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diff --git a/Assets/Scenes/skatepark terraintest/terrainSkate.unity.meta b/Assets/Scenes/skatepark terraintest/terrainSkate.unity.meta
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diff --git a/Assets/Scripts/codeskate.meta b/Assets/Scripts/codeskate.meta
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diff --git a/Assets/Scripts/codeskate/FiguresSkate.cs.meta b/Assets/Scripts/codeskate/FiguresSkate.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..3d94b56b11b17725df70728b2f01a1af5d9fa543
--- /dev/null
+++ b/Assets/Scripts/codeskate/FiguresSkate.cs.meta
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diff --git a/Assets/Scripts/codeskate/animationsPerso.cs b/Assets/Scripts/codeskate/animationsPerso.cs
new file mode 100644
index 0000000000000000000000000000000000000000..883582d5be40a1b69614de9327b24dd5b1713421
--- /dev/null
+++ b/Assets/Scripts/codeskate/animationsPerso.cs
@@ -0,0 +1,55 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+//Maxime Boulogne
+//Code des animations du personnage
+public class animationsPerso : MonoBehaviour
+{
+
+    private Animator anim;
+
+    void Start()
+    {
+        anim = GetComponent<Animator>();
+        anim.SetBool("stand", false);
+    }
+
+    void Update()
+    {
+        //animation pousser et rouler du personnage
+        if (Input.GetKeyDown(KeyCode.Z)){
+//Si la touche pour avancer est pressée on active l'animation de pousser qui va enchener sur celle ou le perso roule simplement
+            anim.SetBool("pousser", true);
+        }
+        if (Input.GetKeyUp(KeyCode.Z)){
+//Si la touche pour avancer n'est plus préssée on stop l'animation
+            anim.SetBool("pousser", false);
+        }
+        //animation de saut
+        if (Input.GetKeyDown(KeyCode.Space))
+        {
+//saut si bar espace est pressée peu importe l'état du joeur (pousser/debout/rouler)
+            anim.SetBool("sauter", true);
+        }
+        if (Input.GetKeyUp(KeyCode.Space))
+        {
+            anim.SetBool("sauter", false);
+        }
+//Faire sauter le perso durant la figure du kickflip
+        if (Input.GetButtonDown("Fire1")){
+            anim.SetBool("sauter", true);
+        }
+        if (Input.GetButtonUp("Fire1")){
+            anim.SetBool("sauter", false);
+        }
+//Faire sauter le perso durant la figure du 360
+        if (Input.GetButtonDown("Fire2"))
+        {
+            anim.SetBool("sauter", true);
+        }
+        if (Input.GetButtonUp("Fire2"))
+        {
+            anim.SetBool("sauter", false);
+        }
+    }
+}
diff --git a/Assets/Scripts/codeskate/animationsPerso.cs.meta b/Assets/Scripts/codeskate/animationsPerso.cs.meta
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diff --git a/Assets/Scripts/codeskate/move.cs.meta b/Assets/Scripts/codeskate/move.cs.meta
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diff --git a/Assets/Scripts/codeskate/terraintestSkate.asset.meta b/Assets/Scripts/codeskate/terraintestSkate.asset.meta
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