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Question by Sven_7 · Mar 30, 2018 at 12:14 PM · randomanimationclipmechanimstate machinefinite-state-machine

Get a state to play only once in random state machine?

I am using the script "RandomAnimBehavior". It plays my 4 animations randomly successfully. However I only want these to play ONCE, then never again. Is there a way to do this in the code? In the Animator Tab?

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avatar image Sven_7 · Mar 30, 2018 at 12:15 PM 0
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using System.Collections; using System.Collections.Generic; using UnityEngine;

public class RandomAnimBehavior : State$$anonymous$$achineBehaviour {

 // OnStateEnter is called before OnStateEnter is called on any state inside this state machine
 //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}

 // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
 //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}

 // OnStateExit is called before OnStateExit is called on any state inside this state machine
 //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}

 // OnState$$anonymous$$ove is called before OnState$$anonymous$$ove is called on any state inside this state machine
 //override public void OnState$$anonymous$$ove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}

 // OnStateI$$anonymous$$ is called before OnStateI$$anonymous$$ is called on any state inside this state machine
 //override public void OnStateI$$anonymous$$(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}

 // OnState$$anonymous$$achineEnter is called when entering a statemachine via its Entry Node
 override public void OnState$$anonymous$$achineEnter(Animator animator, int state$$anonymous$$achinePathHash)

 {
     animator.SetInteger("idleAnimID", Random.Range(0, 4));

 }


 // OnState$$anonymous$$achineExit is called when exiting a statemachine via its Exit Node
 override public void OnState$$anonymous$$achineExit(Animator animator, int state$$anonymous$$achinePathHash) 

 {
     Debug.Log("OnState$$anonymous$$achineExit");

 }
 //
 //}

}

avatar image Sven_7 · Mar 30, 2018 at 01:01 PM 0
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Here is the article I am referring to:

https://blogs.unity3d.com/2015/02/11/having-fun-with-the-new-mecanim-features/

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