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Question by jmoocow2003 · Dec 31, 2017 at 02:08 AM · animationbugglitch

Animation Not Playing in the Correct Way

Hi, so I'm trying to animate my character for my game to raise their shield, everything is almost working, but I'm trying to make it so then when they walk while already having their shield up, it will play the blocking and walking animation, and vise versa. However, when I raise the shield, and then start to walk, it quickly goes through the idle animation, and then the walking animation before it actually reaches the walk and block animation. I was wondering how I could get around this, and haven't been able to figure it out. Here is my code:

     public NavMeshAgent nav;
     public Animator anim;

 // Use this for initialization
 void Start () {
     anim = GetComponent <Animator> ();
 }
 
 // Update is called once per frame
 void Update () {

     if (Input.GetKey (KeyCode.Mouse1) && nav.velocity.x == 0 && nav.velocity.y == 0 && nav.velocity.z == 0) {
         anim.SetBool ("Blocking (Idle)", true);
         anim.SetBool ("Blocking (Walking)", false);
     } else if (Input.GetKey (KeyCode.Mouse1)) {
         anim.SetBool ("Blocking (Walking)", true);
         anim.SetBool ("Blocking (Idle)", false);
     } else if (Input.GetKeyUp (KeyCode.Mouse1)) {
         anim.SetBool ("Blocking (Idle)", false);
         anim.SetBool ("Blocking (Walking)", false);
     }

     if (Input.GetKey (KeyCode.Mouse0)) {
         Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
         RaycastHit hit;

         if (Physics.Raycast (ray, out hit)) {
             nav.SetDestination (hit.point);
             anim.SetFloat ("Walking", 1);
         }
     }

     if (nav.velocity.x == 0 && nav.velocity.y == 0 && nav.velocity.z == 0) {
         anim.SetFloat ("Walking", 0);
     }
 }

Thanks in advance for any help.

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