Summary
A
UnityEngine.Playables.PlayableBehaviour
which can be used as a substitute for the
UnityEngine.RuntimeAnimatorController
normally used to control an UnityEngine.Animator
.
- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
-
- IEnumerator
- IPlayableWrapper
- I
Animation Clip Collection
- Base Types
-
- PlayableBehaviour
graph BT
Type-->Base0["PlayableBehaviour"]
Type-.->Interface0["IEnumerator"]
Type-.->Interface1["IPlayableWrapper"]
click Interface1 "/animancer-v7-4/api/Animancer/IPlayableWrapper"
Type-.->Interface2["IAnimationClipCollection"]
click Interface2 "/animancer-v7-4/api/Animancer/IAnimationClipCollection"
Type["AnimancerPlayable"]
class Type type-node
Syntax
public class AnimancerPlayable : PlayableBehaviour, IEnumerator, IPlayableWrapper,
IAnimationClipCollection
Remarks
This class can be used as a custom yield instruction to wait until all animations finish playing.
The most common way to access this class is via
Animancer.AnimancerComponent.Playable
.
Documentation: Playing Animations
Fields
Name | Constant Value | Summary |
---|---|---|
Default |
DefaultFadeDuration |
[Editor-Only]
The name that should be used for a class which sets the
Animancer.AnimancerPlayable.DefaultFadeDuration .
static
|
Default |
Animancer |
[Editor-Only]
The namespace that should be used for a class which sets the
Animancer.AnimancerPlayable.DefaultFadeDuration .
static
|
Properties
Name | Value | Summary |
---|---|---|
ApplyAnimatorIK | bool |
Should Unity call
OnAnimatorIK on the animated object while this object and its children have any
Animancer.AnimancerNode.Weight ?
|
ApplyFootIK | bool |
Should this object and its children apply IK to the character's feet?
|
CommandCount | int |
The number of times the
Animancer.AnimancerLayer.CurrentState has changed on layer 0. By storing this
value and later comparing the stored value to the current value, you can determine whether the state has
been changed since then, even it has changed back to the same state.
|
Component | IAnimancerComponent |
The component that is playing this
Animancer.AnimancerPlayable . |
Current | AnimancerPlayable |
The object currently executing
Animancer.AnimancerPlayable.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData) .static
|
DefaultFadeDuration | float |
The fade duration to use if not specified. Default is 0.25.
static
|
DeltaTime | float |
The current
UnityEngine.Playables.FrameData.deltaTime .static
|
Disposables | List |
A list of objects that need to be disposed when this
Animancer.AnimancerPlayable is destroyed. |
FrameID | ulong |
The current
UnityEngine.Playables.FrameData.frameId . |
Graph | PlayableGraph |
[Pro-Only] The
UnityEngine.Playables.PlayableGraph containing this Animancer.AnimancerPlayable . |
IsGraphPlaying | bool |
Indicates whether the
UnityEngine.Playables.PlayableGraph is currently playing. |
IsValid | bool |
Is this
Animancer.AnimancerPlayable currently usable (not destroyed)? |
Keep |
bool |
Should playables stay connected to the graph at all times?
Otherwise they will be disconnected when their
Animancer.AnimancerNode.Weight is 0.
|
Layers | AnimancerPlayable |
The
Animancer.AnimancerLayer s which each manage their own set of animations. |
PostUpdatableCount | int |
The number of objects that have been registered by
Animancer.AnimancerPlayable.RequirePostUpdate(Animancer.IUpdatable) . |
PreUpdatableCount | int |
The number of objects that have been registered by
Animancer.AnimancerPlayable.RequirePreUpdate(Animancer.IUpdatable) . |
SkipFirstFade | bool |
Normally the first animation on the Base Layer should not fade in because there is nothing fading out. But
sometimes that is undesirable, such as if the
UnityEngine.Animator.runtimeAnimatorController is assigned
since Animancer can blend with that.
