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Question by Aepmobile · May 07, 2016 at 05:15 PM · scripting problemcontrolleranimator controllerspriterenderer

OnClick change Animator & Sprite Renderer

In the menu of my game, have an option to change the skin.

How do I, so that when the user clicks on "change," and whe he enter the game the "Controller Animator" and "Sprite Renderer" is changed?

Animators: Bee, Bee1, Bee2, Bee3, and Bee4

Spriter rederers: Bee_0, Bee1_0, Bee2_0, Bee3_0 and Bee4_0

It's possible "OnClick" change Controller "Bee" to "Bee1" & Sprite Renderer "Bee_0" to "Bee1_0" ?

alt text

My "Bee" (PLAYER) script

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 using UnityStandardAssets.CrossPlatformInput;
 
 public class Bee : MonoBehaviour {
 
     public float moveSpeed;
 
     public Transform bee;
     private Animator animator;
 
     public bool isGrounded = true;
     public float force;
 
     public float jumpTime = 0.1f;
     public float jumpDelay = 0.1f;
     public bool jumped = false;
     public Transform ground;
 
 
     // Use this for initialization
     void Start ()
     {
         animator = bee.GetComponent<Animator> ();
     }
     
     void Update ()
     {
         Move ();
   }
 
 
     void Move ()
     {
 
         isGrounded = Physics2D.Linecast (this.transform.position, ground.position, 1 << LayerMask.NameToLayer ("Floor"));
         animator.SetFloat ("runB", Mathf.Abs (CrossPlatformInputManager.GetAxis ("Horizontal")));
         if (CrossPlatformInputManager.GetAxisRaw ("Horizontal") > 0) {
 
             transform.Translate (Vector2.right * moveSpeed * Time.deltaTime);
             transform.eulerAngles = new Vector2 (0, 0);
         }
         if (CrossPlatformInputManager.GetAxisRaw ("Horizontal") < 0) {
 
             transform.Translate (Vector2.right * moveSpeed * Time.deltaTime);
             transform.eulerAngles = new Vector2 (0, 180);
         }
 
         if (CrossPlatformInputManager.GetButtonDown ("Vertical") && isGrounded && !jumped) {
 
             //  rigidbody2D.AddForce (transform.up * force);
             GetComponent<Rigidbody2D> ().AddForce (transform.up * force);
             jumpTime = jumpDelay;
             animator.SetTrigger ("jumpB");
             jumped = true;
         }
 
         jumpTime -= Time.deltaTime;
 
         if (jumpTime <= 0 && isGrounded && jumped) {
 
             animator.SetTrigger ("groundB");
             jumped = false;
 
         }
 
     }
 
 }    


4.png (202.7 kB)
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Answer by TheSorm · May 07, 2016 at 09:17 PM

You have to Options I. Make a few Prefabs the Player can chose from

II. Write a Method like this and attach it to your Button OnClick() Event:

     puplic RuntimeAnimatorController anim;
     
         puplic void ChangeAnimator() {
               Animator animator = playerTransform.gameObject.GetComponent<Animator>();
               animator.runtimeAnimatorController = anim;
     }






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avatar image Aepmobile · May 08, 2016 at 09:48 PM 0
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I try,

using UnityEngine; using System.Collections;

public class Bee4 : MonoBehaviour {

 public RuntimeAnimatorController anim;
 public Transform bee4;

 public void ChangeAnimator() {
     Animator animator = bee4.gameObject.GetComponent<Animator>();
     animator.runtimeAnimatorController = anim;
 }

}

But not change in game.

avatar image TheSorm · May 08, 2016 at 09:53 PM 0
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are you shure you edit an existing player who is used for the game ? or dose the game player is instaziate after that with a prefab ?

avatar image Aepmobile · May 08, 2016 at 10:56 PM 0
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@TheSorm look my new asnwer with some pics, if possible =] ty for help

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Answer by Aepmobile · May 08, 2016 at 10:54 PM

Look how going my project.

At MenuShopCanvas, I have attached "Choice" script on the button

Imagens: http://imgur.com/a/aJTBE

 using UnityEngine; using System.Collections;
 
 public class Choice : MonoBehaviour {
 
     public RuntimeAnimatorController anim;
     public Transform bee;
 
     public void ChangeAnimator() {
         Animator animator = bee.gameObject.GetComponent<Animator>();
         animator.runtimeAnimatorController = anim;
     }
 }

But when i click "Choice" or "Default" nothing happens.

I put the "Controller Animator" which was created for each prefab, correct?

What am I doing wrong? When I click "Play" no prefab is instantiated.

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avatar image TheSorm · May 09, 2016 at 02:30 PM 0
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Do you add the ChangeAnimator() function to the onClick function of the button in the editor?

avatar image Aepmobile · May 09, 2016 at 10:18 PM 0
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Yes, i drag and drop "Choice" button at each OnClick (), and select ChangeAnimator(), but when i click play no have player in scene.

avatar image TheSorm · May 10, 2016 at 02:22 PM 0
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do you have a game object where the Choise skript is attached ? or do you attached it to all buttons ? it has to be all at one instance of the script and you need a method that the game can take the edited bee and use it.

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