here’s the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class player : MonoBehaviour
{
public Animator playerAnim;
public Rigidbody playerRigid;
public float w_speed, wb_speed, olw_speed, rn_speed, ro_speed;
public bool walking;
public Transform playerTrans;
void FixedUpdate(){
if(Input.GetKey(KeyCode.W)){
playerRigid.linearVelocity = transform.forward * w_speed * Time.deltaTime;
}
if(Input.GetKey(KeyCode.S)){
playerRigid.linearVelocity = -transform.forward * wb_speed * Time.deltaTime;
}
}
void Update(){
if(Input.GetKeyDown(KeyCode.W)){
playerAnim.SetTrigger("walk");
playerAnim.ResetTrigger("idle");
walking = true;
//steps1.SetActive(true);
}
if(Input.GetKeyUp(KeyCode.W)){
playerAnim.ResetTrigger("walk");
playerAnim.SetTrigger("idle");
walking = false;
//steps1.SetActive(false);
}
if(Input.GetKeyDown(KeyCode.S)){
playerAnim.SetTrigger("walkback");
playerAnim.ResetTrigger("idle");
//steps1.SetActive(true);
}
if(Input.GetKeyUp(KeyCode.S)){
playerAnim.ResetTrigger("walkback");
playerAnim.SetTrigger("idle");
//steps1.SetActive(false);
}
if(Input.GetKey(KeyCode.A)){
playerTrans.Rotate(0, -ro_speed * Time.deltaTime, 0);
}
if(Input.GetKey(KeyCode.D)){
playerTrans.Rotate(0, ro_speed * Time.deltaTime, 0);
}
if(walking == true){
if(Input.GetKeyDown(KeyCode.LeftShift)){
//steps1.SetActive(false);
//steps2.SetActive(true);
w_speed = w_speed + rn_speed;
playerAnim.SetTrigger("run");
playerAnim.ResetTrigger("walk");
}
if(Input.GetKeyUp(KeyCode.LeftShift)){
//steps1.SetActive(true);
//steps2.SetActive(false);
w_speed = olw_speed;
playerAnim.ResetTrigger("run");
playerAnim.SetTrigger("walk");
}
}
}
}
