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Question by JackoMiG · Jul 13, 2015 at 07:43 AM · arrayanimatormecanimswapweaponchanging

Animator state not activating immediately.(URGENT)

Hi guys,

I'm trying to get weapon switching to work for my weapons that use animators.

Basically, what should happen is when the player presses 1 the first weapon in the array should be activated and the animator should go from 'any state' to 'equip' so that it looks like the weapon is being equipped. However, activating this weapon for a split second you can see that the weapon is in (if we are standing still) 'idle', before then going to play the'entry' animation.

Anyone know what's going on here?

Here's relevent parts of the script. var availableWeapons : GameObject[]; //an array of all available weapons var animator : Animator; //stores the animator component

 function Start () {
  
 animator = GameObject.Find("AUG").GetComponent(Animator);//assigns Animator component when we start the game
 //GetComponentInChildren(Animator); //assigns Animator component when we start the game
 
     var currentWeaponObject = availableWeapons[0];//NEW 06/07/2015
     //currentWeaponObject.transform.parent = weaponCam.transform; //set the weapon to be a child of the weapon camera
     currentWeapon = currentWeaponObject.GetComponent(Weapon_Base); //set the "currentWeapon" to this weapon
  
 }
 
 function Update (){
 
 if (Input.GetKeyDown("1"))
     {
         SelectWeapon(0); //selects the first weapon when '1' is pressed
         animator = GameObject.Find("AUG").GetComponent(Animator);
         animator.SetTrigger("Switch");
         var currentWeaponObject = availableWeapons[0];
         animator.SetTrigger("Switch");
         currentWeapon = currentWeaponObject.GetComponent(Weapon_Base);
         fireRate = 0.15;
         gui_ClipCount.text = ""+currentWeapon.clipAmmo; 
         gui_ReserveCount.text = ""+currentWeapon.reserveAmmo;
     } 
     if (Input.GetKeyDown("2")) 
     {
         SelectWeapon(1); //selects the second weapon when '2' is pressed
         animator = GameObject.Find("M9").GetComponent(Animator);
         animator.SetTrigger("Switch");
         currentWeaponObject = availableWeapons[1];//sets the current weapon object to the second weapon assigned in the array (through the inspector)
         currentWeapon = currentWeaponObject.GetComponent(Weapon_Base);//this is for the weapon base script which holds how many bullets we have
         fireRate = 0.5;
         gui_ClipCount.text = ""+currentWeapon.clipAmmo; 
         gui_ReserveCount.text = ""+currentWeapon.reserveAmmo;
     }
 }
 function SelectWeapon(index : int) //FUNCTION FOR SWAPING WEAPONS
 {
     for(var obj:GameObject in availableWeapons)obj.SetActive(false); //these lines just cycle through the weapons in our array
      availableWeapons[index].SetActive(true); //selects one to be active, and the rest to be inactive
 }
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avatar image iamsidv · Jul 13, 2015 at 08:57 AM 0
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can you share the animator controller's screenshot?

avatar image Cherno · Jul 13, 2015 at 09:35 AM 0
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Does the transition have an exit time set?

avatar image JackoMiG · Jul 13, 2015 at 09:45 AM 0
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Animator controller for the AUG: alt text

dump24.jpg (102.5 kB)

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