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Question by Stitchey_ · Jan 02, 2015 at 05:36 AM · deathtiming

How do I make the code wait until animation has ended?

Hello! How can I make for example a death animation play out, and make the code pause until the animation has ended?

I want to play out the animation, and afterwards teleport it back to the spawn.

Here's my code:

 void OnCollisionEnter(Collision other)
     {
         if (other.transform.tag == "Enemy") 
             Die();
     }
 
     void OnTriggerEnter(Collider other)
     {
         if (other.transform.tag == "Goal") 
         {
             GameManager.CompleteLevel();
         }
     }
 
     void Die()
     {
         //animation.Play ("PlayerDeath");
 
         Instantiate(deathParticles, transform.position, Quaternion.Euler (270,0,0));
         transform.position = spawn;
 
         rigidbody.Sleep();
         rigidbody.AddForce (0, -5, 0);
     }
 }

Thank you in advance!

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Answer by Landern · Jan 02, 2015 at 05:37 AM

I don't know about the rest of your code, but the animation can return the amount of time the animation clip is. You can start a coroutine with that time for that named animation(PlayerDeath);

 void OnCollisionEnter(Collision other)
 {
     if (other.transform.tag == "Enemy") 
         StartCoroutine(Die());
 }
 
 void OnTriggerEnter(Collider other)
 {
     if (other.transform.tag == "Goal") 
     {
         GameManager.CompleteLevel();
     }
 }
 
 IEnumerator Die()
 {
     animation.Play ("PlayerDeath");
     // optionally by name
     // float animationLength = animation["PlayerDeath"].clip.length
     // yield return new WaitForSeconds(animationLength);

     yield return new WaitForSeconds(animation.clip.length);
 
     Instantiate(deathParticles, transform.position, Quaternion.Euler (270,0,0));
     transform.position = spawn;
 
     rigidbody.Sleep();
     rigidbody.AddForce (0, -5, 0);
 }

This was covered in the Scripting API under AnimationClip.length

StartCoroutine Scripting API

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