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Question by Mikey923 · Apr 20, 2017 at 10:21 PM · animation clipanimation script

How to reset all animation clips?

Hello,

I am working on a Unity project that involves playing an animation in segmented steps. It simply demonstrates the correct order to disassemble a piece of equipment called a rear plate.

My .FBX file is imported into Unity from 3D Studio Max, and in the Animation tab of the import inspector, I set the 10 animation clips based on the corresponding frames. Eg:

"Remove Mounting Screws" Start frame: 0, End frame: 10 "Remove Retainer Ring" Start frame: 11, End frame: 20 etc.

On the Rig tab of the import inspector, I set the Animation Type to "Legacy" (because of my script, I was getting an error telling me to set it to legacy rather than Generic).

In my script, I have a "next step" button, which plays the next animation clip, a "replay" button that simply replays the current animation clip, and I want to have a "reset" button that resets all the animation clips to their starting frame. This seems like it should be the most simple part, but I can not figure out how to rest all the clips to their start position, using a loop. I can only seem to get the last played animation clip to reset to start.

Here is my code (I have removed some unnecessary stuff that would display a progress bar and text ):

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Controller : MonoBehaviour {
 
     private int totalSteps= 10;
     private GameObject rearPlate;
     private Animation anim;
     private ArrayList clipList;
     public int stepIndex;
     private float animTime;
     private float animLength;
 
 
     void Start () {
 
 //adds event handlers for all my buttons
         EventHandler.add (GameObject.Find ("btnNext"), "onButtonClick", playNext);
         EventHandler.add (GameObject.Find ("btnReplay"), "onButtonClick", playReplay);
         EventHandler.add (GameObject.Find ("btnReset"), "onButtonClick", onReset);
 
         rearPlate = GameObject.Find ("rearPlate");
         anim = rearPlate.GetComponent<Animation> ();
         clipList = new ArrayList ();
         stepIndex = 0;
 
 //creates an array containing the names of my 10 animation clips
         foreach(AnimationState state in anim){
             clipList.Add (state.name);
         }
     }
     
     // Update is called once per frame
     void Update () {
 
 
     }
 
     public void playNext(BaseEvent evt){
 
         if (stepIndex < stepCount) {
 
             if (stepIndex == 0) {
 
                 stepIndex++;
 
                 anim.Play ((string)clipList [stepIndex - 1]);
 
             } else {
 
                 if (anim [(string)clipList [stepIndex - 1]].time != 0f && anim [(string)clipList [stepIndex - 1]].time < anim [(string)clipList [stepIndex - 1]].length) {
 
                     return;
 
                 } else {
 
                     stepIndex++;
 
                     anim.Play ((string)clipList [stepIndex - 1]);
 
                 }
             }
         }
     }
 
     public void playReplay(BaseEvent evt){
 
         if (stepIndex != 0) {
 
             anim.Play ((string)clipList [stepIndex - 1]);
         
         }
     }
 
     public void onReset(BaseEvent evt){
 
         for (int i = 0; i < stepIndex; i++) {
 
             anim.Play ((string)clipList [i]);
             anim [(string)clipList [i]].time = 0.0f;
             anim [(string)clipList [i]].speed = 0.0f;
 
         }
 
         stepIndex = 0;
     }
 }

My onReset function at the end is where i need to place some sort of code that will reset all the animation clips. As of right now, I had tried a work-around way, but it does not work correctly. It only resets the most recently played animation clip.

I would think there would be some sort of easy way to say:

 anim["nameOfAnimationClip"].frame = 0;

Any help would be appreciated. Maybe I need to be going about this in a different way, by using the Generic Animation Type, and using an Animator component, and a Controller?

Thanks, Mike

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