AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.
Animation events support functions that take zero or one parameter. The parameter can be a float, an int, a string, an object reference, or an AnimationEvent.
// Animation Event example // Small example that can be called on each specified frame. // The code is executed once per animation loop.
using UnityEngine; using System.Collections;
public class Example : MonoBehaviour { public void PrintEvent() { Debug.Log("PrintEvent"); } }
A more detailed example below shows a more complex
way of creating an animation. In this script example the Animator
component is accessed and a Clip
from it obtained. (This clip was
set up in the Animation window.) The clip lasts for 2 seconds. An
AnimationEvent
is created, and has parameters set. The parameters include
the function PrintEvent()
which will handle the event. The event is then
added to the clip. This all happens in Start()
. Once the game has launched
the event is called after 1.3s and then repeats every 2s.
// Add an Animation Event to a GameObject that has an Animator using UnityEngine; using System.Collections;
public class Example : MonoBehaviour { public void Start() { // existing components on the GameObject AnimationClip clip; Animator anim;
// new event created AnimationEvent evt; evt = new AnimationEvent();
// put some parameters on the AnimationEvent // - call the function called PrintEvent() // - the animation on this object lasts 2 seconds // and the new animation created here is // set up to happen 1.3s into the animation evt.intParameter = 12345; evt.time = 1.3f; evt.functionName = "PrintEvent";
// get the animation clip and add the AnimationEvent anim = GetComponent<Animator>(); clip = anim.runtimeAnimatorController.animationClips[0]; clip.AddEvent(evt); }
// the function to be called as an event public void PrintEvent(int i) { print("PrintEvent: " + i + " called at: " + Time.time); } }
animationState | The animation state that fired this event (Read Only). |
animatorClipInfo | The animator clip info related to this event (Read Only). |
animatorStateInfo | The animator state info related to this event (Read Only). |
floatParameter | Float parameter that is stored in the event and will be sent to the function. |
functionName | The name of the function that will be called. |
intParameter | Int parameter that is stored in the event and will be sent to the function. |
isFiredByAnimator | Returns true if this Animation event has been fired by an Animator component. |
isFiredByLegacy | Returns true if this Animation event has been fired by an Animation component. |
messageOptions | Function call options. |
objectReferenceParameter | Object reference parameter that is stored in the event and will be sent to the function. |
stringParameter | String parameter that is stored in the event and will be sent to the function. |
time | The time at which the event will be fired off. |
AnimationEvent | Crea un nuevo evento de animación. |