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Question by Code1345 · Aug 13, 2017 at 03:39 AM · c#animationvoid

Problem with animation script.

Essentially, I am making a script that calls an animation whenever you are within certain distance of an object and hit a key. The game tells how close/far you are from the object using a raycast, which works fine and changes whenever you move. But then I get close to the door and hit E, nothing happens. I did a debug.log and the animation isn't even called. I'd love to know what I am doing wrong here. Any help is appreciated. Door animation script is below, along with the raycast.

(Door script)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class DoorAnimation : MonoBehaviour {
     public Animator anim;
     public AudioSource dooropen;
     float TheDistance = PlayerRaycast.DistanceFromTarget;
     // Use this for initialization
     void Start () {
         anim = GetComponent<Animator>();
     if (Input.GetButtonDown("Action")) {
         if (TheDistance <= 2) {
             OpenTheDoor();
 
         }
     
         
 
 }
     
     }
     
     // Update is called once per frame
     void OpenTheDoor () {    
  anim.GetComponent<Animator>().Play("Door001Anim", -1, 0);
         if(Input.GetButtonDown("Action"))
         { dooropen.Play(); 
          }
 
     }
 }

     (Raycast script)
 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class PlayerRaycast: MonoBehaviour {
 public static float DistanceFromTarget;
 
 public float ToTarget; 
 
 
 void  Update (){
     RaycastHit hit;
         if (Physics.Raycast (transform.position, transform.TransformDirection(Vector3.forward), out hit)) {
             ToTarget = hit.distance;
             DistanceFromTarget = ToTarget;        
         }
 }
 
 }
 
 
 
 

 
 







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Answer by Ledifen · Aug 13, 2017 at 10:30 AM

Okay. So I'm really not experienced but as I had trouble starting an animation on certain condition and I found a solution, I might be able to help you out. I answered that on my own question with a step by step explanation here. It's not the same situation, but the principle might work.

Basically, you could go into your animator window and add a boolean parameter and use it as a condition to play your animation. (This I what I explain in the 7 steps on my question).

When it comes to your code, I'm going to try something but... well, I'm not experienced.

 public Animator animatorDoor; //The animator component that holds the door animation
 
 
 void Start () {
          animatorDoor.enabled = true;
          animatorDoor.SetBool("canOpenDoor", false); // set the boolean you created as a condition to false so the animation doesn't play
      }
 
 
 void OpenTheDoor() {
          animatorDoor.SetBool("canOpenDoor", true); // create a function that change the boolean value and so plays the animation
      }
 
 
 void Update() {
          if (blah blah your conditions blah blah) {
                   OpenTheDoor();
          }
 }

So... Is it working ?

Hahah, I'm really not sure ^^'

Anyway, good luck with that.

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