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Question by Mellevh · Mar 27, 2019 at 04:40 PM · animationtriggerdelayanimation controller

making an arrowgrab animation play when attackdelay = 0.

helloi am a beginner of unity and I have been trying for an hour to make my arrowgrab animation play whenever timeBtwAttack = 0 and now i am totally lost of ideas and i need some help.

if anybody knows this hes a hero.`using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

public class bow_attack : MonoBehaviour { public float arrowgrabTime; private int cangrab;

 private float timeBtwFire;
 public float startTimeBtwFire;
 public Image timeBtwBarr;
 public Canvas timeBarr;

 public Transform firePoint;
 public KeyCode fire;

 public Animator goblin;

 public GameObject arrowPrefab;
 public GameObject arrow;
 
 void Start()
 {
     goblin.GetComponent<Animator>();
     timeBtwFire = startTimeBtwFire;
     goblin.SetBool("always true", true);

 }
 void Update()
 {

     timeBtwFire -= Time.deltaTime;
     timeBtwBarr.fillAmount = timeBtwFire / startTimeBtwFire;
             

     if (timeBtwFire <= 0)
     {
         arrow.gameObject.SetActive(true);
         timeBarr.gameObject.SetActive(false);
        
     }
     else
     {
         timeBarr.gameObject.SetActive(true);
        arrow.gameObject.SetActive(false);
     }
     if (timeBtwFire <= 0 && Input.GetKeyDown(fire))
     {
         shoot();
         timeBtwFire = startTimeBtwFire;
         goblin.SetTrigger("shoot");
         cangrab = 1;
         
     } else goblin.SetBool("shooting", false);


     if(cangrab == 1)
     {
         wait();
     }
    

 }
     void shoot()
     {
         Instantiate(arrowPrefab, firePoint.position, firePoint.rotation);
     }

 private IEnumerator wait()
 {
     
     yield return new WaitForSeconds(startTimeBtwFire);
     goblin.SetBool("grabbing 0", true);
     yield return new WaitForSeconds(arrowgrabTime);
     goblin.SetBool("grabbing 0", false);
     cangrab = 0;
 }

   
 

} `

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