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Question by jetstyler1199 · Apr 28, 2020 at 04:35 AM · animationanimatorgetkeydown

animation only plays first few frames when keydown

im trying to make it so that when i press the mouse0 button it would play the shooting animation,but for some reason it only plays the first frame then returns back to the idle like its interrupting it, how do you fix this?

heres the code

 public class PlayersController2D : MonoBehaviour
 {
   
     public GameObject shots;
  
     public Transform ShotSpawn;
     private object shotRef;
     Animator animator;  
     public bool isShooting;
     public float shootDelay = .5f;
     
    
     Rigidbody2D rb2d;
     SpriteRenderer spriteRenderer;
     bool isGrounded;
     
     public Transform groundCheckR;
    
     public Transform groundCheckL;
    
     public Transform groundCheckC;
 
     public Transform groundCheckCR;
   
     public Transform groundCheckCL;
 
 
     [SerializeField]
     private float runspeed =1.5f;
 
     [SerializeField]
     private float jumpspeed = 5f;
     bool isFacingLeft;
 
     // Start is called before the first frame update
     void Start()
     {
         shotRef = Resources.Load("Shots");
         animator = GetComponent<Animator>();
         rb2d = GetComponent<Rigidbody2D>();
         spriteRenderer = GetComponent<SpriteRenderer>();
     }
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Mouse0))
         {
             if (isShooting) return;
 
             //shoot
             animator.Play("Shoot");
             isShooting = true;
             Invoke("ResetShoot", shootDelay);
 
             //instantiate and shoot Shot 
             GameObject s = Instantiate(shots);
             s.GetComponent<shotscript>().StartShoot(isFacingLeft);
             s.transform.position = ShotSpawn.transform.position;
         }
     }
     void ResetShoot()
     {
         isShooting = false;
         animator.Play("Idle Animation");
     }
     private void FixedUpdate()
     {
        
         if((Physics2D.Linecast(transform.position, groundCheckR.position, 1 << LayerMask.NameToLayer("Ground"))) ||
           (Physics2D.Linecast(transform.position, groundCheckL.position, 1 << LayerMask.NameToLayer("Ground")))  ||
           (Physics2D.Linecast(transform.position, groundCheckC.position, 1 << LayerMask.NameToLayer("Ground")))  ||
           (Physics2D.Linecast(transform.position, groundCheckCL.position, 1 << LayerMask.NameToLayer("Ground"))) ||
           (Physics2D.Linecast(transform.position, groundCheckCR.position, 1 << LayerMask.NameToLayer("Ground"))))
         {
             Debug.Log("on Ground");
             isGrounded = true;
         }
         else
         {
             Debug.Log("not on Ground");
             isGrounded = false;
             animator.Play("Fall Animation");
         }
 
         if (Input.GetKey("d") || Input.GetKey("right"))
         {
             rb2d.velocity = new Vector2(runspeed, rb2d.velocity.y);
             if(isGrounded)
                 animator.Play("Run Animation");
             spriteRenderer.flipX = false;
 
             isFacingLeft = false;
 
         }
         else if (Input.GetKey("a") || Input.GetKey("left"))
         {
             rb2d.velocity = new Vector2(-runspeed, rb2d.velocity.y);
             if (isGrounded)
                 animator.Play("Run Animation");
             spriteRenderer.flipX = true;
 
             isFacingLeft = true;
         }
         else
         {
             if (isGrounded)
                 animator.Play("Idle Animation");
             rb2d.velocity = new Vector2(0, rb2d.velocity.y);
         }
    
         if (isGrounded == true && Input.GetKey("space"))
         {
 
             rb2d.velocity = new Vector2(rb2d.velocity.x,jumpspeed);
             animator.Play("Jump Animation");         
         }
     }
 }
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