Queue animations?

I am working on a game that use hack n slash combat. I am wondering, how would I queue up animations in unity(so that as soon as one animation ends, another will begin)?

See Animation.PlayQueued.

if (Input.GetButtonDown("Fire1"))    
{
    animation.PlayQueued("Hack");
    animation.PlayQueued("Slash");
    animation.PlayQueued("Dice");
}

If you want to sync actions to moments in each animation, take a look at AnimationClip.AddEvent and AnimationEvent (also in the Manual).

I'd suggest script an actual queue (That's a crazy word haha)...

So like, it'll have an "inbox" so that when it gets to the next animation, it'll delete it, go to the next one, and start that one, each "combat" has its own method, that has the method to play, then you can use yield to continue this, so that it only continues when it's finished with the last...

I hope this makes sense =).