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Question by Bobje31 · Feb 25, 2012 at 03:11 AM · animationwaypoint

Waypoint/Animation help

Hey,

Maybe someone can help me out. hope i can explain this correctly. I've got a waypoint script attached to my model with 3 waypoints set up. When the model is moving to the waypoints it is playing animation "Walk" and when it reached the waypoint it stays there for a few seconds and plays the animation "Pondering", but what i actually want is that it doesnt play animation "pondering" at every waypoint only at waypoint 3 so basically i want the model to walk through waypoint 1 and 2 and then at waypoint 3 play "pondering". How could i do this? I'm a bit lost at the moment.

Thanks in advance.

This is the script so far:

var waypoint : Transform[];

var speed : float = 0.5;

var currentWaypoint : int;

var loop = true;

var test;

function Update () {

 animation.wrapMode = WrapMode.Loop;

 

 if(currentWaypoint < waypoint.length){

 

 var target : Vector3 = waypoint[currentWaypoint].position;    

 var moveDirection : Vector3 = target - transform.position;        

 var velocity = rigidbody.velocity;

 

 if(moveDirection.magnitude <= 0.2){

         test = true;

     print("magniute");

     animation.CrossFade("pondering");

     speed = 0;



     if(test){

             WaitThreeSeconds();

     currentWaypoint++;

     }        

 }



 else{

             if(!test){

     animation.CrossFade("walk");

     speed = Random.Range(0.5,0.5);

     RotateTowards();

             }

 }

}

     velocity = moveDirection.normalized * speed;

     rigidbody.velocity = velocity;

}

function RotateTowards () {

var target : Vector3 = waypoint[currentWaypoint].position;

var moveDirection : Vector3 = target - transform.position;

 while(Vector3.Distance(target, transform.position) >= 1.5){

 transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(moveDirection), 1.5* Time.deltaTime);

 transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);

 yield;

 }

}

function WaitThreeSeconds(){

yield WaitForSeconds(2.6);

test = false;

}

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Answer by jaised · Feb 25, 2012 at 06:50 AM

In your:

 if(moveDirection.magnitude <= 0.2){
 
     test = true;
 
     print("magniute");
 
     animation.CrossFade("pondering");
 
     speed = 0;
 
     if(test){
 
             WaitThreeSeconds();
 
     currentWaypoint++;
  
     }        
 }

Only play the pondering animation and only wait 3 seconds if currentWaypoint == 2 (this will be waypoint 3 as you described just arrays are 0-index based). Otherwise, for the other waypoints, just increment your counter and continue walking. Good luck and hope this helps.

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avatar image Bobje31 · Feb 25, 2012 at 10:31 AM 0
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Hey, thank you for your answer. Could you maybe show me how the script should look like, it gives me a better understanding on how it works. Thanks.

avatar image Bobje31 · Feb 25, 2012 at 07:43 PM 0
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Hey again thanks alot this is working but theres 1 small problem its now not rotating towards the waypoints. I got this so far:

 if(moveDirection.magnitude <= 0.2){

     test = true;

     print("magniute");

     

     if(currentWaypoint == 2){

         animation.CrossFade("pondering");

         WaitThreeSeconds();

         speed = 0;



     }

     currentWaypoint++;

 }



 else{

             if(!test){

     animation.CrossFade("walk");

     speed = Random.Range(0.5,0.5);

     RotateTowards();

             }

 }

}

     velocity = moveDirection.normalized * speed;

     rigidbody.velocity = velocity;

     }

}

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Answer by jaised · Feb 25, 2012 at 06:07 PM

 if(moveDirection.magnitude <= 0.2){
 
     test = true;
 
     print("magniute");

     // here the player will change animations and wait
     // otherwise, it will just increment the counter and continue walking.
     if(currentWayPoint == 2) {
         animation.CrossFade("pondering");
         WaitThreeSeconds();
     }
 
     speed = 0;     
 
     currentWaypoint++;
 
         
 }
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