unity animator get bool
// unity animator get bool
//Fetch the Animator
Animator m_Animator;
// Use this to decide if the GameObject can jump or not
bool m_Jump;
void Start()
{
//This gets the Animator, which should be attached to the GameObject you are intending to animate.
m_Animator = gameObject.GetComponent<Animator>();
// The GameObject cannot jump
m_Jump = false;
}
void Update()
{
//Press the space bar to enable the "Jump" parameter in the Animator Controller
if (Input.GetKey(KeyCode.Space))
{
//Set the "Jump" parameter in the Animator Controller to true
m_Animator.SetBool("Jump", true);
//Check to see if the "Crouch" parameter is enabled
if (m_Animator.GetBool("Crouch"))
{
//If the "Crouch" parameter is enabled, disable it as the Animation should no longer be crouching
m_Animator.SetBool("Crouch", false);
}
}
//Otherwise the "Jump" parameter should be false
else m_Animator.SetBool("Jump", false);
//Press the down arrow key to enable the "Crouch" parameter
if (Input.GetKey(KeyCode.DownArrow))
m_Animator.SetBool("Crouch", true);
else
m_Animator.SetBool("Crouch", false);
}
3.67
9
// unity animator set bool
// Fetch the Animator
Animator m_Animator;
// Use this for deciding if the GameObject can jump or not
bool m_Jump;
void Start()
{
//This gets the Animator, which should be attached to the GameObject you are intending to animate.
m_Animator = gameObject.GetComponent<Animator>();
// The GameObject cannot jump
m_Jump = false;
}
void Update()
{
//Click the mouse or tap the screen to change the animation
if (Input.GetMouseButtonDown(0))
m_Jump = true;
//Otherwise the GameObject cannot jump.
else m_Jump = false;
//If the GameObject is not jumping, send that the Boolean “Jump” is false to the Animator. The jump animation does not play.
if (m_Jump == false)
m_Animator.SetBool("Jump", false);
//The GameObject is jumping, so send the Boolean as enabled to the Animator. The jump animation plays.
if (m_Jump == true)
m_Animator.SetBool("Jump", true);
}
Thank you!
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