C# Play animations from String array

I have an String array which contains a names of animation clips like sample_5.anim and my animations are in the assets folder. How can I play them by sequence with transitions from a C# script. Thank you for your help.

You have to find a way to listen to the end of a clip to play the next one. I would suggest storing of the current playing clip and use Animation.IsPlaying to know when it’s done playing.

Example script :

using UnityEngine;
using System.Collections;
using System;

public class AnimationSequencePlayer : MonoBehaviour {
	public Animation animation; // The animation we want to play the clips in.
	public AnimationClip[] animationClips; // The animation clips we want to play in order.

	int _currentClipOffset;

	void Start() {
		foreach (AnimationClip clip in animationClips) {
			animation.AddClip(clip, clip.name); // Make sure the animation player contains all of our clips.
		}
	}

	public void PlaySequence() {
		_currentClipOffset = 0; // Reset the index to start at the beginning.
		PlayNextClip();
	}

	public void StopSequence() {
		animation.Stop();
		StopAllCoroutines();
	}

	void PlayNextClip() {
		animation.Play(animationClips[_currentClipOffset].name); // Play the wanted clip
		if (_currentClipOffset != animationClips.Length) { // Check if it's the last animation or not.
			StartCoroutine(WaitForAnimationEnd(() => PlayNextClip())); // Listen for end of the animation to call this function again.
			_currentClipOffset++; // Increase index for next time;
		}
	}

	IEnumerator WaitForAnimationEnd(Action onFinish) {
		while (animation.isPlaying) { // Check if the animation is playing or not
			yield return null;
		}
		if (onFinish != null) {onFinish();} // Call the function give in parameter.
	}
}

I would suggest you to keep your clips in Resources folder. e.g., Assets/Resources/AnimFrames. Later use:

Resources.Load<T>()

to retrieve all the clip from above specified path. Then you can use co-routine to schedule them one after another OR Invoke a function after some delay for each clip.