Kill enemy when animation is playing

Hi, was wondering if anyone could help.

I have a player, with a simple animation where it just spins round the Y axis. I would like to be able to kill enemies when this spinning animation is playing, but for the Player to be destroyed if there is a collision and the spinning animation is not playing. At the moment the enemy kills the player OnTriggerEnter. This is the code I have tried but with no results:

function OnTriggerEnter(die : Collider) {
if(die.gameObject.tag == "Player"){
    if (!animation.isPlaying)

“kill” is the name of the spinning animation.

If anyone could help that would be great!
Thanks in advance

Is your ‘kill’ animation set to Loop? If it Loop then it will never stop. Plus, you only check if the animation is playing in one frame; even if it isn’t Loop it’s still going to return false and not check again until the player enters the trigger.

You should use a coroutine to monitor whether the animation is playing, or invoke destroy based on the animation’s play time.

Invoke("DestroyMe", animation.clip.length);

void DestroyMe()