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Question by killfast27 · Nov 02, 2013 at 11:09 PM · animationjavascriptwalking

walk animation script

i have a walk animation script that looks like this, but doesn't quite work properly can anyone tell me what is wrong with my code? and/or tell me how to fix this?

 function Start () {
  
     animation["walkanimation"].speed = 1;
     animation["walkanimation"].wrapMode = WrapMode.Loop;
  
 }
  
 function Update () {
  
     if (Input.GetButtonDown("w")) {
  
        transform.animation.Play("walkanimation");
  
     }
     if (Input.GetButtonUp("w")) {
  
        transform.animation.Stop("walkanimation");  
     }
 }
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avatar image Benproductions1 · Nov 02, 2013 at 11:09 PM 0
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Define "Doesn't quite work properly". What do you want it to do? How have you tried achieving this? Why do you think it doesn't work the way you want it to?

avatar image Rabbit · Nov 04, 2013 at 04:47 PM 0
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How did you go?

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Answer by Rabbit · Nov 03, 2013 at 01:21 AM

I find it easier to use ENUM states to handle my animations, it makes it simple to add more animations later and also makes integrating multiplayer animation easier.

Declare this

     public enum CharacterState 
     {
         idle,
         walking    
     }
     
     public CharacterState _state;
     public string idleAnimName;
     public string walkAnimName;


     void Update() 
     {    
             CheckKey();
     }
 
     void CheckKey()
     {
         if(Input.GetKeyDown(KeyCode.W)) {
             _state = CharacterState.walking;
         } else if (Input.GetKeyUp(KeyCode.W)) {
             _state = CharacterState.idle;
         }
         PlayAnimation();
     }
     
     void PlayAnimation() 
     {
         switch(_state)
         {
            case CharacterState.idle:
                    animation.CrossFade("idleanimation");
                    break;
         
            case CharacterState.walking:
                    animation.CrossFade("walkanimation");
                    break;    
         }            
     }
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