Don't know what I'm am doing wrong here, I am trying to trigger an animation in unity Edit: The problem is not that the enemy is destroyed before the animation plays, as the enemy doesn't even get destroyed when
player.cs
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Enemy")
{
Blue blue = collision.gameObject.GetComponent<Blue>();
if (action == State.jump || action == State.fall)
{
blue.JumpedOn();
blue.Death();
jumpVelocity = multiplier * jumpVelocity;
rb.velocity = Vector2.up * jumpVelocity;
}
}
}
enemy.cs
public void JumpedOn(){
action = State.death;
anim.SetBool("Death", true);
}
public void Death() {
Destroy(this.gameObject);
}
have the condition set in the animator window too, if death = true play animation see here
when I remove the
blue.JumpedOn();
the other lines will run correctly
blue.Death();
jumpVelocity = multiplier * jumpVelocity;
rb.velocity = Vector2.up * jumpVelocity;
I think you should try adding some delay between blue.JumpedOn();
and blue.Death();
.
You need to put a delay between JumpedOn() and Death() because you are calling them in the same frame, the object gets destroyed before the animation has a chance to play. A good way to do this would be coroutines, which are very valuable to use for delaying execution of code.
private IEnumerator coroutine;
IEnumerator WaitAndDestroy(GameObject _callingObject, float _waitTime)
{
yield return new WaitForSeconds(_waitTime);
_callingObject.Destroy();
}
public void Death() {
coroutine = WaitAndDestroy(gameObject, 1.5f);
StartCoroutine(coroutine);
}
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