Complete the code to start the animation when the game begins.
void Start() {
GetComponent<Animator>().[1]("Run");
}The Play method starts the animation clip named "Run" on the Animator component.
Complete the code to smoothly transition to the 'Jump' animation.
Animator anim = GetComponent<Animator>(); anim.[1]("Jump", 0, 0f);
CrossFade smoothly blends the current animation into the 'Jump' animation.
Fix the error in the code to trigger the 'Attack' animation using a trigger parameter.
Animator anim = GetComponent<Animator>(); anim.[1]("AttackTrigger");
SetTrigger activates the trigger parameter to start the 'Attack' animation.
Fill both blanks to create a dictionary of animation states and their durations.
Dictionary<string, float> animationDurations = new Dictionary<string, float>() {
{"Run", [1],
{"Jump", [2]
};The 'Run' animation lasts 1.2 seconds and 'Jump' lasts 0.8 seconds as float values.
Fill all three blanks to create a dictionary comprehension that maps animation names to their lengths if length is greater than 1 second.
var longAnimations = new Dictionary<string, float>() {
{"Run", [1],
{"Jump", [2],
{"Attack", [3]
}.Where(kv => kv.Value > 1).ToDictionary(kv => kv.Key, kv => kv.Value);Only animations with durations greater than 1 second are included after filtering.