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Resolved How do Events work? Can't seem to listen for Event

Discussion in 'Getting Started' started by torsov, Feb 7, 2022.

  1. torsov

    torsov

    Joined:
    May 16, 2016
    Posts:
    3
    I've been trying to learn how to make different kinds of UI elements. I'm currently trying to get a basic video player to work. I have several short video clips that I can trigger. I want to make it so that when one clip is finished, the next one is played automatically. I used the built-in Event system on the UI Elements to make things work so far, but now I figure I need my manager script to check with the Video Player component if the Event LoopPointReached has been triggered.

    I'm using Unity's built-in Video Player component, not an inherited class (did I say that right?).

    So what I have going is basically this:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.Video;
    5. using UnityEngine.UI;
    6. using UnityEngine.EventSystems;
    7.  
    8. public class SimpleManager : MonoBehaviour
    9.  
    10. {
    11.  
    12. /*
    13.     The array lists the video clips that are in the playlist.
    14.     The index shows which location is currently being played.
    15.     vidPlay is a reference to the GameObject holding the Video Player component.
    16. */
    17.  
    18.     public VideoClip[] video;
    19.     public int index = 0;
    20.     public GameObject vidPlay;
    21.  
    22. void Start ()
    23.     {
    24.         vidPlay.GetComponent<VideoPlayer>().LoopPointReached += IncrementVideo();
    25.     }
    26.  
    27.  
    28. //The array listing the videos has an index number of 12.
    29.    public void IncrementVideo()
    30.     {
    31.         if (index != 11)
    32.         {
    33.             HandleInputData(index + 1);
    34.         }
    35.         else
    36.         {
    37.             PressedPlay();
    38.         }
    39.     }
    40.  
    41. //HandleInputData sets the clip in [int] postion to play.
    42.  
    43. // PressedPlay is called when the last video has played to move the user back to the video select screen.
    44.  
    This does, for reasons I don't even faintly understand, not work. The error message is " 'VideoPlayer' does not contain a definition for 'LoopPointReached' and no accessible extension method 'LoopPointReached' accepting a first argument of type 'VideoPlayer' could be found (are you missing a using directive or an assembly reference?)". I'm guessing this means that I'm doing something wrong when I try to subscribe to the event?

    I am extrapolating this on the code that is here in the documentation (event subscription and methid call at the end of code example).

    Is anyone able to point me to a resource or something that can help me understand why this code does not run as intended?

    I have tried searching the forums a bit, but I can't seem to find threads who's solotion I have been able to implement.
     
  2. kittik

    kittik

    Joined:
    Mar 6, 2015
    Posts:
    565
    Have you tried loopPointReached instead of LoopPointReached? Is looping on the Video Player inspector settings set to true?
     
    torsov likes this.
  3. torsov

    torsov

    Joined:
    May 16, 2016
    Posts:
    3
    That seems to resolve the error that I got, but it threw another error instead: "No overload for 'IncrementVideo' matches delegate 'VideoPlayer.EventHandler'".

    Looping is set to false in the inspector, so the video should just end.
     
  4. torsov

    torsov

    Joined:
    May 16, 2016
    Posts:
    3
    I fixed this by setting the overload method to take the component as an argument, ie:

      public void IncrementVideo(VideoPlayer name)