// Example of assigning animation IDs in the Unity editor public class AnimationDictionary : ScriptableObject { // Dictionary to store animation IDs and their corresponding animations [SerializeField] private Dictionary<string, AnimationClip> animationDictionary = new Dictionary<string, AnimationClip>();
// Method to pause the current animation public void PauseAnimation() { // Pause the animation animator.speed = 0; }
// Method to play an animation by ID public void PlayAnimation(string animationId) { // Check if the animation ID exists in the dictionary if (animationDictionary.animationDictionary.ContainsKey(animationId)) { // Get the animation clip from the dictionary AnimationClip animationClip = animationDictionary.animationDictionary[animationId]; FE Animation Id Player Script
// Play the animation animator.Play(animationClip.name); } else { Debug.LogError("Animation ID not found: " + animationId); } } Control the playback of animations using the PauseAnimation , ResumeAnimation , and StopAnimation methods.
public class FEAnimationIdPlayer : MonoBehaviour { // Animation dictionary to store animations with their IDs public AnimationDictionary animationDictionary = new AnimationDictionary(); // Example of assigning animation IDs in the
// Method to stop the current animation public void StopAnimation() { // Stop the animation animator.Stop(); } Loop animations continuously or for a specified number of times using the LoopAnimation method.
// Reference to the Animator component private Animator animator; animationDictionary = new Dictionary<
void Start() { // Get the Animator component animator = GetComponent<Animator>();