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Question by Boggs · Jan 15, 2016 at 07:15 PM · scripting problemscriptingbasics

Enabled and Disabled animators inentire scene???

I'm trying to set all animators in my scene to disabled and then with a button set all animators to enabled. I have use the script below if one or two game objects are animating but now I would like to start & stop all animation with one button.

 using UnityEngine;
 using System.Collections;
 
 public class AnimWrap : MonoBehaviour 
 {
 
     public GameObject Worker001;
     public GameObject Worker002;
     public GameObject Worker003;
 
 
     void Start ()
     {
         Worker001.GetComponent<Animator> ().enabled = false;
         Worker002.GetComponent<Animator> ().enabled = false;    
         Worker003.GetComponent<Animator> ().enabled = false;
 
 
     }
 
     public void AnimatorButton(string AnimOn)
     {         
         Worker001.GetComponent<Animator> ().enabled = true;
         Worker002.GetComponent<Animator> ().enabled = true;
         Worker003.GetComponent<Animator> ().enabled = true;
 
     }
         
 }
 

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Answer by vintar · Jan 15, 2016 at 10:12 PM

You could do something like this :

 public void AnimatorButton(bool animOn)
  {         
      Worker001.GetComponent<Animator> ().enabled = animOn;
      Worker002.GetComponent<Animator> ().enabled = animOn;
      Worker003.GetComponent<Animator> ().enabled = animOn;
  }

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Answer by Boggs · Jan 19, 2016 at 09:35 PM

I like it, what you have is more optimized then my code. I was wondering if there's a code that will start or stop all animators in a scene at once without coding for each object. For example my scene might have 50 game objects with animators I would like to avoid coding "worker001 thru worker050.

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