name | The parameter name. |
id | The parameter ID. |
bool The value of the parameter.
Returns the value of the given boolean parameter.
Return the current state of a bool parameter within the Animator Controller. Use the parameter’s name or ID to search for the appropriate one.
//Attach this script to a GameObject with an Animator component attached. //For this example, create parameters in the Animator and name them “Crouch” and “Jump” //Apply these parameters to your transitions between states
//This script allows you to set a Boolean Animator parameter on and set another Boolean parameter to off if it is currently playing. Press the space key to do this.
using UnityEngine;
public class AnimatorGetBool : MonoBehaviour { //Fetch the Animator Animator m_Animator; // Use this to decide if the GameObject can jump or not bool m_Jump;
void Start() { //This gets the Animator, which should be attached to the GameObject you are intending to animate. m_Animator = gameObject.GetComponent<Animator>(); // The GameObject cannot jump m_Jump = false; }
void Update() { //Press the space bar to enable the "Jump" parameter in the Animator Controller if (Input.GetKey(KeyCode.Space)) { //Set the "Jump" parameter in the Animator Controller to true m_Animator.SetBool("Jump", true); //Check to see if the "Crouch" parameter is enabled if (m_Animator.GetBool("Crouch")) { //If the "Crouch" parameter is enabled, disable it as the Animation should no longer be crouching m_Animator.SetBool("Crouch", false); } } //Otherwise the "Jump" parameter should be false else m_Animator.SetBool("Jump", false);
//Press the down arrow key to enable the "Crouch" parameter if (Input.GetKey(KeyCode.DownArrow)) m_Animator.SetBool("Crouch", true); else m_Animator.SetBool("Crouch", false); } }