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how to disable animator after load in from checkpoint
So for some context, I made a healthbar that loads in after 52 seconds (waits 52 seconds and then goes from 0 health to 100 health) and now I made checkpoints as well. Both work fine seperately but when I die, the healthbar animation resets and I have to wait 52 seconds for the healthbar to be visible. I tried disabling the animator when you die and respawn at a checkpoint but that doesn't work as it is overriden by my health bar script. This is my healthbar script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Healthbar : MonoBehaviour
{
[SerializeField] private Slider slider;
[SerializeField] private Animator anim;
private float Waittime = 52f;
public GameObject player;
public void SetMaxHealth(int health)
{
slider.maxValue = health;
slider.value = health;
}
public void SetHealth(int health)
{
slider.value = health;
}
private void Update()
{
if (Waittime <= 0)
{
anim.enabled = false;
}
else
{
Waittime -= Time.deltaTime;
anim.enabled = true;
}
}
}
This is my attempt at disabling the animator after the player respawns from a checkpoint (it might help):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class healthafter : MonoBehaviour
{
// Start is called before the first frame update
private GameMaster GM;
public Animator anim;
void Start()
{
GM = GameObject.FindGameObjectWithTag("GM").GetComponent<GameMaster>();
transform.position = GM.lastCheckpointPos;
anim.enabled = false;
}
}
how do I disable the animation after the player respawns from a checkpoint?
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