Asked a lot, but I have trouble doing this.
This is the menu navigation script - there are 4 buttons.
if(Input.GetKey(KeyCode.A))
Main_Menu_UI[0].animation["defaultButton"].time = 0;
for(int i = 0; i <= 3; i++){
if(Main_Menu_UI*.animation.isPlaying)*
currently_animated = Main_Menu_UI*;
_ }*_
* for(int i = 1; i <= 4; i++){*
* if(Focused_Object == Main_Menu_UI_Colliders[i-1] && !Main_Menu_UI[i-1].animation.IsPlaying(“defaultButton”))
Button_Index = i;
_ }*_
* if(Input.GetKeyDown(KeyCode.Up) && !IsHovering){*
* Button_Index -= 1;
if(Button_Index < 1)
Button_Index = 4;
_ }*_
* if(Input.GetKeyDown(KeyCode.Down) && !IsHovering){*
* Button_Index += 1;
if(Button_Index > 4)
Button_Index = 1;
_ }*_
* Debug.Log(Button_Index);*
* for(int i = 1; i <= 4; i++){*
* if(Button_Index == i && !Main_Menu_UI[i-1].animation.IsPlaying(“defaultButton”))
_ {_
_ /for(int x = 0; x <= 3; x++){_
//Main_Menu_UI[x].animation.Rewind(“defaultButton”);
* Main_Menu_UI.animation.Stop(“defaultButton”);
_ }/
* for(int x = 0; x <= 3; x++){*
* Main_Menu_UI[x].animation.Stop(“defaultButton”);
Main_Menu_UI[x].animation.Rewind(“defaultButton”);
Main_Menu_UI[x].animation[“defaultButton”].time = 0;
_ }*
* Main_Menu_UI[i-1].animation.Play(“defaultButton”);
_ }_
_ }*_
When I press up or down or however above any of the buttons - the animation of that button should play and all other animations stop playing.