The Adventures of Tokk Project Report Raphael Leon 31 may 2014 | Page 9
if (Input.GetKey("a"))
{
//turns the character around
transform.eulerAngles = Vector3(0, 455, 0);
if (animation.isPlaying)
animation.CrossFade("walk");
else
animation.Play("walk");
}
else if (Input.GetKeyUp("a"))
{
animation.CrossFade("idle", 1);
}
//this is the code end for an animation
if (Input.GetKey("w"))
{
if (animation.isPlaying){
animation.CrossFade("jump");
animation.CrossFadeQueued("idle");}
else
{ animation.Play("jump");
animation.CrossFade("idle", 1);
}}
if (Input.GetButtonDown("Fire1"))
{
if (animation.isPlaying)
animation.CrossFade("attack");
else
animation.Play("attack");
}}
This will ensure that an animation is playing at all times such as idle or
walking animations. It also ensures that that when animations change into one
another (e.g. idle animation into walking) it isn’t jerky but smooth because it has
been set so that they fade into one another.
Once the scripts had been