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Question by Long Fall Games · Jan 05, 2014 at 12:43 AM · animation editor

Having alot of trouble with 2d animations

So I've never used the animator component before and its proving tricky for me. What I want to do is just destroy an object when its animation finishes. Problem is that getting the state to transition. Its a simple popup that plays once and it destroyed so its set up as.

Animation->finish playing

in the animator graphical editor. then in C# im trying to do. public class comboPopupController : MonoBehaviour { public Animator a; // Use this for initialization void Start () { a=GetComponent(); }

     // Update is called once per frame
     void Update () 
     {
         Debug.Log("Checking if animation playing");
         if(a.GetCurrentAnimatorStateInfo(0).nameHash==Animator.StringToHash("FinishedPlaying"))
         {
             Debug.Log("Combo animation stopped, deleting prefab");
             Destroy(this.gameObject);
             Debug.Log("Prefab Deleted");
         }
     }
 }

theres only one condition in my transition.

(exit time: 0.75) which is the default im not really sure what it does, and the documentation is just confusing me. Any Help would be appreciated. thanks!

I changed my script to:

 AnimatorStateInfo an = a.GetCurrentAnimatorStateInfo(0);
         float time=an.normalizedTime;
         Debug.Log (an.normalizedTime);
         if(time>=1.0f)
         {
             Debug.Log("Combo animation stopped, deleting prefab");
             Destroy(gameObject);
             Debug.Log("Prefab Deleted");
         }

And in the debug log it counts up to 1, then it says

NaN

UnityEngine.Debug:Log(Object) comboPopupController:Update() (at Assets/Scripts/comboPopupController.cs:18) but im not sure what NaN means >< and the destroy method never gets called, nor do my Debug logs within the if statment
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Answer by Long Fall Games · Jan 05, 2014 at 03:11 AM

I think i got it sorted using the CurrentAnimatorState's Normalized time value

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