Jump Down and Roll

I took this script from the unity mecanim tutorial. I noticed that if I comment out everything except the last else if statement that it still works. From what I understand, it’s originally written so that the center is lowered and upon impact curves the height and repositions the center of the collider so that the character does not appear to be floating. So why is it that if I comment all that out the last line still produces the same results?

Alright so it seems like for some reason they decided they wanted to change where the center of the collider was in the jumpdown state, but you only really need to use the curve for the height and center of the capsule collider on the rollstate. So it pretty much seems like the first lines of code aren’t really doing anything. So if they are then I can’t really tell.

Here is the entire script

using UnityEngine;
using System.Collections;

// Require these components when using this script
[RequireComponent(typeof (Animator))]
[RequireComponent(typeof (CapsuleCollider))]
[RequireComponent(typeof (Rigidbody))]
public class BotControlScript : MonoBehaviour
{
[System.NonSerialized]					
public float lookWeight;					// the amount to transition when using head look

[System.NonSerialized]
public Transform enemy;						// a transform to Lerp the camera to during head look

public float animSpeed = 1.5f;				// a public setting for overall animator animation speed
public float lookSmoother = 3f;				// a smoothing setting for camera motion
public bool useCurves;						// a setting for teaching purposes to show use of curves


private Animator anim;							// a reference to the animator on the character
private AnimatorStateInfo currentBaseState;			// a reference to the current state of the animator, used for base layer
private AnimatorStateInfo layer2CurrentState;	// a reference to the current state of the animator, used for layer 2
private CapsuleCollider col;					// a reference to the capsule collider of the character


static int idleState = Animator.StringToHash("Base Layer.Idle");	
static int locoState = Animator.StringToHash("Base Layer.Locomotion");			// these integers are references to our animator's states
static int jumpState = Animator.StringToHash("Base Layer.Jump");				// and are used to check state for various actions to occur
static int jumpDownState = Animator.StringToHash("Base Layer.JumpDown");		// within our FixedUpdate() function below
static int fallState = Animator.StringToHash("Base Layer.Fall");
static int rollState = Animator.StringToHash("Base Layer.Roll");
static int waveState = Animator.StringToHash("Layer2.Wave");


void Start ()
{
	// initialising reference variables
	anim = GetComponent<Animator>();					  
	col = GetComponent<CapsuleCollider>();				
	enemy = GameObject.Find("Enemy").transform;	
	if(anim.layerCount ==2)
		anim.SetLayerWeight(1, 1);
}


void FixedUpdate ()
{
	float h = Input.GetAxis("Horizontal");				// setup h variable as our horizontal input axis
	float v = Input.GetAxis("Vertical");				// setup v variables as our vertical input axis
	anim.SetFloat("Speed", v);							// set our animator's float parameter 'Speed' equal to the vertical input axis				
	anim.SetFloat("Direction", h); 						// set our animator's float parameter 'Direction' equal to the horizontal input axis		
	anim.speed = animSpeed;								// set the speed of our animator to the public variable 'animSpeed'
	anim.SetLookAtWeight(lookWeight);					// set the Look At Weight - amount to use look at IK vs using the head's animation
	currentBaseState = anim.GetCurrentAnimatorStateInfo(0);	// set our currentState variable to the current state of the Base Layer (0) of animation
	
	if(anim.layerCount ==2)		
		layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1);	// set our layer2CurrentState variable to the current state of the second Layer (1) of animation
	
	
	// LOOK AT ENEMY
	
	// if we hold Alt..
	if(Input.GetButton("Fire2"))
	{
		// ...set a position to look at with the head, and use Lerp to smooth the look weight from animation to IK (see line 54)
		anim.SetLookAtPosition(enemy.position);
		lookWeight = Mathf.Lerp(lookWeight,1f,Time.deltaTime*lookSmoother);
	}
	// else, return to using animation for the head by lerping back to 0 for look at weight
	else
	{
		lookWeight = Mathf.Lerp(lookWeight,0f,Time.deltaTime*lookSmoother);
	}
	
	// STANDARD JUMPING
	
	// if we are currently in a state called Locomotion (see line 25), then allow Jump input (Space) to set the Jump bool parameter in the Animator to true
	if (currentBaseState.nameHash == locoState)
	{
		if(Input.GetButtonDown("Jump"))
		{
			anim.SetBool("Jump", true);
		}
	}
	
	// if we are in the jumping state... 
	else if(currentBaseState.nameHash == jumpState)
	{
		//  ..and not still in transition..
		if(!anim.IsInTransition(0))
		{
			if(useCurves)
				// ..set the collider height to a float curve in the clip called ColliderHeight
				col.height = anim.GetFloat("ColliderHeight");
			
			// reset the Jump bool so we can jump again, and so that the state does not loop 
			anim.SetBool("Jump", false);
		}
		
		// Raycast down from the center of the character.. 
		Ray ray = new Ray(transform.position + Vector3.up, -Vector3.up);  //<==????
		RaycastHit hitInfo = new RaycastHit();
		
		if (Physics.Raycast(ray, out hitInfo))
		{
			// ..if distance to the ground is more than 1.75, use Match Target
			if (hitInfo.distance > 1.75f)
			{
				
				// MatchTarget allows us to take over animation and smoothly transition our character towards a location - the hit point from the ray.
				// Here we're telling the Root of the character to only be influenced on the Y axis (MatchTargetWeightMask) and only occur between 0.35 and 0.5
				// of the timeline of our animation clip
				anim.MatchTarget(hitInfo.point, Quaternion.identity, AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(0, 1, 0), 0), 0.35f, 0.5f);
			}
		}
	}
	
	
	// JUMP DOWN AND ROLL 
	
	// if we are jumping down, set our Collider's Y position to the float curve from the animation clip - 
	// this is a slight lowering so that the collider hits the floor as the character extends his legs
	else if (currentBaseState.nameHash == jumpDownState)
	{
		col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0); //lowering the COLLIDER (not the character inside!)...changing its center to be lower
	}
	
	// if we are falling, set our Grounded boolean to true when our character's root 
	// position is less that 0.6, this allows us to transition from fall into roll and run
	// we then set the Collider's Height equal to the float curve from the animation clip
	else if (currentBaseState.nameHash == fallState)
	{
		col.height = anim.GetFloat("ColliderHeight"); // changing the height/size of the collider
	}
	
	// if we are in the roll state and not in transition, set Collider Height to the float curve from the animation clip 
	// this ensures we are in a short spherical capsule height during the roll, so we can smash through the lower
	// boxes, and then extends the collider as we come out of the roll
	// we also moderate the Y position of the collider using another of these curves on line 128
	else if (currentBaseState.nameHash == rollState)
	{
		if(!anim.IsInTransition(0))
		{
			if(useCurves)
				col.height = anim.GetFloat("ColliderHeight"); // a curve set to change the height and then back to normal
			
			col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0); // center of the collider needs to be reset...
			
		}
	}
	// IDLE
	
	// check if we are at idle, if so, let us Wave!
	else if (currentBaseState.nameHash == idleState)
	{
		if(Input.GetButtonUp("Jump"))
		{
			anim.SetBool("Wave", true);
		}
	}
	// if we enter the waving state, reset the bool to let us wave again in future
	if(layer2CurrentState.nameHash == waveState)
	{
		anim.SetBool("Wave", false);
	}
}

}

Is this the whole script? If so, the reason it makes no difference is because you have “else if” statements without any “if” statements. “else if” only run if the “if” before it doesn’t run. Those lines of code are not executing anyway, so commenting them out makes no difference.