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Question by importguru88 · Jul 23, 2016 at 06:09 AM · scripting problemerrormechanim animation

error CS1525: Unexpected symbol `nextState' / mecanim / anystate problem

I am trying to call my die animation by boolean . I getting some errors . The die animation is attach to the anystate . I tried set trigger as parameter the animation still wouldn't work . Here is what I got for a code so far . Here is a pic.alt text

   protected virtual void Awake()
         {
            dieState =  Animator.StringToHash("Base Layer.Die");
 
            anim = GetComponent <Animator>();
             m_GameObject = gameObject;
             m_Transform = transform;
             m_Rigidbody = GetComponent<Rigidbody>();
 
             SharedManager.Register(this);
 
             m_CurrentHealth = m_MaxHealth;
             m_CurrentShield = m_MaxShield;
 
             // Register for OnRespawn so the health and sheild can be reset.
             EventHandler.RegisterEvent(m_GameObject, "OnRespawn", OnRespawn);
         }
 
 
  private void  DieLocal(Vector3 position, Vector3 force)
         {
             // Notify those interested.
             EventHandler.ExecuteEvent(m_GameObject, "OnDeath");
             EventHandler.ExecuteEvent<Vector3, Vector3>(m_GameObject, "OnDeathDetails", force, position);
 
             // Spawn any objects on death, such as an explosion if the object is an explosive barrell.
             for (int i = 0; i < m_SpawnedObjectsOnDeath.Length; ++i) {
                 ObjectPool.Instantiate(m_SpawnedObjectsOnDeath[i], transform.position, transform.rotation);
             }
 
             // Destroy any objects on death. The objects will be placed back in the object pool if they were created within it otherwise the object will be destroyed.
             for (int i = 0; i < m_DestroyedObjectsOnDeath.Length; ++i) {
                 if (ObjectPool.SpawnedWithPool(m_DestroyedObjectsOnDeath[i])) {
                     ObjectPool.Destroy(m_DestroyedObjectsOnDeath[i]);
 
                 } else {
                     Object.Destroy(m_DestroyedObjectsOnDeath[i]);
                 }
             }
 
             // Deactivate the object if requested.
            
             
              if (m_DeactivateOnDeath || nextState != null nextState.name == "Base Layer.Die") {
                 Scheduler.Schedule(m_DeactivateOnDeathDelay, Deactivate);
                     GetComponent<AudioSource>().Play();
                         anim.SetBool("isDead",false);
                         
                         }
         
         
         
         }
 


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