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Question by Rajnine · Aug 11, 2017 at 07:23 AM · scripting problemanimator

Animation plays for a second

I found a script online for movement and I liked the way it was set up so I started to mess around with it. My problem is that my "slash" animation only plays for a split second before it switches back to idle. Also some of the transition movements from running back to idle and such are choppy. If anyone knows a fix for either of these it would be greatly appreciated. Thank you // Movement Variables: private var jumpSpeed:float = 9.0; private var gravity:float = 20.0; private var runSpeed:float = 5.0; private var walkSpeed:float = 1.7; private var rotateSpeed:float = 150.0; private var grounded:boolean = false; private var moveDirection:Vector3 = Vector3.zero; private var isWalking:boolean = true; private var moveStatus:String = "idle"; private var xSpeed = 250.0; private var ySpeed = 120.0; private var yMinLimit = -40; private var yMaxLimit = 80; private var x = 0.0; private var y = 0.0; var anim : Animator; // ------------------------------------------------------------------------------------------------------------- // ----------------------------------------------------------- UPDATE --------------------------------------- // ------------------------------------------------------------------------------------------------------------- function Update () { // // Only allow movement and jumps while ----------------- GROUNDED ------------- anim = GetComponent("Animator"); if(grounded) { moveDirection = new Vector3((Input.GetMouseButton(1) ? Input.GetAxis("Horizontal") : 0),0,Input.GetAxis("Vertical")); // if moving forward and to the side at the same time, compensate for distance // TODO: may be better way to do this? if(Input.GetMouseButton(1) && Input.GetAxis("Horizontal") && Input.GetAxis("Vertical")){ moveDirection *= .7; } moveDirection = transform.TransformDirection(moveDirection); moveDirection *= isWalking ? walkSpeed : runSpeed; moveStatus = "idle"; if(moveDirection != Vector3.zero) { moveStatus = isWalking ? "walking" : "running"; if (isWalking){ anim.Play("Walk"); } else { anim.Play("Run"); } } else { anim.Play("Idle"); // call IDLE animation here } // Jump! if(Input.GetButton("Jump")) { anim.Play("Jump"); // call JUMP animation here moveDirection.y = jumpSpeed; }if(Input.GetKeyDown(KeyCode.Alpha1)) { anim.Play("slash"); // call JUMP animation here } } // END "IS GROUNDED" // Allow turning at anytime. Keep the character facing in the same direction as the Camera if the right mouse button is down. if(Input.GetMouseButton(1)) { transform.rotation = Quaternion.Euler(0,Camera.main.transform.eulerAngles.y,0); } else { transform.Rotate(0,Input.GetAxis("Horizontal") * rotateSpeed * Time.deltaTime, 0); } // Toggle walking/running with the T key if(Input.GetKeyDown("t")) isWalking = !isWalking; //Apply gravity moveDirection.y -= gravity * Time.deltaTime; //Move controller var controller:CharacterController = GetComponent(CharacterController); var flags = controller.Move(moveDirection * Time.deltaTime); grounded = (flags && CollisionFlags.Below) != 0; } static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); } // ------------------------------------------------------------------------------------------------------------- // ----------------------------------------------------------- END UPDATE -------------------------------- // ------------------------------------------------------------------------------------------------------------- @script RequireComponent(CharacterController)

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