transitions imparfaites lorsque nous appuyons sur X(ATTAQUE) et que nous bougeons par la suite

This commit is contained in:
Xavier314 2015-11-04 21:36:56 -05:00
parent eb22bf7e8b
commit 7f57e57a1e
16 changed files with 85 additions and 5 deletions

9
Assets/Animations.meta Normal file
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Assets/Animations/Idle.anim Normal file

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@ -0,0 +1,39 @@
using UnityEngine;
using System.Collections;
public class Animations : MonoBehaviour {
private Animator anim;
private bool isShooting;
// Use this for initialization
void Start () {
anim = GetComponent<Animator>();
isShooting = false;
}
// Update is called once per frame
void Update () {
float mouvementX = Input.GetAxis("Horizontal");
if (Input.GetKeyDown(KeyCode.X))
{
isShooting = true;
} // if
if (Input.GetKeyUp(KeyCode.X))
{
isShooting = false;
} // if
anim.SetFloat("SpeedX", Mathf.Abs(mouvementX));
anim.SetBool("isShooting", isShooting);
}
}

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@ -28,6 +28,7 @@ public class Character{
public void setTouchingTheFloor(bool touchFloor){
this.touchingTheFloor = touchFloor;
}
public bool isTouchingTheFloor()
{
return touchingTheFloor;

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@ -7,8 +7,7 @@ public class Jump : MonoBehaviour {
public Transform player;
private bool isJumping; //
private bool isJumping;
// Use this for initialization
void Start () {
isJumping = false;
@ -20,12 +19,12 @@ public class Jump : MonoBehaviour {
if (Input.GetButton("Fire1") && isJumping == false)
{
timeJump = 50;
timeJump = 10;
isJumping = true;
}
if (timeJump > 0) {
player.Translate(0, 0.5f, 0);
player.Translate(0, 0.4f, 0);
timeJump--;
}
else

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