|
Speed | float |
How fast the
Animancer.AnimancerState.Time of all animations is advancing every frame. |
States | AnimancerPlayable |
The
Animancer.AnimancerState s managed by this playable. |
UpdateMode | DirectorUpdateMode |
Determines what time source is used to update the
UnityEngine.Playables.PlayableGraph . |
Methods
Name | Value | Summary |
---|---|---|
~AnimancerPlayable |
void |
Calls
System.IDisposable.Dispose on all the Animancer.AnimancerPlayable.Disposables . |
AppendDescription |
void |
Appends a detailed descrption of all currently playing states and other registered states.
|
Append |
void |
Appends all registered
Animancer.IUpdatable s and System.IDisposable s. |
CancelPostUpdate |
void |
Removes the `updatable` from the list of objects that need to be updated after the playebles.
|
CancelPreUpdate |
void |
Removes the `updatable` from the list of objects that need to be updated before the playables.
|
Create |
AnimancerPlayable |
Creates a new
UnityEngine.Playables.PlayableGraph containing an Animancer.AnimancerPlayable .
The caller is responsible for calling Animancer.AnimancerPlayable.DestroyGraph on the returned object, except in Edit Mode
where it will be called automatically.
Consider calling Animancer.AnimancerPlayable.SetNextGraphName(System.String) before this method to give it a name.
static
|
Create |
AnimancerPlayable |
Creates an
Animancer.AnimancerPlayable in an existing UnityEngine.Playables.PlayableGraph .static
|
Create |
T |
Creates an
Animancer.AnimancerPlayable in an existing UnityEngine.Playables.PlayableGraph .static
|
CreateOutput |
void |
Plays this playable on the specified `animator` and sets the
Animancer.AnimancerPlayable.Component . |
CreateOutput |
void |
Plays this playable on the
Animancer.IAnimancerComponent.Animator and sets the
Animancer.AnimancerPlayable.Component .
|
DestroyGraph |
void |
Destroys the
Animancer.AnimancerPlayable.Graph . This operation cannot be undone. |
DestroyOutput |
bool |
Destroys the
UnityEngine.Playables.PlayableOutput connected to this Animancer.AnimancerPlayable and returns
true if it was found. Otherwise returns false.
|
Evaluate |
void |
Evaluates all of the currently playing animations to apply their states to the animated objects.
|
Evaluate |
void |
Advances all currently playing animations by the specified amount of time (in seconds) and evaluates the
graph to apply their states to the animated objects.
|
GatherAnimationClips |
void |
[
Animancer.IAnimationClipCollection ] Gathers all the animations in all layers. |
GetDescription |
string |
Returns a detailed descrption of all currently playing states and other registered states.
|
GetKey |
Object |
Calls
Animancer.IAnimancerComponent.GetKey(UnityEngine.AnimationClip) on the Animancer.AnimancerPlayable.Component . |
GetPostUpdatable |
IUpdatable |
Returns the object registered by
Animancer.AnimancerPlayable.RequirePostUpdate(Animancer.IUpdatable) at the specified `index`. |
GetPreUpdatable |
IUpdatable |
Returns the object registered by
Animancer.AnimancerPlayable.RequirePreUpdate(Animancer.IUpdatable) at the specified `index`. |
GetTotalWeight |
float |
Calculates the total
Animancer.AnimancerNode.Weight of all states in all layers. |
Has |
bool |
[Editor-Only]
Returns true if the `initial` mode was
UnityEngine.AnimatorUpdateMode.AnimatePhysics and the `current`
has changed to another mode or if the `initial` mode was something else and the `current` has changed to
UnityEngine.AnimatorUpdateMode.AnimatePhysics .
static
|
InsertOutputJob |
Animation |
[Pro-Only]
Inserts an animation job after the root of the
Animancer.AnimancerPlayable.Graph so that it can modify the final output.
|
InsertOutputPlayable |
void |
[Pro-Only]
Inserts a `playable` after the root of the
Animancer.AnimancerPlayable.Graph so that it can modify the final output.
|
IsPlaying |
bool |
Is least one animation being played?
|
IsPlaying |
bool |
[Warning]
You should not use an
Animancer.AnimancerState as a key.
Just check Animancer.AnimancerState.IsPlaying .
|
IsPlaying |
bool |
Is a state registered with the
Animancer.IHasKey.Key and currently playing? |
IsPlaying |
bool |
Is a state registered with the `key` and currently playing?
|
IsPlayingClip |
bool |
Returns true if the `clip` is currently being played by at least one state in the specified layer.
