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Question by kenwiggins93 · Jun 22, 2020 at 10:35 AM · animationscripting problemanimatorloop

Animator trigger keeps retriggering.

So my animation trigger seems to be retriggering constantly giving a looping effect where I just want it to play once with the button click. (I've deactivated the loop option on the animation.)

The animator has the trigger condition leading from anystate to 'Eat', and then I've experimented with exit times, no exit times etc. I think it's a scripting issue making a loop somewhere, but I can't figure it out. Any ideas?

Code looks like this

 public class Food : MonoBehaviour
 {
     public int foodValue;
     public int happyValue;
     public int energyValue;
     public Button foodButton;
     public GameObject poop;
     public static bool isOttoEating;
     public GameObject otto;
     Animator anim;
 
 
 
     // Start is called before the first frame update
     void Start()
     {
        // anim = otto.GetComponent<Animator>();
       
 
         foodButton.onClick.AddListener(TaskOnClick);
 
         if (otto.GetComponent<Animator>() != null)
         {
             //NADA
         }
         else
         {
             anim = otto.GetComponent<Animator>();
         }
        
         isOttoEating = false;
     }
 
     void TaskOnClick()
     {
 
         if (Otto_Data.isOttoSleep == true)
         {
 
         }
         if (Medicine_Script.isOttoSick == true)
         {
 
         }
        
 
         else
         {
 
             Otto_Data._hungerA += foodValue;
             Otto_Data._happiness += happyValue;
             Otto_Data.energy += energyValue;
             isOttoEating = true;
             
 
 
             if (Otto_Data._hungerA >= 100)
             {
                 anim.SetTrigger("Dissmiss"); //this also doesn't seem to work even though it did at one point :/ 
             }
            if (Otto_Data._hungerA <=99)
             {
                 anim.SetTrigger("Eat"); //This is what I want to trigger, it does trigger with the button click, but then seems to retrigger constantly... 
                 anim.SetTrigger("Active");
             }
 
         }
 
 
     }
 
     private void Update()
     {
         anim.ResetTrigger("Eat"); // I introfuced this to try and solve the problem, but its inclusion/exclusion seems to have no effect. 
 
         if (Otto_Data.energy <= 0)
         {
             foodButton.interactable = false;
         }
         else
         {
             foodButton.interactable = true;
         }
 
         if (Otto_Data._hungerA >= 100)
         {
            // foodButton.interactable = false;
            
         }
         else
         {
             foodButton.interactable = true;
         }
 
         if (Otto_Data.energy <= 2000 && Otto_Data.isOttoSleep == true)
         {
             foodButton.interactable = false;
         }
 
         if (Medicine_Script.isOttoSick == true)
         {
             foodButton.interactable = false;
         }
 
         //if (Otto_Data._hungerA == 50)
         {
          //   GameObject newPoop = Instantiate(poop);
           //  Destroy(newPoop, 60);
 
         }
     }
 
 }


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