CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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  • Optional: hero_dead animation clip (Advanced)
  • Configure loop-time
  • Add Animation Event to hero_dead Animation Clip
  • Steps to Create An Animation Event

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  1. Animation
  2. Animation Steps

Optional: Dead Animation

PreviousAnimation StepsNextPlayerController.cs V0

Last updated 4 years ago

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Optional: hero_dead animation clip (Advanced)

IMPORTANT: Note that this is not required for any projects in this course

Configure loop-time

Since we don't want the hero_dead animation clip to loop continuously, we need to set that configuration as part of the hero-dead animation clip asset. In the project assets panel, find and select the hero-dead animation clip. Once the animation-clip is selected, in the inspector panel, uncheck the Loop Time checkbox. Loop-time will remain checked for all other animation clips.

Select hero_dead Animation Clip in Project Assets

Uncheck Loop Time in Inspector Panel for hero-dead Animation clip

Add Animation Event to hero_dead Animation Clip

Finally, you may choose to add an animation-event to the hero_dead Animation clip. An animation event allows for a function/method to be executed when at a specific animation keyframe is played. In this case, we'd like the hero_dead animation to play completely before leaving the scene or reloading the scene. So, an animation event allows for some specially defined event to be triggered when a specific keyframe is executed. The animation event can be configured to execute any public method with the following syntax: public void someMethod( ), but this method must be defined within a script-component that's on the same gameObject as the animation clip that has the animation event defined.

Steps to Create An Animation Event

  • Select the player in the hierarchy.

  • Open the Animation panel

  • From the Animation panel dropdown, select the hero_dead animation clip

  • Select the timeline section above the final keyframe

  • Push the button: with icon: small white vertical rectangle, when you hover over this icon, it will say Animation Event

  • In the inspector, select the Function from the dropdown, to be executed as the Animation Event.(See images below)

  • If the ReloadScene( ) method hasn't been added to the player controller yet, see code below, it will need to be customized for your game details.

  • You may want to add additonal keyframes, at a later keyframe time slice, if you want the dead animation to be displayed for a longer time before the scene is reloaded.

As seen in the image below, once you've configured an animation-event, then when you hovering over the icon, it will display the message shown below, which is the name of the function / method you've configured to be executed.

///Example Method in PlayerController.cs
///This method is executed from within the hero_dead animation, 
//when the keyframe is played with the corresponding animation event.

    public void ReloadScene(){
        if(GameData.instanceRef.Lives <= 0){
            //go to end scene if there are no more Lives left
            SceneManager.LoadScene("Scene5");  //actual scene name
            StateManager.instanceRef.SwitchState(new Scene5State());  //create new state, pass to StateManager

        }
        else //if there are still Lives left, reload the current scene 
        {
            //reload this current scene
            SceneManager.LoadScene("Scene4");  //actual scene name
            StateManager.instanceRef.SwitchState(new Scene4State());  //create new state, pass to StateManager
            //How should we reset score, health variables for the game?
        }

    }