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Question by Baker_Bros2013 · Apr 25, 2015 at 01:03 AM · 2d animation

Jump Delay Animation Solution

I I've been trying to implement a sort of "PreJump" animation for my jump animation. I have 3 states, "PreJump", "MidJump", and "Post Jump". I'm using the algorithm and variables from one of the tutorial "2D Character Controller". I've tried SetTrigger, Animation.Play, as well as switching up the "void update" module. Ideas anyone?alt text

using UnityEngine; using System.Collections;

public class PlayerControllerScript : MonoBehaviour { public float maxSpeed = 10; bool facingRight = true; Animator anim;

 bool grounded = false;
 public Transform groundCheck;
 float groundRadius = 0.2f;
 public LayerMask whatIsGround;
 public float jumpForce = 700f;
 // 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", GetComponent<Rigidbody2D>().velocity.y);
     float move = Input.GetAxis ("Horizontal");
     anim.SetFloat ("Speed", Mathf.Abs (move));

     GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);


     if (move > 0 && !facingRight)
         Flip ();
     else if (move < 0 && facingRight)
         Flip ();
 }

  void Update()
 {
     if (grounded && Input.GetKeyDown (KeyCode.Space)) 
     { 
         anim.SetBool ("Ground", false);
         GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));
     }
 }


 void Flip()
 {
 facingRight = !facingRight;
 Vector3 theScale = transform.localScale;
 theScale.x *= -1;
 transform.localScale = theScale;
 }

}

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