 0) {
                 velocity.y = velocity.y * 1f;
             }
         }
 
         bool flipSprite = (spriteRenderer.flipX ? (move.x > 0.01f) : (move.x < 0.01f));
         if (flipSprite) 
         {
             spriteRenderer.flipX = !spriteRenderer.flipX;
         }
 
         animator.SetBool ("grounded", grounded);
         animator.SetFloat ("velocityX", Mathf.Abs (velocity.x) / maxSpeed);
 
         targetVelocity = move * maxSpeed;
     }
 
 }

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