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Question by syphaxprogamer · Aug 03, 2020 at 04:35 PM · newbiebegginer

i can't disable a script while playing

i simply can't disable my script while playing, i used everything but it's not working i can't even disable it manually alt text

full script:

using UnityEngine;

public class PlayerMovement : MonoBehaviour { public float moveSpeed; public float climbSpeed; public CapsuleCollider2D playerCollider; public float jumpForce;

private bool isJumping; public bool isGrounded;

public bool isClimbing; public Transform groundCheck; public float groundCheckRadius; public LayerMask collisionLayers;

public Rigidbody2D rb; public Animator animator; public SpriteRenderer spriteRenderer;

private Vector3 velocity = Vector3.zero; private float horizontalMovement; private float verticalMovement;

public static PlayerMovement instance; public void Awake() { if(instance != null) { Debug.Log("Il y a plus d'une instance de PlayerMovement dans la scène "); return; } instance = this; }

void Update() {

 horizontalMovement = Input.GetAxis("Horizontal") * moveSpeed * Time.fixedDeltaTime;
 verticalMovement = Input.GetAxis("Vertical") * climbSpeed * Time.fixedDeltaTime;

 if (Input.GetButtonDown("Jump") && isGrounded && !isClimbing )
 {
   isJumping = true;
 }

 Flip(rb.velocity.x);

 float characterVelocity = Mathf.Abs(rb.velocity.x);
 animator.SetFloat("Speed", characterVelocity);
 animator.SetBool("isClimbing", isClimbing);






}

void FixedUpdate() {

   isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, collisionLayers);

   MovePlayer(horizontalMovement, verticalMovement);

}

void MovePlayer(float _horizontalMovement, float _verticalMovement) { if (!isClimbing) { Vector3 targetVelocity = new Vector2(_horizontalMovement, rb.velocity.y); rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref velocity, .05f);

     if(isJumping)
     {
         rb.AddForce(new Vector2(0f, jumpForce));
         isJumping = false;

     }

   }
     else

     {
       // déplacement vcertical
       Vector3 targetVelocity = new Vector2(0, _verticalMovement);
       rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref velocity, .05f);
     }

 }






void Flip(float _velocity) { if (_velocity > 0.1f) { spriteRenderer.flipX = false; } else if (_velocity < -0.1f) { spriteRenderer.flipX = true; } } private void OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius); }

}

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