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Question by Bryanhag · Dec 05, 2018 at 01:46 PM · animationscripting problemupdateupdate functionanimation controller

Slow down animation with constantly pressing mouse,I have to keep pressing the mouse to slow the animation BlendSpeed.

How do I slow down the animation without pressing the mouse constantly. Please help before I go mad. Thanks

public Animator animator;

 float speedUp = 1f;
 float speedTime = 100f;
 float speedGo = 1f;
 float min = 100f;

 // Use this for initialization
 void Start()
 {
     animator = this.gameObject.GetComponent<Animator>(); //get the animation
 }

 // Update is called once per frame
 void FixedUpdate()
 {
     if (Input.GetMouseButtonDown(0))
     {
         animator.SetBool("ClockStart", true); //set anim path open
         animator.SetFloat("BlendSpeed", speedUp); //add speed to blendspeed
     }
     if (Input.GetMouseButtonUp(0))
     {
            StartCoroutine(SlowWheel());
             animator.SetFloat("BlendSpeed", speedGo); //sub speed to blendspeed
             Debug.Log("SpeedGo is: " + speedGo);
     }
 }

 IEnumerator SlowWheel()
 {
     while (min > 0.1)
         {
         speedGo = min / speedTime;
             min -= Time.deltaTime;
            yield return speedGo;
         }
   }

,Is there anyway to play the slow down animation without constantly pressing the mouse? Script attached, any help please.

public Animator animator;

 float speedUp = 1f;
 float speedTime = 100f;
 float speedGo = 1f;
 float min = 100f;

 // Use this for initialization
 void Start()
 {
     animator = this.gameObject.GetComponent<Animator>(); //get the animation
 }

 // Update is called once per frame
 void FixedUpdate()
 {
     if (Input.GetMouseButtonDown(0))
     {
         animator.SetBool("ClockStart", true); //set anim path open
         animator.SetFloat("BlendSpeed", speedUp); //add speed to blendspeed
     }
     if (Input.GetMouseButtonUp(0))
     {
            StartCoroutine(SlowWheel());
             animator.SetFloat("BlendSpeed", speedGo); //sub speed to blendspeed
             Debug.Log("SpeedGo is: " + speedGo);
     }
 }

 IEnumerator SlowWheel()
 {
     while (min > 0.1)
         {
         speedGo = min / speedTime;
             min -= Time.deltaTime;
            yield return speedGo;
         }
   }

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