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Question by chegos123 · Oct 27, 2020 at 09:24 PM · animationstringattack

Animation with string and attack animation problem

Hi, I'm having some problems with the transition of my Idle Animation and Attack Animation, when I press the attack button the animation starts and in milliseconds it changes to idle animation, and keeps changing from idle to attack infinitely... how i can stop this string to play my attack animation?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class PlayerAnimation : MonoBehaviour{
    
     private Animator anim;
  
     public string[] staticDirections = {"IdleR", "IdleL", "IdleL", "IdleL", "IdleL", "IdleR", "IdleR", "IdleR"};
     public string[] runDirections = {"RunR", "RunL", "RunL", "RunL", "RunL", "RunR", "RunR", "RunR"};
  
     int lastDirection;
  
     private void Awake(){
         anim = GetComponent<Animator>();
  
         float result1 = Vector2.SignedAngle(Vector2.up, Vector2.right);
         float result2 = Vector2.SignedAngle(Vector2.up, Vector2.left);
         float result3 = Vector2.SignedAngle(Vector2.up, Vector2.down);
         }
  
     public void SetDirection(Vector2 _direction){
         string[] directionArray = null;
  
         if(_direction.magnitude < 0.01){
             directionArray = staticDirections;
         }
         else{
             directionArray = runDirections;
             lastDirection = DirectionToIndex(_direction);
         }
         anim.Play(directionArray[lastDirection]);
     }
  
     private int DirectionToIndex(Vector2 _diretion){
         Vector2 norDir = _diretion.normalized;
         float step = 360 / 8;
         float offset = step / 2;
         float angle = Vector2.SignedAngle(Vector2.up, norDir);
         angle += offset;
         if(angle < 0){
             angle += 360;
         }
  
         float stepCount = angle / step;
         return Mathf.FloorToInt(stepCount);
     }
 }


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class PlayerCombat : MonoBehaviour{
  
         Animator animator;
  
         int clicks;
         bool canClicks;
  
         void Start(){
                 animator = GetComponent<Animator>();
                 clicks = 0;
                 canClicks = true;
         }
  
         void Update(){
                 //if(Input.GetKeyDown(KeyCode.Space)){
                 if(Input.GetMouseButtonDown(0)){
                         Attack();
                 }
         }
  
         void Attack(){
                 if(canClicks){
                         clicks++;
                 }
                 if(clicks == 1){
                         animator.SetInteger("Attack", 1);
                 }
                
         }
  
         public void checkAttack(){
                 canClicks = false;
  
                 if(animator.GetCurrentAnimatorStateInfo(0).IsName("AttackA") && clicks == 1){
                         animator.SetInteger("Attack", 0);
                         canClicks = true;
                         clicks = 0;
                 }
                 else if(animator.GetCurrentAnimatorStateInfo(0).IsName("AttackA") && clicks >= 2){
                         animator.SetInteger("Attack", 2);
                         canClicks = true;  
                 }
                 else if(animator.GetCurrentAnimatorStateInfo(0).IsName("AttackB") && clicks == 2){
                         animator.SetInteger("Attack", 0);
                         canClicks = true;
                 }
                 else if(animator.GetCurrentAnimatorStateInfo(0).IsName("AttackB") && clicks >= 3){
                         animator.SetInteger("Attack", 3);
                         canClicks = true;
                 }
                 else if(animator.GetCurrentAnimatorStateInfo(0).IsName("AttackC")){
                         animator.SetInteger("Attack", 0);
                         canClicks = true;
                         clicks = 0;
                 }
         }
 }
  

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