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Question by importguru88 · Jul 15, 2016 at 11:43 PM · c#gameobjecteventsanimationeventdeactivate

How do I call an animation event on a deactivated gameobject in unity3d c#

I have a pic of the animation frames on here . The deactivation is has the animation from the health scripts is attach to the enemy ai . But the frames are different . I want the death animation to keep up when deactivation function is called . When I code it doesn't seem to work at all. I also have a sprint animation attach to the character and it just plays the animations and disappear when I kill the enemy kill close in range . It's doesn't play the death animation when I kill the character close range . What happen is the enemy ai animation sprint will still keep playing even it deactivates when the health reaches zero. So what I want it to do is play the death animation when I kill the enemy ai in close range instead of the sprint animation if that make any sense. I have some code here :

  IEnumerator wait()
     {
         anim = GetComponent<Animation>();
         anim.Play(anim.clip.name);
         yield return new WaitForSeconds(anim.clip.length)
     
 
     }
     
     }
 
 if (m_DeactivateOnDeath) {
                     Scheduler.Schedule(m_DeactivateOnDeathDelay, Deactivate);
                         GetComponent<Animation>().Play("die");
                         GetComponent<AudioSource>().Play();
                 }
             }




alt text

deactivation.png (112.2 kB)
death-animation.png (147.1 kB)
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