In my script i did that when the player is on the top of the platform move it up. It's working fine. But now i want to make that once it got up play the clip "Down".
using UnityEngine; using System.Collections; using System.Reflection; public class DetectPlayer : MonoBehaviour { GameObject target; public void ClearLog() { var assembly = Assembly.GetAssembly(typeof(UnityEditor.ActiveEditorTracker)); var type = assembly.GetType("UnityEditorInternal.LogEntries"); var method = type.GetMethod("Clear"); method.Invoke(new object(), null); } void OnCollisionEnter(Collision collision) { if (collision.gameObject.name == "Platform") { Debug.Log("Touching Platform"); } } void OnTriggerEnter(Collider other) { if (other.gameObject.name == "OnTop Detector") { Debug.Log("On Top of Platform"); GameObject findGo = GameObject.Find("ThirdPersonController"); GameObject findGo1 = GameObject.Find("Elevator"); findGo.transform.parent = findGo1.transform; target = GameObject.Find("Elevator"); target.GetComponent<Animation>().Play("Up"); } } }
After the line
target.GetComponent<Animation>().Play("Up");
I want when it finish playing it play the down:
target.GetComponent<Animation>().Play("Down");
While both answers should work, another method of doing this with coroutine and the IsPlaying
function. You use the coroutine solution if you also want to perform other task after the animation.
For the Animation
system:
The old Unity animation playback system. This should not be used in your new Project unless you are still using old Unity version.
IEnumerator playAndWaitForAnim(GameObject target, string clipName) { Animation anim = target.GetComponent<Animation>(); anim.Play(clipName); //Wait until Animation is done Playing while (anim.IsPlaying(clipName)) { yield return null; } //Done playing. Do something below! Debug.Log("Done Playing"); }
For the Animator
system
This is the new Unity animation playback system. This should be used in your new Project instead of the Animation
API.
IEnumerator playAndWaitForAnim(GameObject target, string stateName) { int animLayer = 0; Animator anim = target.GetComponent<Animator>(); anim.Play(stateName); //Wait until Animator is done playing while (anim.GetCurrentAnimatorStateInfo(animLayer).IsName(stateName) && anim.GetCurrentAnimatorStateInfo(animLayer).normalizedTime < 1.0f) { //Wait every frame until animation has finished yield return null; } //Done playing. Do something below! Debug.Log("Done Playing"); }
For a solution specially for this particluar problem with the collision callback function (OnTriggerEnter
), there are two paossible ways to do that:
1.Start a coroutine function to play the animation after trigger detection:
void OnTriggerEnter(Collider other) { if (other.gameObject.name == "OnTop Detector") { Debug.Log("On Top of Platform"); GameObject findGo = GameObject.Find("ThirdPersonController"); GameObject findGo1 = GameObject.Find("Elevator"); findGo.transform.parent = findGo1.transform; target = GameObject.Find("Elevator"); StartCoroutine(playAnim(target)); } } IEnumerator playAnim(GameObject target) { Animation anim = target.GetComponent<Animation>(); anim.Play("Up"); //Wait until Up is done Playing the play down while (anim.IsPlaying("Up")) { yield return null; } //Now Play Down anim.Play("Down"); }
OR
2.Make the OnTriggerEnter
function a coroutine(IEnumerator) instead of void
function:
IEnumerator OnTriggerEnter(Collider other) { if (other.gameObject.name == "OnTop Detector") { Debug.Log("On Top of Platform"); GameObject findGo = GameObject.Find("ThirdPersonController"); GameObject findGo1 = GameObject.Find("Elevator"); findGo.transform.parent = findGo1.transform; target = GameObject.Find("Elevator"); Animation anim = target.GetComponent<Animation>(); anim.Play("Up"); //Wait until Up is done Playing the play down while (anim.IsPlaying("Up")) { yield return null; } //Now Play Down anim.Play("Down"); } }
One way to do this without needing to check manually at all is to use queuing
target.GetComponent<Animation>().PlayQueued("Down", QueueMode.CompleteOthers);
This code will wait for any other animation currently playing on the object to finish before playing the queued animation.
The Unity API page regarding this topic