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Question by Recycling · Jan 05, 2017 at 10:25 AM · animatoranimator controlleranimationeventstate machine

State Machine Behaviour together with Animation Events

Hello!

I've recently decided to make use of the SMB's, but I stumbled upon some issues (obviously) :-) .

I was hoping to create a state machine behaviour script with some methods, which could be invoked by the animation event feature (those events we define inside an animation clip). Unfortunately, the event list is empty, even though the SMB script is attached to the same state as the animation clip.

Is it in any way possible to reference a method from SMB in an animation clip? Or are we limited to a method on a monobehaviour which is on the same object as the animator?

The whole point of it was to invoke the method on SMB from the clip, and then broadcast it from SMB as a c# event, like so:

 // this method should be invoked by an animation event
 public void OnSomethingHappened()
 {
     if (SomethingHappened != null)
             SomethingHappened();
 }

And this brings me to another issue.. According to the documentation, there are only two ways to get the reference to SMB's:

animator.GetBehaviour< T>()

and

animator.GetBehaviours< T>()

I was hoping to get the script from a concrete state (like transform.find("xxx").getComponent() ), but I could not find a corresponding method. That would allow me to reuse the same script on a few states ("Attack_Basic", "Attack_Advanced" and such).

Are these things possible in current version of Unity, or maybe I'm simply trying to utilize SMB's not the way they were supposed to be used? :-)

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Answer by L42yB · Jul 18, 2018 at 08:32 PM

For your first question, an animation event will only call a function on a script that inherits MonoBehaviour - so it won't work on a SMB script.

For the second, you can get the behaviour off an instanced game object like this:

 gameObject.GetComponent<Animator>().GetBehaviours<BehaviourName>();

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