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Question by WeirderChimp · Jan 21, 2016 at 01:11 PM · animatormecanim

Sub States and FullPathHash/StringToHash

Hey. So im Wondering How i check if mecanim is playing ANY animation in a sub State. here are my Variables

 public MCS_LocomotionStates CharacterLocomotionState;
     
     private AnimatorStateInfo currentLocomotionState;//this holds the current locomotion state
     static int StandState = Animator.StringToHash("Locomotion.Stand");//this is defining the stand state
     static int CrouchState = Animator.StringToHash("Locomotion.Crouch");
     static int ProneState = Animator.StringToHash("Locomotion.Prone");
     static int JumpAirTimeState = Animator.StringToHash("Locomotion.JumpAirTime");
 

and here is my code for when i check in "Update" to see if what state im in

 //----- STATES -----\\
         currentLocomotionState = anim.GetCurrentAnimatorStateInfo(0);
 
         if(currentLocomotionState.fullPathHash == StandState){
             //Standing
         }else if(currentLocomotionState.fullPathHash == CrouchState){
             //Crouching
         }else if(currentLocomotionState.fullPathHash == ProneState){
             //Prone
         }else if(currentLocomotionState.fullPathHash == JumpAirTimeState){
             //InAir
         }
 


the Problem im having is with The Jumping. Locomotion is the layer and JumpAirTime is a sub state. how do i get FulPathHashto return "Locomotion.JumpAirTime" if any of the animation in the JumpAirTime Sub State are playing.

Thanks for reading ~Scott

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