void FixedUpdate()
{
float h = Input.GetAxis("Horizontal");
//float v = Input.GetAxis("Vertical");
anim.SetFloat("Speed", h); // set our animator's float parameter 'Speed' equal to the vertical input axis
//anim.SetFloat("Direction", v); // set our animator's float parameter 'Direction' equal to the horizontal input axis
currentBaseState = anim.GetCurrentAnimatorStateInfo(0);
if(currentBaseState.IsTag("Run"))
{
if(Input.GetButtonDown("Jump"))
{
anim.SetInteger("JumpType", UnityEngine.Random.Range(0,2));
anim.SetBool("Jump", true);
}
if(Input.GetKeyDown (KeyCode.W))
{
//anim.SetInteger("JumpType", UnityEngine.Random.Range(0,3));
anim.SetBool("JumpUp", true);
}
}
else if(currentBaseState.IsTag("Jump") || currentBaseState.IsTag("Jumpup"))
{
if(!anim.IsInTransition(0))
{
anim.SetBool("Jump", false);
anim.SetBool("JumpUp", false);
}
}
}