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Question by SimonDenton · Jan 07, 2012 at 12:31 AM · animationcontroller

Animation playing when NOT grounded

Hey guys,

I am working on a script for player movement and I am up to adding animation cues. Here is a snippet of it within Void Update"

 if(movementEnabled) //When there is no count down or anything like that that we should not move during
     {

             if(Input.GetButton("Left/Right"))
         {
             playerTransform.Rotate(0, Input.GetAxis("Left/Right") * Time.deltaTime * rotateSpeed, 0); //A and D
         }
     
 if (playerController.isGrounded){
                         Debug.Log("On the ground");

             playerMoveDirection = new Vector3(0, 0, Input.GetAxis("Forward/Backward")); //W and S
             playerMoveDirection = playerTransform.TransformDirection(playerMoveDirection).normalized;
             playerMoveDirection *= skateSpeed; 
             airTime = 0;
             
         if(Input.GetButton("Forward/Backward"))
             {
                 playermodel.animation.CrossFade("Skate");

             }
         if (Input.GetButton("Jump"))
             {
                 if(airTime < jumpTime)
                 {
                     playerMoveDirection.y =+ jumpHeight;
                     Jump();
                 }
                 
             }
         
         
         else
                 Idle();
         
         }
         
         else 
         {
             Debug.Log("Not on ground");

             if ((playerCollisionFlags & CollisionFlags.CollidedBelow) ==0)
             {
             airTime+= Time.deltaTime;
             if(airTime > fallTime)
             {
                 Fall(); //show falling animation
             }
             }
         }
                         playerMoveDirection.y -=gravity * Time.deltaTime;
                         playerCollisionFlags = playerController.Move(playerMoveDirection);

             
     }

The problem is that the skating animation only works if I press W or S when I am IN THE AIR. I put it within the check for the controller being grounded but it only works after I jump.

Please help me fix this minor issue. Thanks in advance!

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avatar image DGArtistsInc · Jan 07, 2012 at 01:08 AM 0
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Where is the Fall function? You called it but it would be nice if we could see the function

avatar image SimonDenton · Jan 07, 2012 at 01:10 AM 0
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It's simply

public void Fall()

{

 //playermodel.animation.CrossFade("Falling");

}

I only have the idle and skating animation at the moment. I am just preparing for the subsequent animations by calling such a function.

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