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Question by Felipe_Schluepmann · Feb 27, 2021 at 05:28 PM · animationscripting problemfpsenemy ai

trying to link an aniamtion in one script to a action in another

im making a fps game and I want to switch the enemy animation once the player enters his field of view which is a trigger on another object however when I try to link both scripts into activating the animation when the player enters the trigger a problem occurs

so basically scrip A says:

  public void OnTriggerEnter(Collider other)
         {
             if (other.tag == "Player")
             {
                 detected = true;
                 target = other.gameObject;
             }
         }

and I want to make script B say:

 if (PlayerLookScript.detected == true)
         {
             animator.SetBool("IsShootingStill", true);
     }

but it keeps giving me errors but I don't know why

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avatar image AllTheGoodNamesWereTaken · Feb 27, 2021 at 08:13 PM 0
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My guess would be something like once the player enters his PoV trigger just have his PoV trigger tell his animator directly to change animation either by having a public reference that you can drag & drop in the editor [gameObject.getComponent().SetBool("IsShootingStill", true);] or by navigating to it in the parent/child hierarchy.

avatar image Felipe_Schluepmann AllTheGoodNamesWereTaken · Feb 27, 2021 at 09:44 PM 0
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I tried to do this once but because the animator is controlling the enemy object and not the POv object it says the itdoesnt work

avatar image HoweToGaming · Feb 27, 2021 at 09:09 PM 0
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 public class PlayerLookScript : MonoBehaviour
 {
     // set as static
     public static bool detected;
 
     private GameObject target;
 
     public void OnTriggerEnter(Collider other)
     {
         if (other.CompareTag("Player"))
         {
             detected = true;
             target = other.gameObject;
         }
     }
 }
 
 public class EnemyShootScript : MonoBehaviour
 {
     Animator animator;
 
     private void Start()
     {
         animator = GetComponent<Animator>();
     }
     private void Update()
     {
         if (PlayerLookScript.detected == true)
         {
             animator.SetBool("IsShootingStill", true);
         }
     }
 }

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