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Question by Nikes · Mar 08, 2015 at 04:10 PM · c#animationinputloopholding

How to play animation once in Input.GetMouseButton

Hi guys, here we go again =)

What I want to do: Play an animation "once" while my RMB(Right Mouse Button) is held down and when the button is released, Play the animation in reverse.

How far I got:

I already have this logic:

 if (Input.GetMouseButtonDown (1) && !GS.animation.isPlaying) 
 {
     GS.animation["DefendSword"].speed = 1;
     GS.animation.Play ("DefendSword");
 }
 
 else if (Input.GetMouseButtonUp (1) && !GS.animation.isPlaying)
 {
     GS.animation["DefendSword"].speed = -1;
     GS.animation.Play ("DefendSword");
 }

This work pretty nice, but not for what I want, cuz I need the player to hold the button and not just tap it.

What I already tried:

I tried to change the Input to "GetMouseButton" Instead of "GetMouseButtonDown", in this way my animation runs only while I hold the Button, but its loop... even if I put inside the block code: GS.animation["DefendSword"].wrapMode = WrapMode.Once; The animation keeps looping while I hold the right click button.

I tried to put the animation in another function, Like this:

 public bool Cond;
 void DefenseAnima()
 {
      if (Cond == true)
      {
           GS.animation["DefendSword"].speed = 1;
           GS.animation["DefendSword"].wrapMode = WrapMode.Once;
           GS.animation.Play ("DefendSword");
      }
 }
 
  if (Input.GetMouseButton (1) && !GS.animation.isPlaying) 
  {
     Cond = true;
     DefenseAnima();
  }
  
 else if (Input.GetMouseButtonUp (1) && !GS.animation.isPlaying)
  {
      Cond == false;
      GS.animation["DefendSword"].speed = -1;
      GS.animation.Play ("DefendSword");
  }

And the animation still loop, probably because the function "DefenseAnima();" is called per frame.

What could I use as a reference:

I tried to find scripts that allow the player to ZoonIn/ZoonOut cuz anything that use the same logic that I want, will probably help me to find a solution.

If I find a solution I will post here, Peace off.

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Best Answer

Answer by Nikes · Mar 08, 2015 at 10:28 PM

Please, tell me if I should edit my question or I can just update my situation in the comments

Update:

I finally fix the problem with the animation looping on "Input.GetMouseButton" this is what I have:

     if (Input.GetMouseButton (1) && !GS.animation.isPlaying) 
     {
         GS.animation["DefendSword"].speed = 1;
         GS.animation["DefendSword"].wrapMode = WrapMode.ClampForever;
         GS.animation.Play ("DefendSword");
     }
     
     else if (Input.GetMouseButtonUp (1) && GS.animation.IsPlaying("DefendSword"))
     {
     
         GS.animation["DefendSword"].speed = -1;
         GS.animation ["DefendSword"].time = animation["DefendSword"].length; 
         GS.animation["DefendSword"].wrapMode = WrapMode.Once;
         GS.animation.Play ("DefendSword");
     }

the last thing I need now is to take the current point of the animation when the button is release, so I can play it backward from that point to the start position.

Update 2

Finally I solve the last problem, I just get rid of the line GS.animation ["DefendSword"].time = animation["DefendSword"].length; after removing it, the animation runs backward automatically from its current point.

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