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.
no example available in JavaScript
// 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"); } }
| 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 | Creates a new animation event. |