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Question by cdrandin · Nov 25, 2014 at 03:55 AM · animationanimator

Difficulty implementing animation manger

I am using mechanim to play my different animations. I have each unique animation being its own gameobject and the manager plays these different animation accordingly.

All this works.

My only problem is I have no way of determining when the animation stops.

I can't seem to get the information at all from mechanim

Here is a sample code as to how the scripts stores these animations

 private GameObject QueryAnimationObject(ANIMATION_TYPE type)
     {
         GameObject animation_obj = null;
         switch(type)
         {
         case ANIMATION_TYPE.SLASH:
             animation_obj = Instantiate(Resources.Load("SlashAnimation")) as GameObject;
             break;
         default:
             animation_obj = null;
             break;
         }
 
         return animation_obj;
     }

Then when the script is called as so...

 AnimScript.instance.PlayAnim(ANIMATION_TYPE.SLASH, Vector3.forward)

It plays it correctly and the proper location. I just can't gather info info as to when the animation stops.

Am I using overkill with the mechanim feature? I wish I could simply play the animation when I desire without knowing anything about it.

This is my main desire. To be able to play an animation without knowing what animation it is. I just need to know when to stop it.

Anyone have any ideas?

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avatar image SaraCecilia · Nov 25, 2014 at 02:22 PM 0
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Perhaps this thread could help you out? http://answers.unity3d.com/questions/362629/how-can-i-check-if-an-animation-is-being-played-or.html

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