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Question by DebugLogError · Sep 16, 2013 at 09:43 PM · animationanimation.playplaying

Calling an Imported Animation To Play Through A Empty Gameobject

Okay hey guys, so I am working on a small project and I am currently handling all of my player's animations by placing them in "Layers" (Empty Game objects within the player's hierarchy) for example all of the reload animations for my various weapons are stored and called from "WeaponReloadHolder" rather than the animation model itself. They are then called as needed and the animation model will play said animation. This method is working fine with all of my animations created within Unity, however any of my imported animations refuse to play whether they are "read only" or not. If I haven't described this clearly enough or you would like to see some of my code please just ask, Any help with this would be greatly appreciated!

Here is a small / poor visual Representation of what I am trying to do. alt text

visual.jpg (215.3 kB)
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Answer by Jeff-Rosenberg · Sep 17, 2013 at 02:34 AM

You could have a message set up like this wherever you want to start the reload (the player class, the gun itself, WeaponReloadHolder, as long as the weapon is a child of the object somewhere down the line):

 void Reload()
 {
     BroadcastMessage("ReloadWeapon", SendMessageOptions.DontRequireReceiver);
 }

and on the weapon itself:

 void ReloadWeapon()
 {
     // Play reload animation
 }

You could also store a reference to the weapon in your player class and call it that way:

 // Gun handler
 public Weapon gun; // Set in inspector or whatever
 
 void Reload()
 {
     gun.Reload();
 }

 // On the gun
 public void Reload()
 {
     // Play reload animation
 }
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