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Question by TwistedDevotion · Aug 25, 2014 at 02:49 PM · c#animatoreventdelegate

Play an Animation through a Script

Hello,

I'm trying to get something to react to a metronome script I've been messing with. The Metronome script I have uses events and delegates to allow multiple objects to be connected to it. I created a script called a "Metronome Reciever." The script appears below:

 public class MetronomeReciever : MonoBehaviour {
     
 
     public Animation bopAnim = null;
     public Metronome metronome = null;
 
     void Start()
     {
         metronome.OnTick += OnTick;
         metronome.OnNewMeasure += DoOnNewMeasure;
     }
 
     public void OnTick(Metronome m)
     {
         bopAnim.Play("Bop");
         Debug.Log("Tick");
     }
 
     public void DoOnNewMeasure(Metronome m)
     {
         Debug.Log("New Measure");
     }
 }
 

I've been trying to get an animation to play with the "OnTick" function is triggered but I'm having problems with the animator. Using "bopAnim.Play("Bop"), for instance doesn't react the way I was expecting, with the animation only playing once at runtime when it should be playing on every tick.

Am I setting up my animator wrong or is there a specific way to reach animation states in the animator?

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avatar image meat5000 ♦ · Aug 25, 2014 at 12:08 PM 0
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Buuuuut its null??

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Answer by NeverEndingPrjct · Aug 25, 2014 at 02:50 PM

use an animator

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avatar image NeverEndingPrjct · Aug 25, 2014 at 02:52 PM 0
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this do all the crazy stuff for u ... u have only to set their atributes with .SetXxx

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Answer by TRG96 · Aug 25, 2014 at 03:54 PM

Use an animator controller Animator

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