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Question by jerryberry · May 24, 2014 at 01:40 PM · animation2drotationanimator

How to use one animation and Animator Controller on multiple objects? [2D]

I want to rotate object 90 degrees on every touch. I can't do it in script cause rotation should be slow and smooth. I made four animations (rotation90, rotation 180 etc.) It works perfectly but when I duplicated Animator component to another objects, It does't work properly. When I touch one object, every objects are rotating. How to fix it?

Also, is there any way to make animation that won't rotate to specific rotation, but will add 90 degrees to current z rotation so I can have one animation instead of four.

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avatar image Shmulzious · May 24, 2014 at 05:14 PM 0
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Can you paste the script that interacts with the animator?

avatar image jerryberry · May 24, 2014 at 05:43 PM 0
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Here it is:

 function Update () {
     
     
     if (Input.touchCount > 0)
 
     {
         var hit : RaycastHit2D = Physics2D.Raycast(Camera.main.ScreenToWorldPoint((Input.GetTouch(0).position)), Vector2.zero);
 
         
         if (Input.GetTouch(0).phase == TouchPhase.Began) {
 
  
              if(hit.collider != null && hit.transform.gameObject.tag == "OutTwo")
                 {
                     
                     rotCount++;
                     RotationAnimation();
                     
                 }
         
 
         }
     }
 }
 
 
 function RotationAnimation ()
 {
     var anim: Animator = outTwo.transform.gameObject.GetComponent(Animator);
     
     if (rotCount == 1)
         {
             anim.SetBool("rotate360", false);
             anim.SetBool("rotate90", true);
         }        
     else if (rotCount == 2)
         {
             anim.SetBool("rotate180", true);
             anim.SetBool("rotate90", false);
         }
     else if (rotCount == 3)
         {
             anim.SetBool("rotate270", true);
             anim.SetBool("rotate180", false);
         }
     else if (rotCount == 4)
         {
             anim.SetBool("rotate360", true);
             anim.SetBool("rotate270", false);
             rotCount = 0;
         }
         
 
 }

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