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Question by aleksandrcooper · Dec 13, 2015 at 02:58 PM · animationenemydeath

How to stop Enemy when dead

So..I have an enemy game object which is a skeleton. It runs towards the player if the player is not in range, and if it is, it will attack. Attacking consists of an animation that loops so long as the player is in range. I have one main script to cover all of the enemy's behavior. The enemy takes damage, and I have in my script if(health <=0){ GetComponent<Animation>().Play("die"); }

So that the skeleton will lie down dead on the ground. However, there are two problems.. One, because the chase method is called in the update function, the skeleton still chases the player while playing the "die " animation. Secondly, if I set the range to 1000, or some other large number when health <=0, the die animation continues to loop.

So id like to know how to disable the range as well as stop the animation from looping.

Here is the script:

 using UnityEngine;
 using System.Collections;
 
 public class EnemyS : MonoBehaviour
 {
 
     public float speed;
     public float range;
     public CharacterController controller;
     public Transform player;
     public AnimationClip run;
     public AnimationClip attack;
     public AnimationClip die;
     public float health;
     // Use this for initialization
     void Start()
     {
     }
     // Update is called once per frame
     void Update()
     {
         //Debug.Log(inRange());
         if (!inRange())
         {
             chase();
         }
         else if (health <= 0)
         {
             range = 1000;
                 
             GetComponent<Animation>().Play("die");
             //Destroy(gameObject);
         }
         else
         {
             GetComponent<Animation>().Play("attack");
         }
     }
 
     bool inRange()
     {
         if (Vector3.Distance(transform.position, player.position) < range)
         {
             return true;
         }
         else
             return false;
     }
     void chase()
     {
         transform.LookAt(player.position);
         controller.SimpleMove(transform.forward * speed);
         GetComponent<Animation>().Play("run");
     }
     void OnMouseOver()
     {
     }
 
     void Damage(float damage)
     {
         health -= damage;
         
     }
 }


Thanx in advance..

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Answer by xCustom17 · Dec 13, 2015 at 04:18 PM

Just use a destroy game object script to destroy it when the health is delpeted.

 if (health <= 0) {
     Destroy (gameObject);
 }
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Answer by aleksandrcooper · Dec 14, 2015 at 12:27 AM

Thats what I had originally, but i dont want the enemy to be gone from the scene, just the animation played once so he is laying on the ground...It goes with the story... Thx for commenting tho @CustomCrafted

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