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Question by Drahztic · May 17, 2020 at 07:58 AM · animationanimatoranimator controllerscriptingproblem

Trigger stuck at full in state machine

I am creating a state machine for a gun.

It has three specific animations I want it to swap between:

  • Primary Fire ( A boolean based on GetKey("Fire1")

  • Alternate Fire (A trigger based on GetKey("Fire2")

  • Reload (A trigger based on GetKey("Reload")

    I am having issues where if I interrupt one of these two triggers with the other (As in, I press the hotkey while the animation is playing) it will play out the animation and then stop, with the blue bar all the way full. After looking at this answer I understand that the issue is that a trigger is not being allowed to finish.I have tried clearing the triggers before I set a new trigger using this code as suggested by another commenter, though I wrapped it in a method for easier use:


 foreach (AnimatorControllerParameter p in animator.parameters)
             if (p.type == AnimatorControllerParameterType.Trigger)
                 animator.ResetTrigger(p.name);


(This doesn't fix the problem by the way.)


My question is, if I am not supposed to use Triggers unless I am sure that the animation will finish, what do I use? Do I use a boolean to check if the animation has finished and reset to false when it has finished?

I have tried simply running transitions between every state as I saw in this answer, and that does work, but if I have a 4 states (Idle, Primary Fire, Alternate Fire, Reload) that all have to connect to one another... thats a mess! There has to be a better way than using a resetAll function, which is really smelly, and interconnecting every single state, because that is a headache to manage.


Does anyone have experience with something like this?

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