This method is inefficient because it searches through every state to find any that are playing the `clip`,
unlike
Animancer.AnimancerPlayable.IsPlaying(System.Object) which only checks the state registered using the specified key.
|
IsRunningPostUpdate |
bool |
Indicates whether the internal
Animancer.AnimancerPlayable.PostUpdate is currently executing.static
|
OnPlayableCreate |
void |
[Internal] Called by Unity when it creates this
Animancer.AnimancerPlayable . |
OnPlayableDestroy |
void |
Cleans up the resources managed by this
Animancer.AnimancerPlayable . |
PauseGraph |
void |
Freezes the
UnityEngine.Playables.PlayableGraph at its current state.
If you call this method, you are responsible for calling Animancer.AnimancerPlayable.UnpauseGraph to resume playing.
|
Play |
AnimancerState |
Stops all other animations on the same layer, plays the `state`, and returns it.
|
Play |
AnimancerState |
Starts fading in the `state` while fading out all others in the same layer over the course of the
`fadeDuration`. Returns the `state`.
|
Play |
AnimancerState |
Stops all other animations on the same layer, plays the `clip`, and returns its state.
|
Play |
AnimancerState |
Starts fading in the `clip` while fading out all other states in the same layer over the course of the
`fadeDuration`. Returns its state.
|
Play |
AnimancerState |
Creates a state for the `transition` if it didn't already exist, then calls
Animancer.AnimancerPlayable.Play(Animancer.AnimancerState) or Animancer.AnimancerPlayable.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)
depending on the Animancer.ITransition.FadeDuration .
|
Play |
AnimancerState |
Creates a state for the `transition` if it didn't already exist, then calls
Animancer.AnimancerPlayable.Play(Animancer.AnimancerState) or Animancer.AnimancerPlayable.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)
depending on the Animancer.ITransition.FadeDuration .
|
PrepareFrame |
void |
[Internal]
Calls
Animancer.IUpdatable.Update on everything registered using Animancer.AnimancerPlayable.RequirePreUpdate(Animancer.IUpdatable) .
|
RequirePostUpdate |
void |
[Pro-Only]
Adds the `updatable` to the list that need to be updated after the playables if it was not there already.
|
RequirePreUpdate |
void |
[Pro-Only]
Adds the `updatable` to the list that need to be updated before the playables if it was not there already.
|
SetDummyRoot |
void |
Assigns a dummy
Animancer.AnimancerNode.Root to avoid Animancer.OptionalWarning.UnusedNode during
Unit Tests where states are not necessarily used.
static
|
SetNextGraphName |
void |
[Editor-Conditional]
Sets the display name for the next
Animancer.AnimancerPlayable.Create call to give its UnityEngine.Playables.PlayableGraph .
static
|
Stop |
void |
Calls
Animancer.AnimancerState.Stop on all animations to stop them from playing and rewind them to the
start.
|
Stop |
AnimancerState |
[Warning]
You should not use an
Animancer.AnimancerState as a key.
Just call Animancer.AnimancerState.Stop .
|
Stop |
AnimancerState |
Gets the state registered with the
Animancer.IHasKey.Key , stops and rewinds it to the start, then
returns it.
|
Stop |
AnimancerState |
Calls
Animancer.AnimancerState.Stop on the state registered with the `key` to stop it from playing and
rewind it to the start.
|
ToString |
string |
[Editor-Only] Returns "AnimancerPlayable (Graph Name)".
|
TryGetOutput |
bool |
Outputs the
UnityEngine.Playables.PlayableOutput connected to the Animancer.AnimancerPlayable and returns true
if it was found. Otherwise returns false.
|
TryPlay |
AnimancerState |
Stops all other animations on the same layer, plays the animation registered with the `key`, and returns
that state. Or if no state is registered with that `key`, this method does nothing and returns null.
|
TryPlay |
AnimancerState |
Starts fading in the animation registered with the `key` while fading out all others in the same layer
over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does
nothing and returns null.
|
UnpauseGraph |
void |
Resumes playing the
UnityEngine.Playables.PlayableGraph if Animancer.AnimancerPlayable.PauseGraph was called previously.
|