player walk animation
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@@ -10,7 +10,8 @@ AnimatorState:
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m_Name: Body_Walk
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions: []
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m_Transitions:
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- {fileID: -8367213247690784434}
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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@@ -26,6 +27,28 @@ AnimatorState:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1101 &-8367213247690784434
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions: []
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -7806160175022390470}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.6666666
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1102 &-7806160175022390470
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AnimatorState:
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serializedVersion: 6
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@@ -145,7 +168,7 @@ AnimatorStateMachine:
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m_Position: {x: 490, y: 220, z: 0}
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- serializedVersion: 1
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m_State: {fileID: 5948011480812328800}
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m_Position: {x: 600, y: 330, z: 0}
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m_Position: {x: 500, y: 340, z: 0}
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m_ChildStateMachines: []
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m_AnyStateTransitions:
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- {fileID: 1280296965867937551}
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@@ -154,7 +177,7 @@ AnimatorStateMachine:
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m_EntryTransitions: []
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m_StateMachineTransitions: {}
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m_StateMachineBehaviours: []
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m_AnyStatePosition: {x: 370, y: 340, z: 0}
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m_AnyStatePosition: {x: 160, y: 400, z: 0}
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m_EntryPosition: {x: 90, y: 280, z: 0}
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m_ExitPosition: {x: 420, y: 420, z: 0}
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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@@ -186,7 +209,7 @@ AnimatorStateMachine:
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m_ExitPosition: {x: 800, y: 120, z: 0}
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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m_DefaultState: {fileID: 8401539318113215908}
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--- !u!1101 &-132344648499256047
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--- !u!1101 &-1748833627154361040
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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@@ -195,10 +218,10 @@ AnimatorStateTransition:
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m_Name:
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m_Conditions: []
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: 0}
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m_DstState: {fileID: 8401539318113215908}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 1
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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@@ -307,6 +330,28 @@ AnimatorStateTransition:
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 0
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--- !u!1101 &5736247422353724224
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions: []
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -7806160175022390470}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.6666666
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1102 &5948011480812328800
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AnimatorState:
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serializedVersion: 6
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@@ -318,7 +363,7 @@ AnimatorState:
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions:
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- {fileID: -132344648499256047}
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- {fileID: 5736247422353724224}
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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@@ -395,7 +440,8 @@ AnimatorState:
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m_Name: Legs_Walk
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions: []
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m_Transitions:
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- {fileID: -1748833627154361040}
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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@@ -1,6 +1,6 @@
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using UnityEngine;
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public class Character : MonoBehaviour
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public abstract class Character : MonoBehaviour
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{
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[SerializeField]
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protected Animator _animator;
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@@ -65,7 +65,7 @@ public class Character : MonoBehaviour
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FlipCharacter();
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}
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//animator.SetBool("Walk", h_movement != 0);
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SetWalkingAnimation(h_movement != 0);
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_isOnLadder = mapElement == MapElementType.Ladder || GetMapElement(Vector2.up) == MapElementType.Ladder;
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if (_isOnLadder)
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@@ -105,6 +105,7 @@ public class Character : MonoBehaviour
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return MapElementType.Empty;
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}
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protected abstract void SetWalkingAnimation(bool isWalking);
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private void FixedUpdate()
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{
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@@ -119,7 +120,7 @@ public class Character : MonoBehaviour
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if (_isFalling)
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{
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_body.velocity = new Vector2(0, _body.velocity.y);
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//animator.SetBool("Walk", false);
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SetWalkingAnimation(false);
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if (GetMapElement(Vector2.down)==MapElementType.Ladder)
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{
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@@ -2,6 +2,10 @@ using UnityEngine;
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public class EnemyAI : Character
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{
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protected override void SetWalkingAnimation(bool isWalking)
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{
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}
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private void Update()
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{
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float horizontal = 0;
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@@ -87,4 +87,10 @@ public class Player : Character
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_hammer.transform.localScale = new Vector2(_hammer.transform.localScale.x * (_facingRight ? 1 : -1), _hammer.transform.localScale.y);
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_hammer.GetComponent<Rigidbody2D>().velocity = new Vector2(gameObject.transform.localScale.x * _hammerSpeed, 0);
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}
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protected override void SetWalkingAnimation(bool isWalking)
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{
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_animator.SetBool("Legs_Walk",isWalking);
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_animator.SetBool("Body_Walk", isWalking);
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}
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}
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