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Question by Desert-Tiger-Games · Jun 17, 2016 at 09:23 PM · animation2dcoroutine

Do Something Relative to Animation Time

I have 2d firing animation. I want to create and move the bullets towards enemy and I want to make this happen when at a certain time of the animation. I can access to animation time by using:

 soldierAnimator.runtimeAnimatorController.animationClips[1].length

Also I am using coroutine to do what I want. Is there any easier or effective way to do this?

 void fireTo(Enemy e){
 
         soldierAnimator.SetBool("isReloaded", true);
         soldierAnimator.SetBool("isInRange", true);
         StartCoroutine("waitIt", e);
 
 
     }
 
     IEnumerator waitIt(Enemy e){
         yield return new WaitForSeconds(0.5f);
         GameObject bulletGO = (GameObject)Instantiate(bulletPrefab, this.transform.position, this.transform.rotation);
 
         Bullet b = bulletGO.GetComponent<Bullet>();
         if(e != null) {
             b.getTarget = e.transform;
         }else{
             DestroyObject(b);
         }
 
     }
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Answer by jdean300 · Jun 17, 2016 at 09:42 PM

Animation events. I always get to these by looking in the animator graph and double clicking a state. In the inspector you will see various options for that animation state. Towards the bottom is an events area where you can add an event - youll need to give it a script and a function name to look for on the object playing the animation. You can set the event to run at any point in the animation you want.

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avatar image Desert-Tiger-Games · Jun 20, 2016 at 05:44 PM 0
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Thanks for the answer when I try it I will write my results.

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