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Question by Blink · Aug 16, 2012 at 10:16 AM · animationpositionsprint

Animation finish completely?

Ive animated my gun so it has a sprint animation and then scripted that when shift is held down it plays and when let go off it stops. But when I let go of shift the animation stops where ever it is in the animation, instead of finishing the animation completely. How can I change my script so if shift has stopped being pressed it finishes the animation completely and leaves it in the starting position?

 function Start () {
 
 animation["gun run"].speed = 2;
 animation["gun run"].wrapMode = WrapMode.Loop;
 
 }
 
 
 function Update () {
 
 if(Input.GetKeyDown("left shift")){
   animation.Play("gun run");
 }
 
 if(Input.GetKeyUp("left shift")){
   animation.Stop("gun run");
 }
 }
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Answer by NhommeBeurreOne · Aug 18, 2012 at 01:36 AM

The solution of your problem Blink can be a timer. You basically create a Timer that his length is equal to the sprint animation and you initiate it before the animation.play. You add an and comparison operator in the if statement that said : "if the Timer is equal to 0" then you can animation.Stop.

Best Regards,
Nb1

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avatar image Blink · Aug 18, 2012 at 06:25 PM 0
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This is what Ive come up with but it has a few errors could you help me out? sorry about the formatting Unity should've fixed this by now.

var myTimer : float = 1.5;

function Start () {

animation["gun run"].wrap$$anonymous$$ode = Wrap$$anonymous$$ode.Loop; animation["gun run"].speed = 2;

}

function Update () {

if(Input.Get$$anonymous$$eyDown("left shift")){ myTimer.Start; animation.Play("gun run"); }

if(myTimer <= 0){ animation.Stop;

} }

avatar image NhommeBeurreOne · Aug 20, 2012 at 06:42 PM 0
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I don't have much time today for writing the script here's a tip : use Timer and a Cooler(hold the time of the animation). Use Timer -= Time.deltaTime for decreasing it. If you still have problem I'll try to write the script when I got a $$anonymous$$ute.

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Answer by ScroodgeM · Aug 16, 2012 at 11:53 AM

animation["gun run"].wrapMode = WrapMode.Once;

instead of Stop()

not tested

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Answer by vinod.kapoor · Aug 16, 2012 at 02:10 PM

you can use animation.Crossfade instead of animation.play that might work..

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