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This question was closed Dec 03, 2017 at 08:53 AM by JungOmul for the following reason:

Fixed.

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0
Question by JungOmul · Dec 03, 2017 at 08:26 AM · animationanimationsboolfalsetrue

Animation Problem

Hi. I made a script for my door. What I want is Press E -> Open Door-> Stay Opened -> Press E -> Close Door -> Stay Closed But my script makes the door opens and then closes right after... Plz help here is my script.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Doors : MonoBehaviour {
 
     public Camera fpsCam;
     public AnimationClip Door_Open;
     Animation doorOpen;
     public AnimationClip Door_Close;
     Animation doorClose;
     bool isOpened;
 
 
     void Start()
     {
         isOpened = false;
         doorOpen = GetComponent<Animation> ();
         doorClose = GetComponent<Animation> ();
 
 
     }
 
     void Update ()
     {
         if (Input.GetKeyDown (KeyCode.E)) 
         {
             Ray ray = new Ray (fpsCam.transform.position, fpsCam.transform.forward);
             RaycastHit hit;
             if (Physics.Raycast (ray, out hit, 50.0f)) 
             {
                 if (hit.collider.CompareTag ("Door")) 
                 {
                     if (isOpened == false) 
                     {
                         doorOpen.clip = Door_Open;
                         doorOpen.Play ("Door_Open");
                         isOpened = true;
                     }
                 }
 
                 if(isOpened == true)
                 {
                     if(doorOpen.isPlaying)
                     {
                         doorClose.clip = Door_Close;
                         doorClose.PlayQueued ("Door_Close");
                         isOpened = false;
                     }
                 }
             }
         }
     }
 }


I changed my script but it's still the same.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Doors : MonoBehaviour {
 
     public Camera fpsCam;
     public AnimationClip Door_Open;
     Animation doorOpen;
     public AnimationClip Door_Close;
     Animation doorClose;
     bool isOpened;
 
 
     void Start()
     {
         isOpened = false;
         doorOpen = GetComponent<Animation> ();
         doorClose = GetComponent<Animation> ();
 
 
     }
 
     void Update ()
     {
         if (Input.GetKeyDown (KeyCode.E)) {
             Ray ray = new Ray (fpsCam.transform.position, fpsCam.transform.forward);
             RaycastHit hit;
             if (Physics.Raycast (ray, out hit, 50.0f)) {
                 if (hit.collider.CompareTag ("Door")) {
                     if (isOpened == false) {
                         doorOpen.clip = Door_Open;
                         doorOpen.Play ("Door_Open");
                         isOpened = true;
                     }
                 }
             }
         }
 
         if(isOpened == true)
         {
             if(Input.GetKeyDown(KeyCode.E))
             {
                 Ray ray = new Ray (fpsCam.transform.position, fpsCam.transform.forward);
                 RaycastHit hit;
                 if(Physics.Raycast (ray, out hit, 50.0f))
                 {
                     if(hit.collider.CompareTag("Door"))
                     {
                         doorClose.clip = Door_Close;
                         doorClose.PlayQueued ("Door_Close");
                         isOpened = false;
                     }
                 }
             }
         }
     }
 }

----------------------------------------------------------------------------------------------------------------------------- Fixed. I just changed if -> else if. Here is my script.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Doors : MonoBehaviour {
 
     public Camera fpsCam;
     public AnimationClip Door_Open;
     Animation doorOpen;
     public AnimationClip Door_Close;
     Animation doorClose;
     bool isOpened;
 
 
     void Start()
     {
         isOpened = false;
         doorOpen = GetComponent<Animation> ();
         doorClose = GetComponent<Animation> ();
 
 
     }
 
     void Update ()
     {
         if (Input.GetKeyDown (KeyCode.E)) {
             Ray ray = new Ray (fpsCam.transform.position, fpsCam.transform.forward);
             RaycastHit hit;
             if (Physics.Raycast (ray, out hit, 50.0f)) 
             {
                 if (hit.collider.CompareTag ("Door")) 
                 {
                     if (isOpened == false) {
                         doorOpen.clip = Door_Open;
                         doorOpen.Play ("Door_Open");
                         isOpened = true;
                     }
                 }
 
                 else if (isOpened == true)
                 {
                     doorClose.clip = Door_Close;
                     doorClose.Play ("Door_Close");
                     isOpened = false;
                 }
             }
         }
     }
 }

                







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