Hi!
I’m having a problem with events, when I load a new scene on runtime/play it stays in the clip and when the event fires it is fired as many times as the scene has been loaded and the problem is. I have no way of knowing if the clip contains the event. (Or atleast I was unable to find anything related to this kind of problem)
Any help is appriciated ![]()
public override void Start()
{
base.Start();
AnimationEvent newEvent = new AnimationEvent();
newEvent.functionName = "AddJumpForce";
newEvent.time = JumpForcePoint;
newEvent.messageOptions = SendMessageOptions.DontRequireReceiver;
base.Clip.AddEvent(newEvent);
}
One way of fixing this was to create a container for clip, but I do not like this way…
_clipContainer = (AnimationClip)Instantiate(base.Clip);
_clipContainer.name = "jumpEvented";
if (base.animation.GetClip(_clipContainer.name) == null)
{
AnimationEvent newEvent = new AnimationEvent();
newEvent.functionName = "AddJumpForce";
newEvent.time = JumpForcePoint;
newEvent.messageOptions = SendMessageOptions.DontRequireReceiver;
_clipContainer.AddEvent(newEvent);
base.animation.AddClip(_clipContainer, _clipContainer.name);
base.animation.RemoveClip(Clip.name);
}
Please help me! ![]()