How to retrieve the current animation playing from Animator? - unity3d

I want to check whether an Animation is playing or not so can you help me retrieve the name of the current Animation playing.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AIM : MonoBehaviour
{
public Animator play;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//Debug.Log(play.GetCurrentAnimatorClipInfo(0).clip.name);
}
}
Animator.GetCurrentAnimatorClipInfo
I tried play.GetCurrentAnimatorClipInfo(0).clip.name but it throws an error :
'AnimatorClipInfo[]' does not contain a definition for 'clip'

It is because you are accessing the array. GetCurrentAnimatorClipInfo(0) returns an array. You need to access the array element to get is info, like this:
play.GetCurrentAnimatorClipInfo(0)[0].clip.name

Related

what reference should I put inside Button void OnClick() in unity

When I start to play , it can't jump to the next scene .It also pumps out many error ,one error repeats many times , Coroutine couldn't be started because the the game object 'FadeOut' is inactive!It made me confused since the rawimage is all black and must be inactive before the function onclick.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class ToLoading : MonoBehaviour
{
public Button toLoad;
public RawImage fadeOut;
public Text loading;
// Start is called before the first frame update
void Start() //need to SetActive(false); ? if I set it false already in unity
{
}
// Update is called once per frame
void Update()
{
ButtonClicked();
}
public void ButtonClicked() //
{
fadeOut.gameObject.SetActive(true);
loading.gameObject.SetActive(true);
StartCoroutine(ToNextScene());
}
//going to do: fade out> 2 secoonds > to next scene
private IEnumerator ToNextScene()
{
yield return new WaitForSeconds(2);
SceneManager.LoadScene("SceneForMovingAround");
}
}
My question is : Should I put this script ToLoading to the fadeout rawimage ,or create an empty gameobject then put the script to it .Also , how to solve the problem -fade out error.And last , will it a problem about the code of scene part ?all of your help is appreciated, thanks!
Your ButtonClicked() method is executed every frame, which causes the unwanted behaviour your describe.
Remove the entire Update() method with its body from your file and run your game again.
Add gameObject.SetActive(false); to your ButtonClicked() method to deactivate the button upon clicking.
If you have attached the ButtonClicked() method to the OnClick() event in the inspector as you show in your screenshot then it should work as you would expect.

See Methods Called Through UnityEvents in Performance Tab

So I have this script that has UnityEvent called on FixedUpdate. The idea is that I attach various methods to this OnFixedUpdate through the Editor like this:
This is the Brain script where this OnFixedUpdate resides:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using Sirenix.OdinInspector;
public class Brain : MonoBehaviour
{
[SerializeField, FoldoutGroup("Fixed Update")]
private UnityEvent OnFixedUpdate = null;
void FixedUpdate()
{
OnFixedUpdate.Invoke();
}
}
But the problem is that in the Performance tab I only see the Brain.OnFixedUpdate method called. I can't see what specific methods were called through this OnFixedUpdate:
Is there a simple way to see the methods that are being called through OnFixedUpdate?
Use:
for(int i=0;i<OnFixedUpdate.GetPersistentEventCount();i++){
Debug.Log(OnFixedUpdate.GetPersistentMethodName(i));
}

Unity Random is detroying all objects

I'm trying to make the system work so that when a game starts and for each wall, it will either be in the game or not, randomly. Somehow, when I run it, it either keeps or destroys all the walls. How do I fix this?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WallGen : MonoBehaviour{
public GameObject wallObject;
System.Random rnd = new System.Random();
// Use this for initialization
void Start () {
generate();
}
void generate()
{
int number = rnd.Next(1, 5);
if (number == 2)
{
OnDestroy();
}
}
private void OnDestroy(){
Destroy(wallObject);
}
// Update is called once per frame
void Update () {
}
}
Every time you do new System.Random() it is initialised using the clock. Now as the Start function is called at the same time, you get the same value for all the gameobjects. You should keep a single Random instance for all gameobjects and keep using Next on the same instance.
Or the easy solution
just Use Random.Range (1,5) instead of rnd.Next(1, 5);
As a side note, don't use the function name OnDestroy, as it is one of the MonoBehaviour functions in Unity and is called automatically when the attached gameobject is destroyed.

Cannot call IVirtualButtonEventHandler Vuforia 5.0.10

Im using Unity 4.7.0 and Vuforia 5.0.10, i cannot call the IVirtualButtonEventHandler.
using UnityEngine;
using System.Collections;
public class VBEventHandler : MonoBehaviour, IVirtualButtonEventHandler
{
}
I just came across this, hope you're still using Unity & Vuforia. You need to add using Vuforia to make the call.
using UnityEngine;
using System.Collections;
using Vuforia;
Register the Virtual Button:
To add a virtual button to an image target, add the VirtualButton element and its attributes to the ImageTarget element in the .xml file.
XML Attributes:
Name - a unique name for the button
Rectangle - defined by the four corners of the rectangle in the
target's coordinate space
Enabled - a boolean indicating whether the button should be enabled
by default
Sensitivity - HIGH, MEDIUM, LOW sensitivity to occlusion
After Registering Virtual Button Code is simple then:
using UnityEngine;
using System.Collections;
using Vuforia;
public class Custom_VirtualButton : MonoBehaviour, IVirtualButtonEventHandler
{
// Use this for initialization
void Start () {
// here it finds any VirtualButton Attached to the ImageTarget and register it's event handler and in the
//OnButtonPressed and OnButtonReleased methods you can handle different buttons Click state
//via "vb.VirtualButtonName" variable and do some really awesome stuff with it.
VirtualButtonBehaviour[] vbs = GetComponentsInChildren<VirtualButtonBehaviour>();
foreach (VirtualButtonBehaviour item in vbs)
{
item.RegisterEventHandler(this);
}
}
// Update is called once per frame
void Update () {
}
#region VirtualButton
public void OnButtonPressed(VirtualButtonAbstractBehaviour vb)
{
Debug.Log("Helllllloooooooooo");
}
public void OnButtonReleased(VirtualButtonAbstractBehaviour vb)
{
Debug.Log("Goooooodbyeeee");
}
#endregion //VirtualButton
}

Accessing functions from different scripts in unity C#

I am relatively new to unity and I'm trying to make collectibles in a game but i need to keep a tally of how many items have been collected but still have the collected item disappear. So far I have this. And yes the collectables are hairspray :p
Collection.cs
using UnityEngine;
using System.Collections;
public class Collection : MonoBehaviour {
public control controlSrc;
void OnTriggerEnter () {
controlSrc.AddScore();
killHairSpray();
}
void killHairSpray () {
Destroy(gameObject);
}
}
control.cs
using UnityEngine;
using System.Collections;
public class control : MonoBehaviour {
public int hcTot = 0;
public void AddScore () {
hcTot = hcTot + 1;
Debug.Log("Working");
}
}
I'm not sure why it isn't working but the console says;
NullReferenceException: Object reference not set to an instance of an object
Collection.OnTriggerEnter () (at Assets/Collection.cs:10)
Thanks:) this has been driving me crazy!
You most likely haven't connected anything to the controlSrc variable so it's empty. Hence the null reference exception.
In the Unity editor select the GameObject with the Collection.cs script, then in the Inspector set the controlSrc (most likely listed as "Control Src") by assigning the game object containing the control.cs script.