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// Method to loop an animation public void LoopAnimation(string animationId, int loopCount) { // 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];
// 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>();
void Start() { // Get the Animator component animator = GetComponent<Animator>();
// Reference to the Animator component private Animator animator;
// Method to loop an animation public void LoopAnimation(string animationId, int loopCount) { // 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];
// 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>(); FE Animation Id Player Script
void Start() { // Get the Animator component animator = GetComponent<Animator>(); // Method to loop an animation public void
// Reference to the Animator component private Animator animator; animationDictionary = new Dictionary<