I created Animation Event by “Unity Editor Script” like this.
void loadTagTable(AnimationClip clip) {
TagTable table = TableManager.instance.getTagTable(clip.name);
if (table == null)
return;
List<AnimationEvent> events = new List<AnimationEvent>();
if (table.defenseTag != null)
for (int i = 0; i < table.defenseTag.Length; i++) {
events.Add(getAnimEvent("defenseEvent", table.defenseTag*, i));*
-
}*
if (table.hitTag != null)
-
for (int i = 0; i < table.hitTag.Length; i++) {*
events.Add(getAnimEvent(“hitEvent”, table.hitTag*, i));*
* }*
if (table.cameraTag != null)
for (int i = 0; i < table.cameraTag.Length; i++) {
_ if (table.cameraTag == 0) continue;
events.Add(getAnimEvent(“cameraEvent”, table.cameraTag*, i));*
* }*_
if (table.attackDistanceTag != null)
for (int i = 0; i < table.attackDistanceTag.Length; i++) {
if (table.attackDistanceTag == 0) continue;
events.Add(getAnimEvent(“defMoveBack”, table.attackDistanceTag*, i));*
}
events.Add(getAnimEvent( “animationStartEvent”, 1));
if (table.atkEndTag != 0)
events.Add(getAnimEvent( “atkEndEvent”, table.atkEndTag));
* if (table.zoomIn != 0) {*
events.Add(getAnimEvent( “zoomIn”, table.zoomIn, table.zoomInRatio));
* }*
if (table.timingButtonTag != 0) {
events.Add(getAnimEvent( “timingPoint”, table.timingButtonTag));
}
AnimationUtility.SetAnimationEvents(clip, events.ToArray());
}
It works well on PC Editor.
and, when I see the “Animation Window”, there is no problem.
But , after build on Android phone,
All of the animation events don’t work.