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Question by deadpenguin · Jan 22, 2014 at 03:49 PM · animationmovementstaticenumaccessing scripts

Animation problems/ accessing other scripts

Question 1: Unity says that the lines that say: "case Playerstate.animationname:" have an unknown identifier "Playerstate"

     #pragma strict
     import UnityEngine;
     import System.Collections;
     @System.NonSerialized
     var controller : CharacterController;
     //@System.NonSerialized
     //var motor : CharacterMotor;
     @System.NonSerialized
     var charVelocity : Vector3;
     public var lockedAnimation : boolean = false;
     public var isDead : boolean = false;
     
         public enum PlayerState {
             Idle,
             Walking,
             Running,
             Jumping,
             Falling,
             Landing,
             Dead,
             Locked,
             Crouching,
             CrouchWalking
             }
         
         public var state : PlayerState;
         public var prevState : PlayerState;    
         
         function Start () {
         animation["idle"].wrapMode = WrapMode.Loop;
         animation["jump_pose"].wrapMode = WrapMode.ClampForever;
         animation["walk"].wrapMode = WrapMode.Loop;
         animation["run"].wrapMode = WrapMode.Loop;
         }
     
         function LateUpdate () {
 //              I am trying to access the velocity from another script "CharacterMotor"
             charVelocity = CharacterMotor.movement.velocity;
             CalculateState();
             ApplyState(); 
         }
         
         function CalculateState(){
 -----------------------OMITTED------------------------------
 
         }
 
         function ApplyState(){
             switch(state){
             case Playerstate.Idle:
                 animation.CrossFade("idle");
                 break;
             case Playerstate.Walking:
                 animation.CrossFade("walk");
                 break;
             case Playerstate.Running:
                 animation.CrossFade("run");
                 break;
     //        case Playerstate.Jumping:
     //        
             case Playerstate.Falling:
                 animation.CrossFade("jump_pose");
                 break;
     //        case Playerstate.Landing:
     //        
     //        case Playerstate.Dead:
     //        
     //        case Playerstate.Locked:
     //        
     //        case Playerstate.Crouching:
     //        
     //        case Playerstate.CrouchWalking:
     //        
             }
         }
         prevState = state;
     @script RequireComponent (CharacterMotor)
 
 
 
 


Question 2: I don't know if I am accessing my script "CharacterMotor" correctly. in function LateUpdate. The variable movement in "CharacterMotor" is based off a class that has a component of velocity. I don't think i can make the movement variable static because it is modified.

Thank you in advance to anybody willing to take their time to help!

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Answer by tanoshimi · Jan 23, 2014 at 04:12 PM

The line case Playerstate.animationname doesn't appear in your code sample anywhere...

However, all your lines that refer to Playerstate.Idle, Playerstate.Walking etc. should be PlayerState.Idle, PlayerState.Walking (captial S)

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avatar image deadpenguin · Jan 25, 2014 at 07:06 PM 0
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Thank you so much. I feel foolish for missing that.

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