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Question by tahiraspire · Nov 03, 2016 at 11:50 AM · animationunity 5aienemyplay

Enemy Animation Play

Hi Everone I have a enemy ai script and it works fine. But when I tried to add the animation code to it, so show me two Error.

(01). Enemy.js(49,26): BCE0019: 'animation' is not a member of 'function(System.Type): UnityEngine.Component'.

(02). Enemy.js(53,30): BCE0019: 'animation' is not a member of 'function(System.Type): UnityEngine.Component'.

   My Unity Version 5.4         

Here's my script (commented portion is what I put in)

  #pragma strict
  
 var chasing : boolean = false;
 var target : Transform; //the enemy's target
 var moveSpeed = 3; //move speed
 var rotationSpeed = 3; //speed of turning
 var range : float = 10f;
 var range2 : float = 10f;
 var stop : float = 6f;;
 var myTransform : Transform; //current transform data of this enemy
 public var Idle : AnimationClip;                 
 public var Run : AnimationClip;                  
 public var Attack : AnimationClip;                
 public var Die : AnimationClip;                
  
  
 function Awake()
 {
     myTransform = transform; //cache transform data for easy access/preformance
 }
   
 function Start()
 {
     target = GameObject.FindWithTag("Player").transform; //target the player
   
 }
   
 function Update () {
     //rotate to look at the player
     var distance = Vector3.Distance(myTransform.position, target.position);
     if (distance<=range2 &&  distance>=range){
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
         Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
      
     }
   
   
     else if(distance<=range && distance>stop){
   
         //move towards the player
      
      
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
         Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
      
         if(moveSpeed < 3 && chasing == true)                                    
         {
             GetComponent.animation.CrossFade(Idle.name);                  
         }
         if(moveSpeed > 3  && chasing == true)                                
         {
             GetComponent.animation.CrossFade(Run.name);                  
          
         }
      
     }
     else if (distance<=stop) {
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
         Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
     }
   
  
 }

I did the best to my knowledge. PLEASE HELP Thanks

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Answer by Cynikal · Nov 03, 2016 at 12:03 PM

GetComponent().CrossFade <--- C#

GetComponent.().CrossFade <--- JS. (Thanks Landern)

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avatar image Landern · Nov 03, 2016 at 03:16 PM 0
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Please understand the usage of GetComponent above will return a Component type, use the generic methods ins$$anonymous$$d.

 GetComponent<Animation>().CrossFade // C#
 
 GetComponent.< Animation >().CrossFade // UnityScript/JavaScript

Otherwise you will run into the method not found on Component type exceptions.

avatar image tahiraspire · Nov 04, 2016 at 06:19 AM 0
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it works fine. Enemy follow me but animation not play. When the scene starts he's just in T-Pose but when he starts following me he not play the Run animation and it doesn't Play. plz help

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