Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by AsAnAsterisk · Jun 24, 2017 at 02:49 AM · animationscripting problemanimatorslider

How to play an animation when a slider is at a certain value.

I have an enemy, I already have all the animations and transitions set up for it in the animator, and the enemy plays an injury animation when hit. I have a "vulnerable" animation for when its healthbar is at zero but I have no clue how to script it in a way so that its "IsVulnerable" animation plays when the healthbar is at a certain value.

 public class Chase : MonoBehaviour {
 
     public Transform player;
     public CapsuleCollider cc;
     private Animator anim;
     private Rigidbody myRigidbody;
     private Vector3 moveDirection;
     public Collider attack;
     public Slider healthbar;
     
     void OnTriggerEnter(Collider attack)
     {
       if (attack.gameObject.tag == "PlayerAttack") {
      
           healthbar.value -= 20;
           anim.SetBool("IsInjured", true);
          }
          
       
      }
 
     // Use this for initialization
     void Start()
     {
         anim = GetComponent<Animator>();
         myRigidbody = GetComponent<Rigidbody>();
         
         cc.enabled=false;
     }
 
     // Update is called once per frame
     void Update()
     {
 
         moveDirection = Vector3.zero;
 
         if (Vector3.Distance(player.position, this.transform.position) < 4)
         {
             Vector3 direction = player.position - this.transform.position;
             direction.y = 0;
 
             this.transform.rotation = Quaternion.Slerp(this.transform.rotation,
                                         Quaternion.LookRotation(direction), 0.3f);
 
             anim.SetBool("IsIdle", false);
             if (direction.magnitude > .8)
             {
                 moveDirection = direction.normalized;
                 anim.SetBool("IsMoving", true);
                 anim.SetBool("IsBiting", false);
                 anim.SetBool("IsInjured", false);
             }
             else
             {
                 anim.SetBool("IsBiting", true);
                 anim.SetBool("IsMoving", false);
             }
 
 
         }
         else
         {
             anim.SetBool("IsIdle", true);
             anim.SetBool("IsMoving", false);
             anim.SetBool("IsBiting", false);
         }
         
         
      
 
         
     }
     public void ActiveCollider(int active){
     
         if (active == 0)
             cc.enabled = false;
         if (active == 1)
             cc.enabled = true;
             }
     
 
     void FixedUpdate()
     {
         myRigidbody.AddForce(moveDirection * 70f);
     }
     
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by cstooch · Jun 24, 2017 at 02:52 AM

Have you tried... ?

 if (healthbar.value <= 0)
            anim.SetBool("isVulnerable", true);

Where "isVulnerable" is a new (or existing) animation parameter that is the transition to your Vulnerable animation?

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

191 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Animator not working properly 1 Answer

Animator Trigger Not Working 1 Answer

Why won't my character mesh move? 0 Answers

How to have a collider inactive only during attack animation and not during 'charging' animation? 1 Answer

Armature bone unable to rotate while animation playing 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges