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Question by thomasmking1990 · Aug 21, 2021 at 09:41 AM · animator controlleranimationsstate-machineidle animations

How to play idle animations only when player is idle

I have a script that determines if the player is idle.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class coheedAnimations : MonoBehaviour { public Animator coheedAnimator; public float MoveX; public float MoveY; public bool coheedIsIdle = true;

 // Start is called before the first frame update
 void Start()
 {
   //Get the Animator
   coheedAnimator = this.gameObject.GetComponent<Animator>();
 }

 // Update is called once per frame
 void Update()
 {
   MoveY = Input.GetAxis ("Vertical");
   MoveX = Input.GetAxis ("Horizontal");
   coheedAnimator.SetFloat("MoveY", MoveY);
   coheedAnimator.SetFloat("MoveX", MoveX);

   if   (MoveX != 0 || MoveY != 0)
   {
     coheedIsIdle = false;
   }
   else
   {
     coheedIsIdle = true;
   }
 } // end update

} // end class

However, when running, he will stop and still play a random idle animation. How do I get the state machine to only play when the boolean variable for idle is true?

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class RandomAnimIdleBehavior : StateMachineBehaviour { //public bool coheedIsIdle; public coheedAnimations isCoheedIdle; public string m_parameterName = "IdleAnimID"; public int[] m_stateIDArray = {0, 1, 2, 3};

 override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
 {
   
           if (m_stateIDArray.Length <= 0)
   {
     animator.SetInteger(m_parameterName, 0);
   }
   else
   {
     int index = Random.Range(0, m_stateIDArray.Length);
     Debug.Log(m_parameterName + "->" + m_stateIDArray[index]);
     animator.SetInteger(m_parameterName, m_stateIDArray[index]);
   }
 }

}

[1]: /storage/temp/185134-statemachine.png

animations.png (103.1 kB)
statemachine.png (139.4 kB)
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