using UnityEngine; public class PlayerAnimator { private readonly Animator _animator; private readonly int _runningHash = Animator.StringToHash("Run"); private readonly int _deadHash = Animator.StringToHash("Dead"); private readonly int _jumpHash = Animator.StringToHash("Jump"); private readonly int _slideHash = Animator.StringToHash("Slide"); private readonly int _idleHash = Animator.StringToHash("Idle"); public PlayerAnimator(Animator animator) { if (animator) this._animator = animator; } public void SetRunState(bool isRunning) { _animator?.SetBool(_runningHash, isRunning); } public void SetJumpState(bool isJumping) { _animator?.SetBool(_jumpHash, isJumping); } public void SetDeadState(bool isDead) { _animator?.SetBool(_deadHash, isDead); } public void SetSlideState(bool isSliding) { _animator?.SetBool(_slideHash, isSliding); } public void SetIdleState(bool isIdle) { if(_animator){} _animator?.SetBool(_idleHash, isIdle); } }