Mono path[0] = 'D:/antonis/SFR-MUSE [DEMO]/Builded/SFRwindows/SFR/Sonic Fan Remix_Data/Managed'
Mono path[1] = 'D:/antonis/SFR-MUSE [DEMO]/Builded/SFRwindows/SFR/Sonic Fan Remix_Data/Mono'
Direct3D:
    Version:  Direct3D 9.0c [atiumdag.dll 8.14.10.697]
    Renderer: ATI Mobility Radeon HD 5165 
    Vendor:   ATI
    VRAM:     1024 MB
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 DF24=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=1
desktop: 1600x900 60Hz; virtual: 1600x900 at 0,0
<I> Initializing (RawInput).

<RI> Input initialized.

Non platform assembly: data-02EE9980 (this message is harmless)
Non platform assembly: data-02F4BD80 (this message is harmless)
Non platform assembly: data-09560048 (this message is harmless)
Platform assembly: D:\antonis\SFR-MUSE [DEMO]\Builded\SFRwindows\SFR\Sonic Fan Remix_Data\Managed\UnityScript.Lang.dll (this message is harmless)
Platform assembly: D:\antonis\SFR-MUSE [DEMO]\Builded\SFRwindows\SFR\Sonic Fan Remix_Data\Managed\Boo.Lang.dll (this message is harmless)
The referenced script on this Behaviour is missing!
 
(Filename: ..\..\Runtime\Mono\MonoBehaviour.cpp Line: 1695)


Unloading 43 unused Assets to reduce memory usage. Loaded Objects now: 12477.
Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Made 451 Blocks.
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
LevelEditorScript:LoadZone()
LevelEditorScript:Start()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Hurt
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartHurt(Single)
PlayerScript:OnTriggerStay(Collider)
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateFall()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed:Brake
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Spring
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateAir()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

The animation state SpringHit could not be played because it couldn't be found!
Please attach an animation clip with the name 'SpringHit' or call this function only for existing animations.
UnityEngine.Animation:Play(String, PlayMode)
UnityEngine.Animation:Play(String)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateAir()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()

[..\..\Runtime\Animation\Animation.cpp line 402] 
(Filename: ..\..\Runtime\Animation\Animation.cpp Line: 402)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateFall()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Roll
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartRoll()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Spring
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateRoll()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

The animation state SpringHit could not be played because it couldn't be found!
Please attach an animation clip with the name 'SpringHit' or call this function only for existing animations.
UnityEngine.Animation:Play(String, PlayMode)
UnityEngine.Animation:Play(String)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateRoll()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()

[..\..\Runtime\Animation\Animation.cpp line 402] 
(Filename: ..\..\Runtime\Animation\Animation.cpp Line: 402)

Animation Changed: Hurt
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartHurt(Single)
PlayerScript:OnTriggerStay(Collider)
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateFall()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Look
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Spindash
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartSpinDash()
PlayerScript:StateLookDown()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Roll
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartRoll()
PlayerScript:StopSpinDash(Boolean)
PlayerScript:StateSpinDash()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateFall()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Roll
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartRoll()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Escaped Corkscrew!
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StateCorkscrew()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateFall()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Roll
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartRoll()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateRoll()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateFall()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateRun()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Roll
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartRoll()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateFall()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Roll
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartRoll()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Spring
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateAir()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

The animation state SpringHit could not be played because it couldn't be found!
Please attach an animation clip with the name 'SpringHit' or call this function only for existing animations.
UnityEngine.Animation:Play(String, PlayMode)
UnityEngine.Animation:Play(String)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateAir()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()

[..\..\Runtime\Animation\Animation.cpp line 402] 
(Filename: ..\..\Runtime\Animation\Animation.cpp Line: 402)

Animation Changed: Spring
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateAir()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

The animation state SpringHit could not be played because it couldn't be found!
Please attach an animation clip with the name 'SpringHit' or call this function only for existing animations.
UnityEngine.Animation:Play(String, PlayMode)
UnityEngine.Animation:Play(String)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateAir()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()

[..\..\Runtime\Animation\Animation.cpp line 402] 
(Filename: ..\..\Runtime\Animation\Animation.cpp Line: 402)

Animation Changed: Spring
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateAir()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

The animation state SpringHit could not be played because it couldn't be found!
Please attach an animation clip with the name 'SpringHit' or call this function only for existing animations.
UnityEngine.Animation:Play(String, PlayMode)
UnityEngine.Animation:Play(String)
PlayerScript:StartSpring(TerrainBlockInit)
PlayerScript:StateAir()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()

[..\..\Runtime\Animation\Animation.cpp line 402] 
(Filename: ..\..\Runtime\Animation\Animation.cpp Line: 402)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateFall()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateRun()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Roll
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartRoll()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Escaped Corkscrew!
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StateCorkscrew()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateRoll()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

level event!
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
LevelEventActionScript:PerformAction()
LevelEventTriggerScript:HitByPlayer()
LevelEventTriggerScript:LevelEventTriggerScript$HitByPlayer$(Object, Object[])
Boo.Lang.Runtime.RuntimeServices:Dispatch(Object, String, Type[], Object[], DispatcherFactory)
Boo.Lang.Runtime.RuntimeServices:Dispatch(Object, String, Object[], DispatcherFactory)
Boo.Lang.Runtime.RuntimeServices:Invoke(Object, String, Object[])
UnityScript.Lang.UnityRuntimeServices:Invoke(Object, String, Object[], Type)
PlayerScript:OnTriggerStay(Collider)
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Jump
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartJump()
PlayerScript:StateGround()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Walk
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Run
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateWalk()
PlayerScript:AnimStateStand()
PlayerScript:AnimStateJump()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Hurt
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:StartHurt(Single)
PlayerScript:OnTriggerStay(Collider)
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

Animation Changed: Stand
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
PlayerScript:AnimStateFall()
CompilerGenerated.__BadnikScript_Start$callable0$106_17__:Call(Object[])
Boo.Lang.Runtime.RuntimeServices:InvokeCallable(Object, Object[])
PlayerScript:ExecuteState(Object)
PlayerScript:FixedUpdate()
 
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2535)

