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Question by Mrroundtree22 · Jan 15, 2018 at 05:29 PM · c#animationscripting problemerroranimationclip

Animation error (Last time I'm asking)

 if (Input.GetMouseButton (0))
 {
    anim.play("Swing_Left");
 }
 
 if (Input.GetMouseButton (1))
 {
    anim.play("Swing_Right");
 }

Simple enough, right? Well if I press "Swing_Right" in the middle of the animation for "Swing_Left" it cancels out the previous animation. I want one animation to play uninterrupted and reset before another input is activated.

Edit: As it seems no-one on this site seem to know the answer does anyone know where I could possibly get help with this?

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Answer by alankemp · Jan 16, 2018 at 10:20 AM

I would use an Animator Controller for this, its a lot easier than doing it in code and a lot more flexible when you want to add more animation states in the future.

The documentation is here: https://docs.unity3d.com/Manual/Animator.html

And there is a video here that explains with an example: https://www.youtube.com/watch?v=JeZkctmoBPw

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avatar image Mrroundtree22 · Jan 16, 2018 at 10:46 AM 0
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I am currently using an Animator Controller and as stated it works in every regard except for this one part (that being the fact I don't want animations to be able to be overwritten by another once they start playing).

avatar image Bonfire-Boy Mrroundtree22 · Jan 16, 2018 at 11:23 AM 0
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The question above doesn't look like you're using a controller (since it shows you playing animations, rather than setting flags/triggers). But if you are, then it sounds like you're probably trying to get away with too few states in your controller. If you have an animation that you need to complete, put it in a state that only has one exit transition, that occurs when the animation ends. That exit transition would take you to another state and that's where your controller decides what to do next.

avatar image Mrroundtree22 Bonfire-Boy · Jan 16, 2018 at 12:23 PM 0
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It's true. I am trying to get away with too much with as little scripting as possible and I'm beginning to realize that it isn't going to work no matter how much I want it to. I'm working on a animation controller script right now ins$$anonymous$$d.

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Answer by Brachiosaurus · Jan 15, 2018 at 06:00 PM

Try adding an if statement before you tell the animation to play that checks if the previous animation has finished. use this:

 if (anim.time == anim.length) {
    anim.play("Swing_Left");
 }


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avatar image Mrroundtree22 · Jan 15, 2018 at 06:06 PM 0
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Can't find a reference for either "time" or "length".

avatar image Brachiosaurus Mrroundtree22 · Jan 15, 2018 at 06:46 PM 0
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Oh! I'm sorry, I forgot that you need to state the animation as well... maybe try something like this:

  if (anim["Swing_Left"].time == anim["Swing_Left"].length) {
     anim.play("Swing_Left");
  }

avatar image Brachiosaurus Brachiosaurus · Jan 15, 2018 at 06:49 PM 0
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Oh, and since you want it to only work at the end of both animations, I would suggest making a string that displays whatever animation is selected/being played at the time. like this:

  if (Input.Get$$anonymous$$ouseButton (1))
  {
     if (anim[Animation].time == anim[Animation].length) {
       Animation = "Swing_Right";
       anim.play(Animation);
     }
  }

 

   if (Input.Get$$anonymous$$ouseButton (0))
      {
         if (anim[Animation].time == anim[Animation].length) {
           Animation = "Swing_Left";
           anim.play(Animation);
         }
      }

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