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Question by Tim-A · Aug 04, 2012 at 05:48 PM · animationinputget

Input.GetKey

I have a Sword in my game with an animation right now and I want it so that when I press x, It plays the animation. I have wrote this

function Update () { if (Input.GetKey("x")) GetComponent(Animation).enabled = true; }

and it doesnt give me errors so what did I do wrong?

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avatar image Tim-A · Aug 04, 2012 at 05:45 PM 0
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And is it possible to have two animations for the same gameobject but different keys?

avatar image reptilebeats · Aug 04, 2012 at 05:56 PM 0
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you could use animation events and play the animation at the events, or you can just call the separate animations using animation references check the link,

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Answer by reptilebeats · Aug 04, 2012 at 05:50 PM

you need to use animation.Play();

http://docs.unity3d.com/Documentation/ScriptReference/Animation.Play.html

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avatar image Tim-A · Aug 04, 2012 at 05:55 PM 0
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So it would be

function Update () {

if (Input.Get$$anonymous$$ey("x"))

animation.Play("sword");

}

if I had the animation named sword?

avatar image RodrigoSeVeN · Aug 04, 2012 at 06:00 PM 0
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I need to add to this solution.

The Get$$anonymous$$ey ins$$anonymous$$d of Get$$anonymous$$eyDown, will make you play the animation over and over without waiting for the animation to end. The simple solution for this is as such:

if(Input.Get$$anonymous$$ey("x") && !animation.IsPlaying("sword"))

It will only play the animation again after it is over. Also, you may want to try using animation.CrossFade("sword"); for smoother results.

avatar image reptilebeats · Aug 04, 2012 at 06:11 PM 0
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yh there is a lot of things you can do with animation check the functions to the right of the link i gave.

avatar image Tim-A · Aug 04, 2012 at 06:12 PM 0
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I got it thanks!

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