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Question by loser_loser · Jul 08, 2019 at 05:28 AM · animatoranimations

Animator problem

hi lot of times when i play "Spell 2" after "spell 1" ends fast the trigger calls but the animation doesn't play the character goes to default "T pose" for some time "the time the animation that didnt play takes", here is the code anyone can help pls

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class SpellSystem : MonoBehaviour { #region Singelton public static SpellSystem instance; private void Awake() { instance = this; } #endregion

 [Header("Spell 1")]
 public float Spell_1_Damage;
 public float Spell_1_Range;
 public float Spell_1_CD;
 float Spell_1_FixedCD;
 public GameObject Spell_1_VFX;
 public Transform Spell_1_InstantiatePosition;
 [Header("Spell 2")]
 public float Spell_2_Damage;
 public float Spell_2_Range;
 public float Spell_2_CD;
 float Spell_2_FixedCD;
 public GameObject Spell_2_VFX;
 public Transform Spell_2_InstantiatePosition;
 

 #region Variables
 PlayerMove playermove;
 GeneralPlayer generalplayer;
 bool CanAttack;
 float Distance;
 [HideInInspector] public GameObject Enemy;
 Animator anim;
 #endregion


 void Start()
 {
     generalplayer = GeneralPlayer.instance;
     anim = GetComponentInChildren<Animator>();
     playermove = GetComponent<PlayerMove>();
 }


 void Update()
 {
     CanAttack = generalplayer.CanAttack;
     Distance = generalplayer.Distance;
     Enemy = generalplayer.Enemy;
     Cds();
     
     Spells_Trigger();
     
 }

 void Spells_Trigger() ////////// General Spell Trigger
 {
     if (CanAttack == true)
     {
         if (Input.GetKeyDown(KeyCode.Alpha1) && Spell_1_FixedCD <= 0 && Distance <= Spell_1_Range && GO == true)
         {
             FaceTargetDontMove();
             anim.SetTrigger("Spell_1");
             Spell_1_FixedCD = Spell_1_CD;
         }
         else if (Input.GetKeyDown(KeyCode.Alpha2) && Spell_2_FixedCD <= 0 && Distance <= Spell_2_Range && GO == true)
         {
             FaceTargetDontMove();
             anim.SetTrigger("Spell_2");
             Spell_2_FixedCD = Spell_2_CD;

         }

     }
     else
     {
         anim.ResetTrigger("Spell_1");
         anim.ResetTrigger("Spell_2");
     }
 }



 void FaceTargetDontMove()
 {
     generalplayer.CanMove = false;
     generalplayer.CanAttack = false;
     playermove.FaceTarget(Enemy.transform);
 }
 void Cds()
 {
     //Spell 1 CD
     Spell_1_FixedCD -= Time.deltaTime;
     //Spell 2 CD
     Spell_2_FixedCD -= Time.deltaTime;
     //Spell 3 CD
     //Spell 4 CD
     //Spell 5 CD
 }

}

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