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Question by Wakeful · Aug 03, 2014 at 06:11 AM · c#animation2dpositionattack

Animation not at correct position W/Video

Hey guys! Hope you can help me fix my problem with the animation! Here is the video: https://www.youtube.com/watch?v=6Zs2nlGTKAo

Here are the scripts:

WeaponsStats Script:

 using UnityEngine;
 using System.Collections;
 
 public class WeaponStats : MonoBehaviour {
     public bool damaging;
     public bool attacking;
     public int weaponShortSwordMinDamage;
     public int weaponShortSwordMaxDamage;
     Animator anim;
     public int attachedToWhat;
     int addTorque;
     public bool dropped;
     public bool pickingUp;
 
 
     void Start () {
         
         anim = GetComponent<Animator>();
     }
     
 
     void Update () {
         
         if (Input.GetMouseButtonDown(0) && attachedToWhat == 0)
         {
 
             anim.SetTrigger("Attack");
         }
         if (attachedToWhat == 2)
         {
             if(transform.parent.GetComponent<BasicAI_1>().attackObject == true)
             anim.SetTrigger("Attack");
         }
 
         if (transform.root.tag == "Player" && transform.root.tag != "Enemy"){
             attachedToWhat = 0;
             collider2D.isTrigger = true;
             anim.enabled = true;
             rigidbody2D.isKinematic = true;
             rigidbody2D.interpolation = RigidbodyInterpolation2D.None;
             dropped = false;
             transform.localScale = Vector3.one;
             //transform.localPosition = new Vector3(0.3125f, 0.25f, 0f);
         }
 
         if (transform.root.tag == "Enemy" && transform.root.tag != "Player"){
             attachedToWhat = 2;
             collider2D.isTrigger = true;
             anim.enabled = true;
             rigidbody2D.isKinematic = true;
             rigidbody2D.interpolation = RigidbodyInterpolation2D.None;
             dropped = false;
         }
 
         if (transform.root.tag != "Player" && transform.root.tag != "Enemy"){
             attachedToWhat = 1;
             collider2D.isTrigger = false;
             anim.enabled = false;
             rigidbody2D.isKinematic = false;
             rigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
             Physics2D.IgnoreLayerCollision(14, 16);
             if(rigidbody2D.rotation == 0)
                 rigidbody2D.AddTorque(1000);
             dropped = true;
         }
 
         if(pickingUp == true){
             Debug.Log("Got Picked Up");
             transform.localPosition = new Vector3(0.3125f, 0.25f, 0f);
         }
     }
     
     void attackingFalse(){
         damaging = false;
         attacking = false;
     }
     void attackingTrue(){
         attacking = true; 
     }
 }

PickUp Script:

 using UnityEngine;
 using System.Collections;
 
 public class PickUpSensorScript : MonoBehaviour {
 
     public LayerMask objectUsers;
     public Transform weapon;
     //public float positionToUserX 0.3125;
 //    public float positionToUserY ;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 
     void OnTriggerStay2D(Collider2D other) {
         if(transform.parent.GetComponent<WeaponStats>().dropped == true && other.tag == "Player")
             if(other.GetComponent<PlayerController>().pickUp == true){
 
             Debug.Log("Picked Up");
             other.GetComponent<PlayerController>().pickUp = false;
             weapon.transform.parent = other.transform;
         
         }
     
     
     }
 
 }
 


Hope you can help!

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