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Why wont my animations play?

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I cannot get the attack animations to play at all when i click. i'm very new to unity and i have no idea if i'm even going about it the right way. It all worked when i had it all in One script... but i wanted to have a separate one to control weapons so they can individually have animations. Melee system code: #pragma strict var Damage : int = 5; var Distance : float; var MaxDistance : float = 10; var TheSystem : Transform; var Sword : GameObject; var CanAttack : boolean = true; if (Input.GetButtonDown("Attack") && CanAttack == true) { var hit : RaycastHit; if(Physics.Raycast (TheSystem.transform.position, TheSystem.transform.TransformDirection(Vector3.forward), hit)) { Distance = hit.distance; if (Distance < MaxDistance) { Sword.animation.CrossFade("AttackHit"); } } else { Sword.animation.CrossFade("Attack"); } } function AttackDamage() { var hit : RaycastHit; if(Physics.Raycast (TheSystem.transform.position, TheSystem.transform.TransformDirection(Vector3.forward), hit)) { Distance = hit.distance; if (Distance < MaxDistance) { hit.transform.SendMessage("ApplyDamage", Damage, SendMessageOptions.DontRequireReceiver); } } } Player Movement Code: #pragma strict var PlayerAnimControl : GameObject; var PlayerCamera : GameObject; var PlayerState : float; var WalkingSpeed : float = 5; var SprintingSpeed : float = 9; var PlayerMainController : CharacterController; var CharacterMag : float; var CanSprint : boolean = true; var Sprinting : boolean = false; var Walking : boolean = false; var Standing : boolean = true; var PlayerMotor : CharacterMotor; var CanJump : boolean = true; var CanBlock : boolean = true; var Blocking : boolean = false; var Attacking : boolean = false; var CanAttack : boolean = true; var Hit : boolean = false; var Hurt : boolean = false; var Blocked : boolean = false; var Sword : GameObject; // state 0 = standing 1 = walking 2 = sprinting 3 = Blocking 4 = Attacking 5 = Hurt 6 = Blocked 7 = Hit function Update () { CharacterMag = PlayerMainController.velocity.magnitude; if ((Input.GetAxis("Vertical") ==0 || Input.GetAxis("Horizontal") ==0)) { PlayerState = 0; } if (PlayerState == 0 && Attacking == false) { Sword.animation.CrossFade("Idle"); Walking = false; Sprinting = false; Standing = true; CanSprint = true; CanBlock = true; Blocking = false; CanAttack = true; Attacking = false; } if ((Input.GetAxis("Vertical") !=0 || Input.GetAxis("Horizontal") !=0)) { PlayerState = 1; } if (PlayerState == 1 && Attacking == false) { Sword.animation.CrossFade("Walk"); Walking = true; Sprinting = false; Standing = false; CanSprint = true; CanBlock = true; Blocking = false; CanAttack = true; Attacking = false; PlayerMotor.movement.maxForwardSpeed = WalkingSpeed; PlayerMotor.movement.maxBackwardsSpeed = WalkingSpeed/2; PlayerMotor.movement.maxSidewaysSpeed = WalkingSpeed; } if ((Input.GetButton("Shift") && CanSprint == true && (Input.GetAxis("Vertical") !=0 || Input.GetAxis("Horizontal") !=0))) { PlayerState = 2; } if (PlayerState == 2) { Sword.animation.CrossFade("Sprint"); Sprinting = true; Walking = false; Standing = false; CanSprint = true; CanBlock = false; Blocking = false; CanAttack = false; Attacking = false; PlayerMotor.movement.maxForwardSpeed = SprintingSpeed; PlayerMotor.movement.maxBackwardsSpeed = SprintingSpeed/2; PlayerMotor.movement.maxSidewaysSpeed = SprintingSpeed; } if (Input.GetButton("Fire2") && CanBlock == true) { PlayerState = 3; } if (PlayerState == 3) { Sword.animation.CrossFade("Block"); CanBlock = true; CanSprint = false; CanJump = false; Sprinting = false; Blocking = true; CanAttack = false; Attacking = false; PlayerMotor.movement.maxForwardSpeed = WalkingSpeed/2; PlayerMotor.movement.maxBackwardsSpeed = WalkingSpeed/2; PlayerMotor.movement.maxSidewaysSpeed = WalkingSpeed/2; } if (Input.GetButton("F") && Blocking == false) { PlayerState = 5; } if (PlayerState == 5) { Sword.animation.CrossFade("Hurt"); CanBlock = true; CanSprint = false; CanJump = false; Sprinting = false; Blocking = false; CanAttack = false; Attacking = false; Hurt = true; PlayerMotor.movement.maxForwardSpeed = 0; PlayerMotor.movement.maxBackwardsSpeed = 0; PlayerMotor.movement.maxSidewaysSpeed = 0; } if (Input.GetButton("F") && Blocking == true) { PlayerState = 6; } if (PlayerState == 6) { Sword.animation.CrossFade("Blocked"); CanBlock = true; CanSprint = false; CanJump = false; Sprinting = false; Blocking = false; CanAttack = false; Attacking = false; Hurt = false; Blocked = true; PlayerMotor.movement.maxForwardSpeed = 2; PlayerMotor.movement.maxBackwardsSpeed = 2; PlayerMotor.movement.maxSidewaysSpeed = 2; } }

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