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Question by Iconic · May 10, 2014 at 12:42 AM · mechanim animation

Mechanim issues

I've created a bow with full animations and I'd like to assign them using mechanim. My code has been having alot of issues and I don't know that I'm on the right track. Any clues? Thanks.

 using UnityEngine;
 using System.Collections;
 
 public class mechanim : MonoBehaviour {
 
     Animator anim;
     static bool idleState = Animator.StringToHash("Base Layer.Idle");
     static bool reloadState = Animator.StringToHash("Base Layer.reload");
     static bool pullHoldState = Animator.StringToHash("Base Layer.pullHold");
     static bool waitFireState = Animator.StringToHash("Base Layer.waitFire");
     static bool fireState = Animator.StringToHash("Base Layer.fire");
     static bool failAttemptState = Animator.StringToHash("Base Layer.failAttempt");
     
     
     void Start ()
     {
         anim = GetComponent<Animator>();
     }
     
     void Update ()
     {
         AnimatorStateInfo stateInfo = anim.GetCurrentAnimatorStateInfo(0);
 
         /*float move = Input.GetAxis ("Vertical");
         anim.SetFloat("Speed", move);
         if(Input.GetKeyDown(KeyCode.Space) && stateInfo.nameHash == runStateHash)
         {
             anim.SetTrigger (jumpHash);*/
     }
 
 
     void FixedUpdate ()
     {
 
         if(Input.GetButtonDown("Fire1"))
         {
             anim.SetBool(reloadState, true);
             //then pullHold
             //then waitFire
         }
 
         if (Input.GetButtonUp ("Fire1") && (waitFireState == true))
         {
             anim.SetBool (fireState, true);
         }
 
             else if (Input.GetButtonUp ("Fire1") && (waitFireState == false))
             {
                 anim.SetBool (failAttemptState, true);
             }
     }
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avatar image Erisat · May 10, 2014 at 12:55 AM 0
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What issues are you having with it? my first thought would be moving your input handling into Update() ins$$anonymous$$d of FixedUpdate() as according to this: https://docs.unity3d.com/Documentation/ScriptReference/Input.html

avatar image Iconic · May 10, 2014 at 02:56 AM 0
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I tried moving them to update, the errors remain, here they are:

Assets/Scripts/mechanim.cs(12,49): error CS0029: Cannot implicitly convert type int' to bool'

Assets/Scripts/mechanim.cs(27,30): error CS1502: The best overloaded method match for UnityEngine.Animator.SetBool(string, bool)' has some invalid arguments Assets/Scripts/mechanim.cs(27,30): error CS1503: Argument #1' cannot convert bool' expression to type string'

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Answer by tanoshimi · May 10, 2014 at 06:29 AM

Animator.StringToHash returns an int - you're trying to assign it to bool variables (idleState, reloadState etc.)

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