News Forums RAIN General Discussion and Troubleshooting How do I play just the death animation only

This topic contains 0 replies, has 1 voice, and was last updated by  Fail2016 2 weeks, 2 days ago.

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  • #40513

    Fail2016
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    I have my own health script . I wanna use the software to play the death animation clip , because I been having some issues the playing the clip with unity3d animator control . The gameobject has to deactivate and then play the death animation clip first. Here is a look at my health script . I also most forgot to mention . The models are a fbx file .

    public bool Invincible { set { m_Invincible = value; } }
            public float MaxHealth { set { m_MaxHealth = value; } }
            public float MaxShield { set { m_MaxShield = value; } }
            public float CurrentHealth { get { return m_CurrentHealth; } }
            public float CurrentShield { get { return m_CurrentShield; } }
            public float ShieldRegenerativeAmount { set { m_ShieldRegenerativeAmount = value; } }
            public AudioClip deathClip;
            public bool isSinking;
            static Animator anim;
            public int dieState;
         void Start () 
         {
                 anim = GetComponent<Animator> ();
         }

    protected virtual void Awake()
    {

    anim = GetComponent <Animator>();
    m_GameObject = gameObject;
    m_Transform = transform;
    m_Rigidbody = GetComponent<Rigidbody>();

    SharedManager.Register(this);

    m_CurrentHealth = m_MaxHealth;
    m_CurrentShield = m_MaxShield;

    // Register for OnRespawn so the health and sheild can be reset.
    EventHandler.RegisterEvent(m_GameObject, “OnRespawn”, OnRespawn);
    }

    private void DieLocal(Vector3 position, Vector3 force)
    {
    // Notify those interested.
    EventHandler.ExecuteEvent(m_GameObject, “OnDeath”);
    EventHandler.ExecuteEvent<Vector3, Vector3>(m_GameObject, “OnDeathDetails”, force, position);

    // Spawn any objects on death, such as an explosion if the object is an explosive barrell.
    for (int i = 0; i < m_SpawnedObjectsOnDeath.Length; ++i) {
    ObjectPool.Instantiate(m_SpawnedObjectsOnDeath[i], transform.position, transform.rotation);
    }

    // Destroy any objects on death. The objects will be placed back in the object pool if they were created within it otherwise the object will be destroyed.
    for (int i = 0; i < m_DestroyedObjectsOnDeath.Length; ++i) {
    if (ObjectPool.SpawnedWithPool(m_DestroyedObjectsOnDeath[i])) {
    ObjectPool.Destroy(m_DestroyedObjectsOnDeath[i]);

    } else {
    Object.Destroy(m_DestroyedObjectsOnDeath[i]);
    }
    }

    // Deactivate the object if requested.

    if (m_DeactivateOnDeath) {
    Scheduler.Schedule(m_DeactivateOnDeathDelay, Deactivate);
    GetComponent<AudioSource>().Play();
    anim.SetBool(“isDead”,false);

    }

    }

    • This topic was modified 2 weeks, 2 days ago by  Fail2016.
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