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Question by LulaCD · Aug 21, 2020 at 05:08 PM · animationarrayanimatorif

Check for an ongoing array of animators?

So, i have an Array of animators, which i intended to use to trigger the same animation of several game objects at the same time. The problem is, i cant really check if there is already an animation/a transition already going on. The reason i dont wanna use ( if anim[].GetCurrentAnimatorStateInfo(0).normalizedTime > 1 && !anim.IsInTransition(0)) inside On() is that it could trigger the animation on some of the objects but not others, and i would like to make them all either animate or not animate(and also bcus the whole script is checking for so much stuff, i would like to not make it any dirtier), but if i cant get to a solution then i guess i'll use it. Here's a snippit of the code:

             if (anim[].GetCurrentAnimatorStateInfo(0).normalizedTime > 1 && !anim[].IsInTransition(0)) //line doesnt work, have to specify a value of the array
             {
                 On();
             }
     
         void On()
         {
             for (int i = 0; i < anim.Length; i++)
             {
     
                 anim[i].Play("DoorClose");
             }
             //anim.Play("DoorClose");
         }
 


Sorry if the way i phrased it is too confusing...

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avatar image MerpysoupStudio · Aug 21, 2020 at 07:06 PM 0
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I would suggest you use a boolean for the doors opening and closing instead of .play

avatar image LulaCD MerpysoupStudio · Aug 21, 2020 at 09:33 PM 0
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Not sure what you mean or how that would help...

avatar image LulaCD · Aug 24, 2020 at 06:41 AM 0
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The problem evolved... kinda. I found a "solution", now the animation check doesnt work and i have no clue why.

 public class SimpleButton : $$anonymous$$onoBehaviour
 {
     public bool on;
     private float range;
 
     public GameObject activated;
     public GameObject deactivated;
     public GameObject player;
     public Animator[] anim;
 
     // Start is called before the first frame update
     void Start()
     {
         range = 5;
     }
 
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.E) && (player.transform.position - transform.position).sqr$$anonymous$$agnitude < range * range && !on)// /?
         {
             AnimCheck();
             if (AnimCheck())
                 On();
         }
         else if (Input.GetKeyDown(KeyCode.E) && (player.transform.position - transform.position).sqr$$anonymous$$agnitude < range * range && on)// /?
         {
             AnimCheck();
             if (AnimCheck())
                 Off();
         }//else if (Input.GetKeyDown(KeyCode.E) && (player.transform.position - transform.position).sqr$$anonymous$$agnitude < range * range && on && anim[].GetCurrentAnimatorStateInfo(0).normalizedTime > 1 && !anim.IsInTransition(0))// /?
 
     }
 
     private bool AnimCheck()
     {
         for (int i = 0; i < anim.Length; i++)
         {
             if (anim[i].GetCurrentAnimatorStateInfo(0).normalizedTime <= 0 && anim[i].IsInTransition(0))
             {//should do: checks if animation is playing then check if it is transitioning
                 return false;
             }
 
         }
         return true;
 
     }
 
     void On()
     {
         for (int i = 0; i < anim.Length; i++)
         {
             anim[i].Play("DoorClose");
         }
 
 
         on = true;
         Instantiate(activated, new Vector3(transform.position.x, transform.position.y + 2, transform.position.z), activated.transform.rotation);
     }
 
     void Off()
     {
         for (int i = 0; i < anim.Length; i++)
         {
             anim[i].Play("DoorOpen");
         }
 
         on = false;
         Instantiate(deactivated, new Vector3(transform.position.x, transform.position.y + 2, transform.position.z), deactivated.transform.rotation);
     }
 
 }
 

At this point im unsure i can be helped, but im persistent af

avatar image MerpysoupStudio LulaCD · Aug 24, 2020 at 02:48 PM 0
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@LulaCD it appears that you are not getting a value from your animcheck such as animCheck(true) or animCheck(false)

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