#pragma strict var t1:boolean=false; var t2:boolean=false; var t3:boolean=false; var currentTime:float; var indvel:float; function Start(){ currentTime = Time.time; t1 = true; } function Update(){ Play(); } function Play() { if(t1){ animation.CrossFade("Run",0.2,PlayMode.StopAll); if(Time.time>currentTime+indvel*2) { if(!t2)t2=true; if(t1) t1=false; currentTime=Time.time; } } else if(t2){ animation.CrossFade("Walk",0.2,PlayMode.StopAll); if(Time.time>currentTime+indvel/2) { if(t2)t2=false; if(!t3) t3=true; currentTime=Time.time; } } else if(t3){ animation.CrossFade("Idle",0.2,PlayMode.StopAll); if(Time.time>currentTime+indvel) { if(t3)t3=false; if(!t1) t1=true; currentTime=Time.time; } } }
#pragma strict var AN:Animation; var bool = true; var ani:String = "can"; function Start () { bool = true; AN = GetComponent.<Animation>(); print(animation["Run"].clip.length); do{ yield StartCoroutine(ani); }while(true); } function Update(){ if(bool) ani = "can"; else ani = "to"; } function can(){ yield StartCoroutine("doit"); yield StartCoroutine("ro"); } function doit(){ AN.CrossFade("Run",0.2); yield WaitForSeconds (animation["Run"].clip.length*2); } function ro(){ AN.CrossFade("Walk",0.2);// Wait for the animation to have finished yield WaitForSeconds (animation["Walk"].clip.length*2); } function to(){ AN.CrossFade("Idle",0.2);// Wait for the animation to have finished //yield WaitForSeconds (animation["Walk"].clip.length*5); }