Reputation: 1
I Am trying to add a swinging system to my game but whenever my player does the swinging animation it goes back to the same place how would I fix something like that? here is a video showing what it does: https://streamable.com/7jxgqx
I Use a character controller to move the player so does anyone know how to prevent the player from snapping back to the place it came from
Problem: https://streamable.com/7jxgqx
my codes: 1)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Swinging : MonoBehaviour
{
[SerializeField]Animator m_Animator;
CharacterController cc;
[SerializeField]GameObject jumpArea;
PlayerController playerController;
private void Start()
{
cc = GetComponent<CharacterController>();
playerController = GetComponent<PlayerController>();
playerController.enabled = true;
cc.enabled = true;
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Collider"))
{
StartCoroutine(StartSwinging());
}
}
IEnumerator StartSwinging()
{
m_Animator.SetTrigger("swing");
cc.enabled = false;
playerController.enabled = false;
yield return new WaitForSeconds(2.3f);
m_Animator.SetBool("afterSwing", true);
Destroy(jumpArea);
playerController.enabled = true;
cc.enabled = true;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
CharacterController cc;
public Transform groundCheck;
public LayerMask groundLayer;
float wallJumpVelocity;
public Animator m_Animator;
private Vector3 direction;
public float speed = 5f;
public float jumpForce = 8f;
public float gravity = -20f;
public bool canDoubleJump = true;
public bool isGrounded;
void Start()
{
cc = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
direction.x = horizontalInput * speed;
m_Animator.SetFloat("run", Mathf.Abs(horizontalInput)); // Mathf.Abs i igivea rac modulebi anu |-5| = 5
isGrounded = Physics.CheckSphere(groundCheck.position, 0.2f, groundLayer);
m_Animator.SetBool("isGrounded", isGrounded);
Jump();
if (horizontalInput != 0)
{
Quaternion flip = Quaternion.LookRotation(new Vector3(0, 0, horizontalInput));
transform.rotation = flip;
}
cc.Move(direction * Time.deltaTime);
}
void Jump()
{
// es kodi anichebs chvens motamashes axtomis funqicas
if (isGrounded)
{
canDoubleJump = true;
if (Input.GetButtonDown("Jump"))
{
direction.y = jumpForce;
}
}
else
{
if (canDoubleJump && Input.GetButtonDown("Jump"))
{
m_Animator.SetTrigger("doubleJump");
direction.y = jumpForce;
canDoubleJump = false;
}
}
direction.y += gravity * Time.deltaTime;
}
}
I Tried applying root motion too but it did not work i am using animations from mixamo.
Thanks <3
Upvotes: 0
Views: 30