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Question by workcel · Nov 05, 2016 at 05:01 PM · animationscript.navmeshagent

Click to Move Game tutorial - walking animation issue

Hello Unity Community )

In the end of this lesson: https://unity3d.com/ru/learn/tutorials/topics/navigation/creating-click-move-game player is still using walking animation clip while striking enemies...

How could i fix this issue by script? I wanna to play Idle animation while player is shooting enemies.

Anyways, GREAT thanks for your tutorial!

Here is the script:

 using UnityEngine;
 using System.Collections;
 
 namespace CompleteProject
 {
 
     public class ClickToMove : MonoBehaviour {
 
         public float shootDistance = 10f;
         public float shootRate = .5f;
         public PlayerShooting shootingScript;
 
         private Animator anim;
         private NavMeshAgent navMeshAgent;
         private Transform targetedEnemy;
         private Ray shootRay;
         private RaycastHit shootHit;
         private bool walking;
         private bool enemyClicked;
         private float nextFire;
 
         // Use this for initialization
         void Awake () 
         {
             anim = GetComponent<Animator> ();
             navMeshAgent = GetComponent<NavMeshAgent> ();
         }
         
         // Update is called once per frame
         void Update () 
         {
             Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
             RaycastHit hit;
             if (Input.GetButtonDown ("Fire2")) 
             {
                 if (Physics.Raycast(ray, out hit, 100))
                 {
                     if (hit.collider.CompareTag("Enemy"))
                     {
                         targetedEnemy = hit.transform;
                         enemyClicked = true;
                     }
 
                     else
                     {
                         walking = true;
                         enemyClicked = false;
                         navMeshAgent.destination = hit.point;
                         navMeshAgent.Resume();
                     }
                 }
             }
 
             if (enemyClicked) {
                 MoveAndShoot();
             }
 
             if (navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance) {
                 if (!navMeshAgent.hasPath || Mathf.Abs (navMeshAgent.velocity.sqrMagnitude) < float.Epsilon)
                 walking = false;
             } else {
                 walking = true;
             }
 
             anim.SetBool ("IsWalking", walking);
         }
 
         private void MoveAndShoot()
         {
             if (targetedEnemy == null)
                 return;
             navMeshAgent.destination = targetedEnemy.position;
             if (navMeshAgent.remainingDistance >= shootDistance) {
             
                 navMeshAgent.Resume();
                 walking = true;
             }
 
             if (navMeshAgent.remainingDistance <= shootDistance) {
             
                 transform.LookAt(targetedEnemy);
                 Vector3 dirToShoot = targetedEnemy.transform.position - transform.position;
                 if (Time.time > nextFire)
                 {
                     nextFire = Time.time + shootRate;
                     shootingScript.Shoot(dirToShoot);
                 }
                 navMeshAgent.Stop();
                 walking = false;
             }
         }
 
     }
 
 }

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