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How do I put a delay in this?
Hi, I have a problem with my code
                  if (Input.GetKeyDown (KeyCode.F)) {
         Player.SetTrigger ("Punch_Mid_Start");
     } else {
         Player.SetTrigger ("Punch_Mid_Finish");
         if (Input.GetKeyDown (KeyCode.G)) {
             Player.SetTrigger ("Special_Move_Start");
         } else {
             
             Player.SetTrigger ("Special_Move_Finish");
         }
So basically this is code for my fighting game and my special move. The animation plays half way through then jumps to idol. So I want to put a delay between the special move start and finish so that the animation can finish then return to idol I just don't know how.
Answer by highpockets · Apr 11, 2019 at 09:26 PM
I think you should start a coroutine and wait for the length of the animation to start the next one. The code below expects that the animation state is on the base layer. If it’s on a different layer, you would have to change it from 0 to whatever the correct layer index is.
Cheers
 public Animator anim;
 
 void Update(){
 
 
 if (Input.GetKeyDown (KeyCode.F)) {
          Player.SetTrigger ("Punch_Mid_Start");
      } else {
          Player.SetTrigger ("Punch_Mid_Finish");
          if (Input.GetKeyDown (KeyCode.G)) {
              StartCoroutine(SpecialMove());
              
          }
 }
 
 IEnumerator SpecialMove(){
 Player.SetTrigger ("Special_Move_Start");
 yield return new WaitForSeconds(anim.GetCurrentAnimatorStateInfo(0).length);
 Player.SetTrigger ("Special_Move_Finish");
 }
Answer by programer717 · Apr 11, 2019 at 09:11 PM
In the animator check to see that there is an exit time from the transitions, and set the exit time value to 1, that should fix your problem. :) @AWilliams5
Your answer
 
 
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