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How to fix click range & time delay on animated object
I have an object that is a window, it has an open & close animation. When left clicking on its mesh collider it plays the open animation, then when left clicked again it plays the close animation.
There is no actual errors in the code, but I found some glitches and am not sure how to fix them exactly.
Problems I am having:
I can open/close the window at any
distance, I want to only be able to
only to at a close radius.
I believe that this problem can be solved with doing raycasting in some way but I'm not sure how to implement it
Can click quickly change between the two animations (open/close), no time delay.
I want to be able to have to wait for the open animation to completely be finished before being able to click it again to play the close animation. As well as having to wait for the close animation to finish before clicking to switch the the open animation.
Here is my script (C#):
using UnityEngine;
using System.Collections;
public class TriggerAnimation : MonoBehaviour {
public enum State {
open,
close,
inbetween
}
public State state;
public string openAnimation = "";
public string closeAnimation = "";
// Use this for initialization
void Start () {
state = TriggerAnimation.State.close;
}
// Update is called once per frame
void Update () {
}
public void OnMouseEnter() {
Debug.Log ("Enter");
}
public void OnMouseExit() {
Debug.Log ("Exit");
}
public void OnMouseUp() {
Debug.Log("Up");
if(state == TriggerAnimation.State.close)
Open();
else
Close();
}
private void Open() {
GetComponent<Animation>().Play(openAnimation);
state = TriggerAnimation.State.open;
}
private void Close() {
GetComponent<Animation>().Play(closeAnimation);
state = TriggerAnimation.State.close;
}
}
Thank you for taking the time to read my question, all help is appreciated.
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