Pausing an animation
hello guys wondering if anyone could help me. Sorry in advanced for the sloppiness of the code. Been working on this for a few hours. But I'm basically making a cube go round in a giant circle, and once a box collides with it I want the animation to stop. Once that box has moved out the way for the cube to continue the animation from where it last stopped. Now I have it to stop at the collision but when the box is removed the cube jumps to where it would of been in the animation when I stopped it. So technically it jumps. Any ideas I'm really stuck. Ive looked on the site for answers and used other peoples solutions but still nothing.
using UnityEngine; using System.Collections;
public class PausingAnimationCollision : MonoBehaviour { private bool playTriggerAnimation = false; private bool collided = false; public float animationSpeed = 1f; public float speed = -0f; public float upSpeed = 1f;
// Update is called once per frame
void Update()
{
gameObject.GetComponent<Animation>().enabled = true;
//if (!playTriggerAnimation)
// {
// gameObject.GetComponent<Animation>().enabled = true;
// collided = false;
// Debug.Log("Animation playing");
// }
if (collided == true)
{
gameObject.GetComponent<Animation>().enabled = false;
GetComponent<Animator>().speed = speed;
Debug.Log("AAAAAAAA");
}
else
{
gameObject.GetComponent<Animation>().enabled = true;
//GetComponent<Animator>().speed = upSpeed;
Debug.Log("BBBBBBBBB");
}
}
public void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Player")
{
playTriggerAnimation = true;
collided = true;
//gameObject.GetComponent<Animation>().enabled = false;
Debug.Log("Animation stopped");
}
}
public void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == "Player")
{
playTriggerAnimation = false;
collided = false;
// gameObject.GetComponent<Animation>().enabled = true;
Debug.Log("Animation started");
}
}
}
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