how to put animation in c# program code example
Example 1: animation code in c#
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
public Animation anim;
void Start()
{
anim = GetComponent<Animation>();
foreach (AnimationState state in anim)
{
state.speed = 0.5F;
}
}
}
Example 2: animation code in c#
using UnityEngine;
// Animation.Play example. Let the S and J keys start
// a spin or jump animation. Let Space play back spin and
// jump at the same time. Let Z play spin and jump with
// spin doubled in speed.
//
// Spin: rotate the cube 360 degrees in half or one second
// Jump: bounce up to 2 units and down in one second
//
// Note: AnimationState.layer is no longer supported, but still exists.
public class ExampleScript : MonoBehaviour
{
private Animation anim;
void Start()
{
anim = gameObject.GetComponent<Animation>();
anim["spin"].layer = 123;
}
// double the spin speed when true
private bool fastSpin = false;
void Update()
{
// leave spin or jump to complete before changing
if (anim.isPlaying)
{
return;
}
if (Input.GetKeyDown(KeyCode.S))
{
Debug.Log("Spinning");
anim.Play("spin");
}
if (Input.GetKeyDown(KeyCode.J))
{
Debug.Log("Jumping");
anim.Play("jump");
}
// combine jump and spin
if (Input.GetKeyDown(KeyCode.Space))
{
Debug.Log("Jumping and spinning");
anim.Play("jump");
anim.Play("spin");
}
// have spin speed reverted to 1.0 second
if (fastSpin == true)
{
anim["spin"].speed = 1.0f;
fastSpin = false;
}
if (Input.GetKeyDown(KeyCode.Z))
{
Debug.Log("Jumping and spinning in half a second");
anim.Play("jump");
anim["spin"].speed = 2.0f;
anim.Play("spin");
// we've used spin at a speed of two, now mark
// the spin speed to revert back to one
fastSpin = true;
}
}
}