Saturday, August 13, 2022
HomeGame Developmentunity - making an attempt to make a variable for animator.setbool however...

unity – making an attempt to make a variable for animator.setbool however can”t


utilizing System.Collections;

utilizing System.Collections.Generic;
utilizing UnityEngine;

public class Motion : MonoBehaviour
{
// refrences
[SerializeField]float moveSpeed;
[SerializeField]float walkSpeed;
[SerializeField]float runSpeed;
[SerializeField]LayerMask groundMask;
[SerializeField]float gravity;
[SerializeField]float groundDistance;
[SerializeField]bool isGrounded;
[SerializeField]float jumpDistance;

personal Vector3 motion;
personal Vector3 depth;

CharacterController management;
Animator Ani;
// Begin is named earlier than the primary body replace
void Begin()
{
    management = GetComponent<CharacterController>();
    Ani = GetComponentInChildren<Animator>();
    
}

// Replace is named as soon as per body
void Replace()
{
    Transfer();
}

void Transfer(){
    float movez = Enter.GetAxis("Vertical");
    motion = new Vector3(0, 0, movez);
    motion = remodel.TransformDirection(motion);

    isGrounded = Physics.CheckSphere(remodel.place, groundDistance, groundMask);

    if(isGrounded && depth.y < 0){
        depth.y = -1;
    }

    movementBranch = Ani.SetBool("isMoving",true);
    
    if(movementBranch == true){
        MovementAnimation();
    }
    
    
    motion *= moveSpeed;

    if(Enter.GetKey(KeyCode.House)){
        Leap();
    }
    
    // if(motion != Vector3.zero && Enter.GetKey(KeyCode.LeftShift) && !Enter.GetKey(KeyCode.C)){
    //     Slidefalse();
    //     MovementAnimation();
    // }
    
    // else if(motion != Vector3.zero && Enter.GetKey(KeyCode.LeftShift) && Enter.GetKey(KeyCode.C)){
    //     Slidetrue();
    
    // }
            
    
    
    management.Transfer(motion * Time.deltaTime);
    depth.y += gravity * Time.deltaTime;
    management.Transfer(depth * Time.deltaTime);
}

void Stroll(){
    moveSpeed = walkSpeed;
    Ani.SetFloat("velocity", 0f, 0.1f, Time.deltaTime);
}

void Run(){
    moveSpeed = runSpeed; 
    Ani.SetFloat("velocity", 1f, 0.1f, Time.deltaTime);
}

// void Idle(){
//     Ani.SetFloat("velocity", 0, 0.1f, Time.deltaTime);

// }

void Leap(){
    depth.y = Mathf.Sqrt(jumpDistance * -1 * gravity);
}

// void Slidetrue(){
//     Ani.SetBool("isSliding", true);
// }

// void Slidefalse(){
//     Ani.SetBool("isSliding", false);
// }
// void Movetree(){
//     Ani.SetBool("isMoving",true);
// }

void Sliding(){
    Ani.SetFloat("velocity", 2f ,0.1f ,Time.deltaTime);
}

void MovementAnimation(){
     if(isGrounded )
     {
        if(motion != Vector3.zero && !Enter.GetKey(KeyCode.LeftShift) && !Enter.GetKey(KeyCode.C)){
        Stroll();
    }
    else if(motion != Vector3.zero && Enter.GetKey(KeyCode.LeftShift) && !Enter.GetKey(KeyCode.C)){
        Run();
    }
    else if(motion != Vector3.zero && Enter.GetKey(KeyCode.LeftShift) && Enter.GetKey(KeyCode.C)){
        Sliding();
    }
    
    }
}

}

The issue is available in transfer(){
movementBranch = Ani.SetBool(“isMoving”,true);}
making an attempt to make a variable for the animator,setbool so i could make an if assertion for the stroll run and sliding animations work however its not strolling unity retains saying AssetsScriptMovement.cs(49,12): error CS0103: The identify ‘movementBranch’ doesn’t exist within the present context. So pls any assist is useful

RELATED ARTICLES

LEAVE A REPLY

Please enter your comment!
Please enter your name here

- Advertisment -
Google search engine

Most Popular

Recent Comments