using UnityEngine; public class Duck : MonoBehaviour { private Animator duck; private bool CapsLockOn; public GameObject ground; private void Start() { duck = GetComponent(); } private void Update() { if (duck.GetCurrentAnimatorStateInfo(0).IsName("swim")) { ground.GetComponent().enabled = false; duck.SetBool("walk", value: false); } if (duck.GetCurrentAnimatorStateInfo(0).IsName("lay")) { duck.SetBool("idletolay", value: false); duck.SetBool("laytoidle", value: false); ground.GetComponent().enabled = true; } if (duck.GetCurrentAnimatorStateInfo(0).IsName("idle")) { ground.GetComponent().enabled = true; duck.SetBool("lay", value: false); duck.SetBool("walk", value: false); } if (duck.GetCurrentAnimatorStateInfo(0).IsName("walk")) { ground.GetComponent().enabled = true; duck.SetBool("swim", value: false); } if (duck.GetCurrentAnimatorStateInfo(0).IsName("run")) { ground.GetComponent().enabled = true; duck.SetBool("idle", value: false); duck.SetBool("lay", value: false); } if (Input.GetKeyDown(KeyCode.CapsLock)) { CapsLockOn = !CapsLockOn; } if (Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.E)) { duck.SetBool("idle", value: true); duck.SetBool("walk", value: false); duck.SetBool("swim", value: false); duck.SetBool("lay", value: true); duck.SetBool("eat", value: false); } if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D)) { duck.SetBool("walkleft", value: false); duck.SetBool("walkright", value: false); duck.SetBool("walk", value: true); } if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D)) { duck.SetBool("runleft", value: false); duck.SetBool("idle", value: true); duck.SetBool("runright", value: false); duck.SetBool("run", value: true); duck.SetBool("turnleft", value: false); duck.SetBool("turnright", value: false); duck.SetBool("swimleft", value: false); duck.SetBool("swimright", value: false); duck.SetBool("swim", value: true); } if (Input.GetKeyDown(KeyCode.W)) { duck.SetBool("walk", value: true); duck.SetBool("idle", value: false); duck.SetBool("run", value: false); duck.SetBool("swim", value: true); duck.SetBool("lay", value: false); duck.SetBool("swimleft", value: false); duck.SetBool("swimright", value: false); } if (Input.GetKeyDown(KeyCode.A)) { duck.SetBool("runleft", value: true); duck.SetBool("run", value: false); duck.SetBool("walkleft", value: true); duck.SetBool("walk", value: false); duck.SetBool("turnleft", value: true); duck.SetBool("idle", value: false); duck.SetBool("swimleft", value: true); duck.SetBool("swim", value: false); } if (Input.GetKeyDown(KeyCode.D)) { duck.SetBool("runright", value: true); duck.SetBool("run", value: false); duck.SetBool("walkright", value: true); duck.SetBool("walk", value: false); duck.SetBool("turnright", value: true); duck.SetBool("idle", value: false); duck.SetBool("swimright", value: true); duck.SetBool("swim", value: false); } if (Input.GetKey(KeyCode.LeftShift)) { duck.SetBool("idle", value: false); duck.SetBool("run", value: true); duck.SetBool("walk", value: false); } if (Input.GetKeyDown(KeyCode.DownArrow)) { duck.SetBool("idle", value: false); duck.SetBool("idletolay", value: true); } if (Input.GetKeyDown(KeyCode.UpArrow)) { duck.SetBool("lay", value: false); duck.SetBool("laytoidle", value: true); } if (Input.GetKeyDown(KeyCode.E)) { duck.SetBool("idle", value: false); duck.SetBool("eat", value: true); } if (Input.GetKeyDown(KeyCode.S)) { duck.SetBool("idle", value: false); duck.SetBool("backward", value: true); } if (Input.GetKeyUp(KeyCode.S)) { duck.SetBool("idle", value: true); duck.SetBool("backward", value: false); } } }