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Question by Blankdud · Apr 19, 2017 at 04:36 PM · c#coroutinemechanim

c# How to delay code for animator animation to finish

I have been stuck for a few days, and my searches through google and here haven't returned what I was looking for. Here is my situation:

When the player hits the "1" key, the hero character will perform an attack. I set a bool to make sure the attack can't be repeated in the time window. I set a trigger for the animation to occur, and it does, that all works fine. My issue is that I have no idea how to wait for this animation to finish.

I've tried (horribly) to use Coroutines, but when I try something to use the animator.GetCurrentAnimatorStateInfo(0).normalized time for a delay, I run into the issue that the animation I want to delay by hasn't started playing yet, because its on the same frame. I feel like it maybe a problem with how my code is structured.

If anyone could point me in the right direction, I would really appreciate the assistance.

The code:

     void Update()
     {
          HandlePlayerInput();
     }
 
     private void HandlePlayerInput()
     {
         if (isPerformingAction == false)
         {
             if (Input.GetKeyDown("1"))
             {
                 Attack();
             }
         }
     }

     private void Attack()
     {
         isPerformingAction = true;
         PerformAttack();
 
         if (FoesAreDefeated())
         {
               BattleWon();
         }
 
         EndCharacterTurn();
     }

     private void PerformBasicAction()
     {    
        CurrentHero.animator.SetTrigger("Attack");
 
        **//DELAY HERE USING COROUTINE?**
 
        CalculateDamage();
     }
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avatar image BaldBeardedMonk · Apr 19, 2017 at 04:48 PM 0
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Do you actually want to execute some code once the animation is finished?

avatar image Blankdud BaldBeardedMonk · Apr 19, 2017 at 04:53 PM 0
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I will want to execute some other things once it's done, yes.

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Answer by BaldBeardedMonk · Apr 19, 2017 at 05:03 PM

Okay so here are the steps.

  1. Create a function in any of the script which is attached to the gameobject which has the animation.

  2. Open Window-> Animation and find the animation from the drop down. it will have keyframes. At the end Right click -> Add animation event . select the function you need to call. (remembers its inside Animation and not Animator

  3. For this to work, the animation should not be read only. if it is read-only. duplicate it using Ctrl+D and replace the original animation in the Animator with the duplicated animation. (This will allow you to edit and add an event in the keyframe)

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avatar image Blankdud · Apr 19, 2017 at 06:00 PM 0
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This actually worked for me pretty well. Thanks!

avatar image BaldBeardedMonk Blankdud · Apr 19, 2017 at 06:19 PM 0
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Would be nice if you mark it as answered. So that this can easily be visible for future references for anyone :)

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Answer by SrGonzalez · Apr 19, 2017 at 04:42 PM

maybe you are interested in delay a certain type of seconds befor executing a command? here you have a vit of code:

 void Update() 
 {
    StartCoroutine(Warning());
 }
 IEnumerator Warning()
 {
     yield return new WaitForSeconds(2);     //anything after this line is going to be called after 2 seconds
     //here goes your code
 }
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