Fixed buggy jump animation

main
Ivy 4 years ago
parent d312c70fbd
commit 881e9c468e

@ -58,12 +58,12 @@ AnimationClip:
m_AdditiveReferencePoseClip: {fileID: 0}
m_AdditiveReferencePoseTime: 0
m_StartTime: 0
m_StopTime: 0.4166667
m_StopTime: 0.41666666
m_OrientationOffsetY: 0
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 1
m_LoopTime: 0
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0

@ -66,7 +66,7 @@ AnimationClip:
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 1
m_LoopTime: 0
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0

@ -138,17 +138,17 @@ AnimatorStateTransition:
m_Conditions:
- m_ConditionMode: 4
m_ConditionEvent: velocityY
m_EventTreshold: 0
m_EventTreshold: -0.75
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 3480931448333261977}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionDuration: 0.33901125
m_TransitionOffset: 0
m_ExitTime: 0.25
m_HasExitTime: 0
m_ExitTime: 0.47147307
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1

@ -8,6 +8,8 @@ public class Glider : MonoBehaviour
[SerializeField]
private float m_FallSpeed = 0f;
private Animator animator;
/// <summary>
///
/// </summary>
@ -18,13 +20,21 @@ public class Glider : MonoBehaviour
void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (IsGliding && m_Rigidbody2D.velocity.y < 0f && Mathf.Abs(m_Rigidbody2D.velocity.y) > m_FallSpeed)
{
m_Rigidbody2D.velocity = new Vector2(m_Rigidbody2D.velocity.x, Mathf.Sign(m_Rigidbody2D.velocity.y) * m_FallSpeed);
animator.SetBool("isGliding", true);
}
else
{
animator.SetBool("isGliding", false);
}
}
public void StartGliding()

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