CharacterCaracteristics.FixedUpdate C# (CSharp) Method

FixedUpdate() public method

public FixedUpdate ( ) : void
return void
    void FixedUpdate()
    {
        //float h = Input.GetAxis("Horizontal");				// setup h variable as our horizontal input axis
        float v = moveOnMouseClic.moveSpeed;				// 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)

        // 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);
                }
            }
        }
    }