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This question was closed May 28, 2017 at 06:39 PM by jmelendezartist for the following reason:

The question is answered, right answer was accepted

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Question by jmelendezartist · May 28, 2017 at 03:16 PM · mobile2d-platformertouch controls

mobile shooting animation not playing on pointerDown

I'm making a mobile game. 2D girl shooter side scroller. I'm using touch screen controls and on the shooting pointerDown on the mobile UI is not working. Any help would be awesome.alt text

heres the code I'm working with. I've been stuck on this for a while. Any help will be Appreciated. public class playerController : MonoBehaviour { //movement variables public float speedX; public float jumpSpeedY;

 public float delayBeforeDoubleJump;
 bool facingRight, Jumping, isGrounded, canDoubleJump;
 float speed;

 Animator anim;
 Rigidbody2D myRB;

 float fireRate = 0.5f;
 float nextFire = 0f;
 AudioClip swordSwooshing;

 Transform firePos;
 public GameObject LeftBullet,  RightBullet;


 void Start () {
     anim = GetComponent<Animator>();
     myRB = GetComponent<Rigidbody2D> ();
     facingRight = true;
     firePos = transform.FindChild ("firePos");

 
 }

 void Update (){
     MovePlayer (speed);
     Flip ();

     //left movement
     if (Input.GetKeyDown (KeyCode.LeftArrow)) {
         
             speed = -speedX;
     
     }
     if (Input.GetKeyUp (KeyCode.LeftArrow)) {
         
         speed = 0;
     }
     ///right movement
     if (Input.GetKeyDown (KeyCode.RightArrow)) {
         
         speed = speedX;

     }
     if (Input.GetKeyUp (KeyCode.RightArrow)) {
         
         speed = 0;
     }
     ///jump movement
     if (Input.GetKeyDown (KeyCode.UpArrow) && isGrounded) {
         Jump ();
     }
     ///double jump movement
     if (Input.GetKeyDown (KeyCode.UpArrow) && canDoubleJump ) {
         Jump ();
     }
     if (Input.GetKeyDown(KeyCode.Space)) {
         
         anim.SetInteger ("State", 4);
         Fire ();
         resetShoot ();

     }
     
 }
 void MovePlayer(float playerSpeed){

     if (playerSpeed < 0 && !Jumping || playerSpeed > 0 && !Jumping) {
         anim.SetInteger ("State", 2);
     }
     if (playerSpeed == 0 && !Jumping) {
         anim.SetInteger ("State", 0);
     }

     myRB.velocity = new Vector3 (speed, myRB.velocity.y, 0);
 
 
 }
     
 void Flip () {
     if (speed > 0 && !facingRight || speed < 0 && facingRight) {
         facingRight = !facingRight;
         Vector3 temp = transform.localScale;
         temp.x *= -1;
         transform.localScale = temp;
     }
 }
 
 void OnCollisionEnter2D(Collision2D other){
     if (other.gameObject.tag == "Floor") {
         isGrounded = true;
         canDoubleJump = false;
         Jumping = false;
         anim.SetInteger ("State", 0);

     }
 }

 public void WalkingLeft(){
     
     speed = -speedX;

 }

 public void WalkingRight(){
     speed = speedX;

 }
 public void StopMoving(){
     
     speed = 0;

 }

 public void Jump(){

     //single Jump
     if (isGrounded) {
         Jumping = true;
         isGrounded = false;
         myRB.AddForce (new Vector2 (myRB.velocity.x, jumpSpeedY));
         anim.SetInteger ("State", 3);
         Invoke ("EnableDoubleJump", delayBeforeDoubleJump);
     }

     //double Jump
     if (canDoubleJump) {
         canDoubleJump = false;
         myRB.AddForce (new Vector2 (myRB.velocity.x, jumpSpeedY));
         anim.SetInteger ("State", 3);
     }
 }

 public void Shoot(){
     

     Fire ();
     anim.SetInteger ("State", 4);
 }
 public void resetShoot(){
     anim.SetInteger ("State", 0);

 }
 void EnableDoubleJump(){
     canDoubleJump = true;
 }


 void Fire(){
     
     anim.SetInteger ("State", 4);
     if(facingRight)
             
     Instantiate (RightBullet, firePos .position, Quaternion.identity);
     
     if(!facingRight)
         
         Instantiate (LeftBullet, firePos .position, Quaternion.identity);
     

 }



         
         


     

 

}

2017-05-28-023022.jpg (187.0 kB)
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Best Answer

Answer by jmelendezartist · May 28, 2017 at 06:39 PM

//so i removed thisvvvvvvvv public void resetShoot(){ anim.SetInteger ("State", 0); } ///and replaced "anim.SetInteger ("State", 0);" ///with Animator purseHit; Animator anim; Animator anim = GetComponent(); anim.Play("purseHit");

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