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Question by Chitq · Sep 09, 2017 at 09:50 PM · fpsanimations

How to do something if two keys are pressed at the same time in a specific order?

Hi, so I am making an fps game, and i made animations for walking in 4 directions: walking forward, walking backwards, walking left and walking right, i am using the animator but my "problem" is that when i am pressing "a" (is playing the "walking left" animation), and then i press "d" (while pressing a), it plays the animation to go to the right, but i want it to keep playing the "walking left" animation until i release the "a" key so the character can finally play the "walking right" animation. My code is this one.

 public class FPSController : MonoBehaviour {
     static Animator anim;
     // Use this for initialization
     void Start () {
         anim = GetComponent<Animator> ();
         anim.SetInteger ("isWalking", 0);
     }
     
     // Update is called once per frame
     void Update () {
         bool isForward;
         bool isBack;
         bool isLeft;
         bool isRight;
 
         isForward = Input.GetKeyDown ("w");
         isBack = Input.GetKeyDown ("s");
         isLeft = Input.GetKeyDown ("a");
         isRight = Input.GetKeyDown ("d");
 
         if (isForward == true) {
             anim.SetFloat("Speed", 0.0f);
             anim.SetInteger ("isWalking", 1);
         }
         if (isBack == true) {
             anim.SetFloat("Speed", 0.5f);
             anim.SetInteger ("isWalking", 1);
         }
         if (isLeft == true) {
             anim.SetFloat("Speed", 1.0f);
             anim.SetInteger ("isWalking", 1);
         }
         if (isRight == true) {
             anim.SetFloat("Speed", 1.5f);
             anim.SetInteger ("isWalking", 1);
         }
         if(Input.anyKey == false){
             anim.SetInteger ("isWalking", 0);
         }
 
         if (Input.GetButtonDown ("Fire2")) {
             anim.SetBool ("isAiming", true);
         } 
         if (Input.GetButtonUp ("Fire2")) {
             anim.SetBool ("isAiming", false);
         } 
         if (Input.GetKeyDown (KeyCode.LeftShift)) {
             anim.SetInteger ("isWalking", 2);
         }
         if (Input.GetKeyUp (KeyCode.LeftShift)) {
             anim.SetInteger ("isWalking", 1);
         }
     }
 
 }

I am using the default controller for the movement itself (the one that comes in the standard assets). In advance, thank you, if someone can help me.

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Answer by IsaiahKelly · Sep 09, 2017 at 11:53 PM

Handle Your State in the Actual (Animator) State Machine Instead!

I think the first and most important problem here is that you're handling all your states in that script itself instead of in the animator controller, which is already a state machine designed for that exact purpose!

In the animator you can setup many different conditions to control exactly what, when and how animations play. It's a huge topic though, so I would recommend you go study up on the Animator controller more.

As for the code itself, the D key overrides the A key simply because your checking isRight after checking isLeft. Changing the order of these if conditions will change the priority. However, then you just have the oppiste problem of A overriding D, So it would be best to just add an additional check to each if statement, like this:

          if (isRight == true && isLeft == false) {
              anim.SetFloat("Speed", 1.5f);
              anim.SetInteger ("isWalking", 1);
          }

But all these conditions should actually be controlled in the animator controller itself.

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