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Character goes into unwanted state.
hello, fellow members. I appreciate anyone who can help me with this problem I'm having. My problem is that my Land animation keeps running after my character jumps and keeps going into a landing state after jump state then from a landing state into a falling state. My character go into a landing state if it isn't grounded.I have the code set up where if it is not grounded it shouldn't play that animation.I don't know what the problem is. Please if anyone can help, I thank you.
using UnityEngine; using System.Collections;
public class ThirdPersonAnimator : MonoBehaviour { // List of states. public enum Direction { Stationary, Forward, Backward, Left, Right, Leftforward, Rightforward, LeftBackward, RightBackward } public enum CharacterState { Idle, Walking, Running, WalkingBackwards, StrafingLeft, StrafingRight, Jumping, Falling, Landing, Climbing, Sliding, Using, Dead, ActionLocked } public static ThirdPersonAnimator Instance ; //Record last state private CharacterState lastState ; private Transform Root ; private Vector3 initialPosition = Vector3.zero ; private Quaternion initialRotation = Quaternion.identity ; private GameObject ragdoll ; public Direction MoveDirection { get; set; } public CharacterState State { get; set; } public bool IsDead { get ; set ; } public bool isRunning = false ; // Use this for initialization void Awake () { Instance = this ; // We are looking for our skeleton root node // skeleton root = PlayerArmature Root = transform.FindChild("PlayerArmature/Root") as Transform ; initialPosition = transform.position ; initialRotation = transform.rotation ; } // Update is called once per frame void Update () { // Begin processing animator for run fuction. //if (isRunning == true) //{ //Debug.Log ("isRunning is on"); //State = CharacterState.Running ; if (State == CharacterState.Jumping) { //State = lastState ; ThirdPersonController.Instance.isRunning = false ; //DetermineCurrentState () ; //ProcessCurrentState () ; } DetermineCurrentState () ; ProcessCurrentState () ; //} //if (isRunning == false) //{ //Debug.Log ("isRunning is off"); //DetermineCurrentState () ; //ProcessCurrentState () ; //} Debug.Log("Current Character State: " + State.ToString()) ; // End of processing animator for run function. } public void DetermineCurrentMoveDirection () { var forward = false ; var backward = false ; var left = false ; var right = false ; if (ThirdPersonMotor.Instance.MoveVector.z > 0) { forward = true ; } if (ThirdPersonMotor.Instance.MoveVector.z < 0) { backward = true ; } if (ThirdPersonMotor.Instance.MoveVector.x > 0) { right = true ; } if (ThirdPersonMotor.Instance.MoveVector.x < 0) { left = true ; } if (forward) { if (left) { MoveDirection = Direction.Leftforward ; } else if (right) { MoveDirection = Direction.Rightforward ; } else { MoveDirection = Direction.Forward ; } } else if (backward) { if (left) { MoveDirection = Direction.LeftBackward ; } else if (right) { MoveDirection = Direction.RightBackward ; } else { MoveDirection = Direction.Backward ; } } else if (left) { MoveDirection = Direction.Left ; } else if (right) { MoveDirection = Direction.Right ; } else { MoveDirection = Direction.Stationary ; } } void DetermineCurrentState () { if (State == CharacterState.Dead) { return ; } if (!ThirdPersonController.CharacterController.isGrounded) { if (State != CharacterState.Falling && State != CharacterState.Jumping && State != CharacterState.Landing) { //We Should be falling Fall() ; } } if (State != CharacterState.Falling && State != CharacterState.Jumping && State != CharacterState.Landing && State != CharacterState.Using && State != CharacterState.Climbing && State != CharacterState.Sliding) { switch (MoveDirection) { case Direction.Stationary: State = CharacterState.Idle ; break ; case Direction.Forward: if (isRunning == true ) { State = CharacterState.Running ; } else { State = CharacterState.Walking ; } break ; case Direction.Backward: State = CharacterState.WalkingBackwards ; break ; case Direction.Left: State = CharacterState.StrafingLeft ; break ; case Direction.Right: State = CharacterState.StrafingRight ; break ; case Direction.Rightforward: State = CharacterState.Walking ; break ; case Direction.Leftforward: State = CharacterState.Walking ; break ; case Direction.RightBackward: State = CharacterState.WalkingBackwards ; break ; case Direction.LeftBackward: State = CharacterState.WalkingBackwards ; break ; } } } void ProcessCurrentState () { switch (State) { case CharacterState.Idle: Idle() ; break ; case CharacterState.Walking: Walking() ; break ; case CharacterState.Running: Running() ; break ; case CharacterState.WalkingBackwards: WalkBackwards() ; break ; case CharacterState.StrafingLeft: StrafingLeft() ; break ; case CharacterState.StrafingRight: StrafingRight() ; break ; case CharacterState.Jumping: Jumping() ; break ; case CharacterState.Falling: Falling() ; break ; case CharacterState.Landing: Landing() ; break ; case CharacterState.Climbing: break ; case CharacterState.Sliding: Sliding() ; break ; case CharacterState.Using: Using(); break ; case CharacterState.Dead: Dead() ; break ; case CharacterState.ActionLocked: break ; } } #region Character State Methods void Idle () { animation.CrossFade("M_Idle") ; } void Running() { animation.CrossFade("M_Run") ; } void Walking() { animation.CrossFade("M_Walk") ; } void WalkBackwards() { animation.CrossFade("M_WalkBackwards") ; } void StrafingLeft() { animation.CrossFade("M_StrafingLeft") ; } void StrafingRight() { animation.CrossFade("M_StrafingRight") ; } void Using() { if (!animation.isPlaying) { State = CharacterState.Idle ; animation.CrossFade("Idle"); } } void Jumping() { if ((!animation.isPlaying && ThirdPersonController.CharacterController.isGrounded) || ThirdPersonController.CharacterController.isGrounded) { if (lastState == CharacterState.Walking || lastState == CharacterState.Running ) { animation.CrossFade("M_WalkLand") ; } else { animation.CrossFade("M_JumpLand") ; } State = CharacterState.Landing ; } else if (!animation.IsPlaying("M_Jump")) { State = CharacterState.Falling ; animation.CrossFade("M_Falling") ; ThirdPersonMotor.Instance.IsFalling = true ; } else { State = CharacterState.Jumping ; //Help determine if we fall to far. } } void Falling() { if (ThirdPersonController.CharacterController.isGrounded) { if (lastState == CharacterState.Walking || lastState == CharacterState.Running) { animation.CrossFade("M_WalkLand") ; } else { animation.CrossFade("M_JumpLand") ; } State = CharacterState.Landing ; } } void Landing() { //animation.Stop("M_JumpLand") ; if (lastState == CharacterState.Walking) { if (!animation.IsPlaying("M_WalkLand")) { State = CharacterState.Walking ; animation.Play("M_Walk") ; } } else if (lastState == CharacterState.Running) { if (!animation.IsPlaying("M_WalkLand")) { State = CharacterState.Running ; animation.Play("M_Run") ; } } else { if (!animation.IsPlaying("M_JumpLand")) { State = CharacterState.Idle ; animation.Play("M_Idle") ; } } ThirdPersonMotor.Instance.IsFalling = false ; } void Sliding() { if (!ThirdPersonMotor.Instance.IsSliding) { State = CharacterState.Idle ; animation.CrossFade("M_Idle") ; } } void Dead() { State = CharacterState.Dead ; } #endregion #region Start Action Method / Begin processing animator for run fuction. public void Run() { if (isRunning == true) { Debug.Log ("isRunning is on"); State = CharacterState.Running ; } if (isRunning == false) { Debug.Log ("isRunning is off"); State = CharacterState.Walking ; } } // End of processing animator for run function. / public void Use() { State = CharacterState.Using ; animation.CrossFade("M_Use") ; } public void Jump() { if (!ThirdPersonController.CharacterController.isGrounded || IsDead || State == CharacterState.Jumping) { return ; } lastState = State ; State = CharacterState.Jumping ; animation.CrossFade("M_Jump") ; } public void Fall() { if (ThirdPersonMotor.Instance.VerticalVelocity > -5 || IsDead) { return ; } lastState = State ; State = CharacterState.Falling ; // If we are too high do something ThirdPersonMotor.Instance.IsFalling = true ; animation.CrossFade("M_Falling") ; } public void Slide() { State = CharacterState.Sliding ; animation.CrossFade("M_Falling") ; } public void Die() { //Intialize everything we need to die IsDead = true ; SetupRagdoll() ; Dead() ; } public void Reset() { IsDead = false ; transform.position = initialPosition ; transform.rotation = initialRotation ; State = CharacterState.Idle ; animation.Play ("M_Idle"); ClearRagdoll() ; }
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