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.AnimancerEvent
s, 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 . |