Summary
A
UnityEngine.ScriptableObject based Animancer.ITransition.- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
-
- ITransition
- IHasKey
- IPolymorphic
- IWrapper
- IAnimationClipSource
- Base Types
-
- ScriptableObject
- Derived Types
graph BT
Type-->Base0["ScriptableObject"]
Type-.->Interface0["ITransition"]
click Interface0 "/animancer-v7-4/api/Animancer/ITransition"
Type-.->Interface1["IHasKey"]
click Interface1 "/animancer-v7-4/api/Animancer/IHasKey"
Type-.->Interface2["IPolymorphic"]
click Interface2 "/animancer-v7-4/api/Animancer/IPolymorphic"
Type-.->Interface3["IWrapper"]
click Interface3 "/animancer-v7-4/api/Animancer/IWrapper"
Type-.->Interface4["IAnimationClipSource"]
Type["AnimancerTransitionAssetBase"]
class Type type-node
Derived0["AnimancerTransitionAsset<TTransition>"]-->Type
click Derived0 "/animancer-v7-4/api/Animancer/AnimancerTransitionAsset_1"
Syntax
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(AnimancerTransitionAssetBase))]
public abstract class AnimancerTransitionAssetBase : ScriptableObject, ITransition, IHasKey,
IPolymorphic, IWrapper, IAnimationClipSource
Remarks
Documentation: Transition Assets
When adding a
UnityEngine.CreateAssetMenuAttribute to any derived classes, you can use
Animancer.Strings.MenuPrefix and Animancer.Strings.AssetMenuOrder.
If you are using Animancer.AnimancerEvents, consider using an Animancer.AnimancerTransitionAssetBase.UnShared`1 instead of
referencing this asset directly in order to avoid common issues with shared events.
Attributes
| Type | Description |
|---|---|
| HelpURLAttribute |
Properties
| Name | Value | Summary |
|---|---|---|
| FadeDuration | float |
The amount of time this transition should take (in seconds).
|
| FadeMode | FadeMode |
The
Animancer.FadeMode which should be used when this transition is passed into
Animancer.AnimancerPlayable.Play(Animancer.ITransition).
|
| IsValid | bool |
Can this transition create a valid
Animancer.AnimancerState? |
| Key | Object |
An identifier object that can be used for dictionaries and hash sets.
|
Methods
| Name | Value | Summary |
|---|---|---|
| Apply |
void |
Called by
Animancer.AnimancerPlayable.Play(Animancer.ITransition) to apply any modifications to the `state`.
|
| CreateState |
AnimancerState |
Creates and returns a new
Animancer.AnimancerState.
Note that using methods like Animancer.AnimancerPlayable.Play(Animancer.ITransition) will also call
Animancer.ITransition.Apply(Animancer.AnimancerState), so if you call this method manually you may want to call that method as well. Or you
can just use Animancer.AnimancerUtilities.CreateStateAndApply(Animancer.ITransition,Animancer.AnimancerPlayable).
|
| GetAnimationClips |
void |
[
UnityEngine.IAnimationClipSource]
Calls Animancer.AnimancerUtilities.GatherFromSource(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Object).
|
| GetTransition |
ITransition |
Returns the
Animancer.ITransition wrapped by this UnityEngine.ScriptableObject. |