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transitions imparfaites lorsque nous appuyons sur X(ATTAQUE) et que nous bougeons par la suite
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Assets/Animations.meta
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Assets/Animations.meta
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folderAsset: yes
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licenseType: Free
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userData:
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assetBundleName:
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Assets/Animations/Idle.anim
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Assets/Animations/Idle.anim
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Assets/Animations/Idle.anim.meta
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Assets/Animations/Idle.anim.meta
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Assets/Animations/Running.anim
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Assets/Animations/Running.anim
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Assets/Animations/Running.anim.meta
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Assets/Animations/Running.anim.meta
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userData:
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Assets/Animations/ShotingWhileRunning.anim
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Assets/Animations/ShotingWhileRunning.anim
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Assets/Animations/ShotingWhileRunning.anim.meta
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Assets/Animations/megaman.controller
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Assets/Animations/megaman.controller
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Assets/Animations/megaman.controller.meta
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39
Assets/Scripts/Animations.cs
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Assets/Scripts/Animations.cs
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using UnityEngine;
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using System.Collections;
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public class Animations : MonoBehaviour {
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private Animator anim;
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private bool isShooting;
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// Use this for initialization
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void Start () {
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anim = GetComponent<Animator>();
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isShooting = false;
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}
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// Update is called once per frame
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void Update () {
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float mouvementX = Input.GetAxis("Horizontal");
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if (Input.GetKeyDown(KeyCode.X))
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{
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isShooting = true;
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} // if
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if (Input.GetKeyUp(KeyCode.X))
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{
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isShooting = false;
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} // if
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anim.SetFloat("SpeedX", Mathf.Abs(mouvementX));
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anim.SetBool("isShooting", isShooting);
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}
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}
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@ -28,6 +28,7 @@ public class Character{
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public void setTouchingTheFloor(bool touchFloor){
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this.touchingTheFloor = touchFloor;
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}
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public bool isTouchingTheFloor()
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{
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return touchingTheFloor;
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@ -7,8 +7,7 @@ public class Jump : MonoBehaviour {
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public Transform player;
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private bool isJumping; //
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private bool isJumping;
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// Use this for initialization
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void Start () {
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isJumping = false;
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@ -20,12 +19,12 @@ public class Jump : MonoBehaviour {
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if (Input.GetButton("Fire1") && isJumping == false)
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{
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timeJump = 50;
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timeJump = 10;
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isJumping = true;
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}
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if (timeJump > 0) {
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player.Translate(0, 0.5f, 0);
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player.Translate(0, 0.4f, 0);
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timeJump--;
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}
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else
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m_EditorVersion: 5.2.2f1
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m_EditorVersion: 5.2.1f1
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m_StandardAssetsVersion: 0
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