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Question by Riotgear66 · Jul 26, 2012 at 06:29 PM · c#animationrunningcs

Starting and stoping running script with C#

I have this code that does allow my character running animation to play continuously. What I want is for the running to only start when I press the right arrow key and stop when I release the key. I made this in C#. Any help?

 using UnityEngine;
 using System.Collections;
 
 public class Animation : MonoBehaviour {
  
  public float FPS;
  private float secondsToWait;
  public bool Loop;
  public Texture[] frames;
  
  private int currentFrame;
  
  // Use this for initialization
  void Start () 
  {
  currentFrame = 0;
  secondsToWait = 1/FPS;
  StartCoroutine(Animate());
  }
  
  IEnumerator Animate()
  {
  bool stop = false;
  
  if(currentFrame >= frames.Length)
  {
  if(Loop == false)
  stop = true;
  else
  currentFrame = 0;
  }
  
  yield return new WaitForSeconds(secondsToWait);
  
  renderer.material.mainTexture = frames[currentFrame];
  currentFrame++;
  
  if(stop == false)
  StartCoroutine(Animate());
  }
 }

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Answer by Llama_w_2Ls · Jan 21 at 09:00 AM

First of all, you need to keep track of if the coroutine has finished running before you call it again. Then, in the update, check for key presses. For example:

 bool IsPlayingAnimation;
 
 void Update()
 {
     if (Input.GetKey(KeyCode.RightArrow))
          if (!IsPlayingAnimation)
               StartCoroutine(Animate());
 }

Then, your Animate coroutine would look like:

 IEnumerator Animate()
   {
     IsPlayingAnimation = true;
 
   bool stop = false;
   
   if(currentFrame >= frames.Length)
   {
   if(Loop == false)
   stop = true;
   else
   currentFrame = 0;
   }
   
   yield return new WaitForSeconds(secondsToWait);
   
   renderer.material.mainTexture = frames[currentFrame];
   currentFrame++;
   
   if(stop == false)
     IsPlayingAnimation = false;
   }


Since your animate method isn't looping, it shouldn't play the animation if the right arrow key isn't being pressed, I believe. @Riotgear66

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