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Question by asecretspot · Jan 25, 2014 at 11:52 PM · c#animation

Unsure of how to make a certain animation play

I am relatively new to scripting and I am in the process of learning C#. This site has been helping me a lot with previously answered questions but unfortunately I can't find an answer to this particular question which I am asking.

I want to know how to make a certain animation play with Unity's animator component. I have gotten running, jumping, and other animations to work fine. However, I am unsure how to play a "gettingHit" animation the right way. By that I mean, I want an animation to play when my player gets hit by an enemy attack.

I'm not sure whether this is a small problem like I have just been misplacing my code, or if I need to change some lines to get it to work. Below are the lines I have been trying to place into the script in various places and changing things around trying to get it to work properly but I can't seem to figure it out.

 if (gettingHit) {
         gettingHit = false;
         animator.SetBool ("GettingHit", false);
 }
 if (*****notsurewhatgoeshere*****) {
         gettingHit = true;
         animator.SetBool ("GettingHit", true);

}

Here is what the rest of the script looks like: `using UnityEngine; using System.Collections;

public class PlayerHealth : MonoBehaviour { public float maxHealth = 100; public float curHealth = 100; public float healthbarlength; private bool dead; private Animator animator; private bool gettingHit;

 void Start () {
     animator = GetComponent<Animator>();
     healthbarlength = 250;
     }

     void Update () {

             if (dead) {
                     dead = false;
                     animator.SetBool ("Dead", false);
             }
             if (curHealth <= 0) {
                     dead = true;
                     animator.SetBool ("Dead", true);
             }
             
     }

 void OnGUI(){
     GUI.Box(new Rect(10, 10, healthbarlength, 20), curHealth + "/" + maxHealth); 
 }
     public void ApplyDamage ( float damage ){
         if (curHealth > 0){ // if enemy still alive (don't kick a dead dog!)
             curHealth -= damage; // apply the damage...
         }

     // <- enemy can emit some sound here with audio.Play();
             if (curHealth > maxHealth) { 
                 curHealth = maxHealth;
                 if (curHealth < 0){ // if health has gone...
                     curHealth = 0;
                     // enemy dead: destroy it, explode it etc.
                 }

                 }

     healthbarlength = 250 * (curHealth / (float)maxHealth);
 }

}`

Thanks for taking the time to view the problem I have been having. Oh and don't mind the "dead" animation that is just what I will be working on after I get the hit animation working properly.

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Answer by superluigi · Jan 26, 2014 at 12:09 AM

I would have something like

 function OnTriggerStay(other : Collider)
 {
   if(!invincible)
   {
      if(other.gameObject.tag == "Enemy")
      {
         gettingHit = true;
         animator.SetBool ("GettingHit", true);
         invincible = true;
         yield WaitForSeconds(1);
         invincible = false;
         animator.SetBool ("GettingHit", false);
      }
   }
 }
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avatar image asecretspot · Jan 28, 2014 at 12:52 AM 0
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Thank you! your answer got me on the right track.

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