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- void FixedUpdate()
- {
- moveInput = Input.GetAxisRaw("Horizontal");
- rb.velocity = new Vector2(moveInput * runSpeed, rb.velocity.y);
- spriteRenderer.flipX = false;
- if (Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground")) ||
- (Physics2D.Linecast(transform.position, groundCheckR.position, 1 << LayerMask.NameToLayer("Ground"))) ||
- (Physics2D.Linecast(transform.position, groundCheckL.position, 1 << LayerMask.NameToLayer("Ground"))))
- {
- isGrounded = true;
- }
- else
- {
- isGrounded = false;
- if (spriteRenderer.flipX == false)
- {
- animator.Play("PlayerJump");
- spriteRenderer.flipX = false;
- }
- else if (spriteRenderer.flipX == true)
- {
- animator.Play("PlayerJump");
- spriteRenderer.flipX = true;
- }
- }
- if (moveInput = 0)
- {
- if (isGrounded)
- {
- spriteRenderer.flipX = false;
- animator.Play("Player_Run");
- }
- else
- {
- spriteRenderer.flipX = false;
- }
- }
- else if (moveInput = 0)
- {
- if (isGrounded)
- {
- animator.Play("Player_Run");
- spriteRenderer.flipX = true; }
- else
- {
- spriteRenderer.flipX = true;
- }
- }
- else
- {
- if (isGrounded && moveInput == 0 && !spriteRenderer.flipX)
- {
- animator.Play("Player_Idle");
- }
- else if (isGrounded && moveInput == 0 && spriteRenderer.flipX)
- {
- animator.Play("Player_Idle");
- spriteRenderer.flipX = true;
- }
- rb.velocity = new Vector2(0, rb.velocity.y);
- }
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