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Question by gaybee_ · May 10 at 01:22 PM · animatorcodepage

How to disable movement when animation is playing?

I would like to make my player stop from being able to move while playing the animation of pooping. Anyone could tell what i should add to my code?

 public class PlayerMovement : MonoBehaviour
 {
     //VARIABLES
     [SerializeField] private float moveSpeed;
     [SerializeField] private float walkSpeed;
     [SerializeField] private float runSpeed;
     [SerializeField] private float rotationSpeed;
 
     private Vector3 moveDirection;
     private Vector3 velocity;
 
     [SerializeField] private bool isGrounded;
     [SerializeField] private float groundCheckDistance;
     [SerializeField] private LayerMask groundMask;
     [SerializeField] private float gravity;
 
     [SerializeField] private float jumpHeight;
 
     //REFERENCIES
     private CharacterController controller;
     private Animator anim;
 
     private void Start()
     {
         controller = GetComponent<CharacterController>();
         anim = GetComponentInChildren<Animator>();
     }
 
     private void Update()
     {
         Move();
 
         //POOP
         if(Input.GetButtonDown("Poopkey"))
         {
             anim.Play("Poop");
             
         }
 
        
     }
 
     //GRAVITATION
     private void Move()
     {
         isGrounded = Physics.CheckSphere(transform.position, groundCheckDistance, groundMask);
 
         if (isGrounded && velocity.y < 0)
         {
             velocity.y = -2f;
         }
 
         float moveZ = Input.GetAxis("Vertical");
 
         moveDirection = new Vector3(0, 0, moveZ);
         moveDirection = transform.TransformDirection(moveDirection);
 
 
         //MOVEMENT
             if (moveDirection != Vector3.zero && !Input.GetKey(KeyCode.LeftShift))
             {
                 Walk();
 
                 if (Input.GetKey(KeyCode.A))
                 {
                     transform.Rotate(0, -rotationSpeed * Time.deltaTime, 0);
                 }
 
 
                 if (Input.GetKey(KeyCode.D))
                 {
                     transform.Rotate(0, rotationSpeed * Time.deltaTime, 0);
                 }
             }
 
             else if (moveDirection != Vector3.zero && Input.GetKey(KeyCode.LeftShift))
             {
                 Run();
 
                 if (Input.GetKey(KeyCode.A))
                 {
                     transform.Rotate(0, -rotationSpeed * Time.deltaTime, 0);
                 }
 
 
                 if (Input.GetKey(KeyCode.D))
                 {
                     transform.Rotate(0, rotationSpeed * Time.deltaTime, 0);
                 }
                 
             }
 
             else if (moveDirection == Vector3.zero)
             {
                 Idle();
             }
 
 
             moveDirection *= moveSpeed;
 
            if (Input.GetKey(KeyCode.Space) && isGrounded)
             {
                 Jump();
             }
 
             if (velocity.y < 0 && !isGrounded)
             {
                 Fall();
             }
 
             
 
 
         controller.Move(moveDirection * Time.deltaTime);
 
         velocity.y += gravity * Time.deltaTime;
         controller.Move(velocity * Time.deltaTime);
         
     }
 
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