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Question by mwolff282 · Jan 12, 2013 at 01:50 AM · animationjavascriptcharacterwait

How can I tell Unity to wait to do something until after and animation has finished playing?

I have a cube type character that rolls on the screen, each time a key is pressed it roles in the respective direction. I can't seem to figure out how to tell unity to wait until the animation has finished before allowing more keys to be pressed. Here is what I have so far.

 #pragma strict
 
 public var W : GameObject;
 public var A : GameObject;
 public var S : GameObject;
 public var D : GameObject;
 
 function Start () {
 
 }
 
 function Update(){
     if(Input.GetKeyUp("d")){
         animation.Play("Move(D)");
         transform.position.x = transform.position.x + 10;
         D.active = true;
         W.active = false;
         A.active = false;
         S.active = false; 
         }
     if(Input.GetKeyUp("a")){
         animation.Play("Move(A)");
         transform.position.x = transform.position.x - 10;
         A.active = true;
         W.active = false;
         S.active = false;
         D.active = false; 
         }
     if(Input.GetKeyUp("w")){
         animation.Play("Move(W)");
         transform.position.z = transform.position.z + 10;
         W.active = true;
         A.active = false;
         S.active = false;
         D.active = false; 
         }
     if(Input.GetKeyUp("s")){
         animation.Play("Move(S)");
         transform.position.z = transform.position.z - 10;
         S.active = true;
         W.active = false;
         A.active = false;
         D.active = false; 
         }
     }
         
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Answer by save · Jan 12, 2013 at 01:59 AM

You can test if the animation is playing, example:

 if(Input.GetKeyUp("d") && !animation.IsPlaying("Move(D)"))


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