Summary
An
Animancer.AnimancerComponent
which uses the UnityEngine.Object.name
s of UnityEngine.AnimationClip
s
so they can be referenced using strings as well as the clips themselves.
- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
-
- IAnimancerComponent
- IEnumerator
- IAnimationClipSource
- I
Animation Clip Collection
- Base Types
-
- MonoBehaviour
- AnimancerComponent
- Derived Types
graph BT
Type-->Base0["AnimancerComponent"]
click Base0 "/animancer-v7-4/api/Animancer/AnimancerComponent"
Base0-->Base1["MonoBehaviour"]
Type-.->Interface0["IAnimancerComponent"]
click Interface0 "/animancer-v7-4/api/Animancer/IAnimancerComponent"
Type-.->Interface1["IEnumerator"]
Type-.->Interface2["IAnimationClipSource"]
Type-.->Interface3["IAnimationClipCollection"]
click Interface3 "/animancer-v7-4/api/Animancer/IAnimationClipCollection"
Type["NamedAnimancerComponent"]
class Type type-node
Derived0["HybridAnimancerComponent"]-->Type
click Derived0 "/animancer-v7-4/api/Animancer/HybridAnimancerComponent"
Syntax
[AddComponentMenu(Strings.MenuPrefix + "Named Animancer Component")]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(NamedAnimancerComponent))]
public class NamedAnimancerComponent : AnimancerComponent, IAnimancerComponent, IEnumerator,
IAnimationClipSource, IAnimationClipCollection
Examples
Remarks
It also has fields to automatically register animations on startup and play the first one automatically without
needing another script to control it, much like Unity's Legacy
UnityEngine.Animation
component.
Documentation: Component Types
Attributes
Type | Description |
---|---|
AddComponentMenu | |
HelpURLAttribute |
Fields
Name | Constant Value | Summary |
---|---|---|
Default |
-5000 |
Initialize before anything else tries to use this component.
Inherited from AnimancerComponent
static
|
Properties
Name | Value | Summary |
---|---|---|
ActionOnDisable | AnimancerComponent |
[
UnityEngine.SerializeField ]
Determines what happens when this component is disabled or its UnityEngine.GameObject becomes inactive
(i.e. in Animancer.AnimancerComponent.OnDisable ).
Inherited from AnimancerComponent
|
Animations | AnimationClip[] |
[
UnityEngine.SerializeField ]
Animations in this array will be automatically registered by Animancer.NamedAnimancerComponent.Awake as states that can be
retrieved using their name and the first element will be played by Animancer.NamedAnimancerComponent.OnEnable if
Animancer.NamedAnimancerComponent.PlayAutomatically is true.
|
Animator | Animator |
[
UnityEngine.SerializeField ]
The UnityEngine.Animator component which this script controls.
Inherited from AnimancerComponent
|
DefaultAnimation | AnimationClip |
The first element in the
Animancer.NamedAnimancerComponent.Animations array. It will be automatically played by
Animancer.NamedAnimancerComponent.OnEnable if Animancer.NamedAnimancerComponent.PlayAutomatically is true.
|
InitialUpdateMode | Nullable |
[Editor-Only] The
Animancer.IAnimancerComponent.UpdateMode that was first used when this script initialized.Inherited from AnimancerComponent
|
Is |
bool |
Indicates whether the
Animancer.AnimancerComponent.Playable has been initialized.Inherited from AnimancerComponent
|
Layers | AnimancerPlayable |
The layers which each manage their own set of animations.
Inherited from AnimancerComponent
|
Playable | AnimancerPlayable |
The internal system which manages the playing animations.
Accessing this property will automatically initialize it.
Inherited from AnimancerComponent
|
PlayAutomatically | bool |
[
UnityEngine.SerializeField ]
If true, the first clip in the Animancer.NamedAnimancerComponent.Animations array will be automatically played by
Animancer.NamedAnimancerComponent.OnEnable .
|
States | AnimancerPlayable |
The states managed by this component.
Inherited from AnimancerComponent
|
UpdateMode | AnimatorUpdateMode |
Determines when animations are updated and which time source is used. This property is mainly a wrapper
around the
UnityEngine.Animator.updateMode .
Inherited from AnimancerComponent
|
Methods
Name | Value | Summary |
---|---|---|
~AnimancerComponent |
void |
[Editor-Only]
Ensures that the
Animancer.AnimancerPlayable is destroyed in Edit Mode, but not in Play Mode since we want
to let Unity complain if that happens.
Inherited from AnimancerComponent
|
Awake |
void |
Creates a state for each clip in the
Animancer.NamedAnimancerComponent.Animations array. |
Evaluate |
void |
Immediately applies the current states of all animations to the animated objects.
Inherited from AnimancerComponent
|
Evaluate |
void |
Advances time by the specified value (in seconds) and immediately applies the current states of all
animations to the animated objects.
Inherited from AnimancerComponent
|
GatherAnimationClips |
void |
[
Animancer.IAnimationClipCollection ]
Gathers all the animations in the Animancer.AnimancerComponent.Playable .
In the Unity Editor this method also gathers animations from other components on parent and child objects.
|
GetAnimationClips |
void |
[
UnityEngine.IAnimationClipSource ]
Calls Animancer.AnimancerComponent.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip}) .
Inherited from AnimancerComponent
|
GetKey |
Object |
Returns the clip's name.
|
InitializePlayable |
void |
Creates and initializes the
Animancer.AnimancerComponent.Playable if it wasn't already initialized.Inherited from AnimancerComponent
|
InitializePlayable |
void |
Sets the
Animancer.AnimancerComponent.Playable and connects it to the Animancer.AnimancerComponent.Animator .Inherited from AnimancerComponent
|
IsPlaying |
bool |
Returns true if at least one animation is being played.
Inherited from AnimancerComponent
|
IsPlaying |
bool |
[Warning]
You should not use an
Animancer.AnimancerState as a key.
Just check Animancer.AnimancerState.IsPlaying .
Inherited from AnimancerComponent
|
IsPlaying |
bool |
Returns true if a state is registered for the `clip` and it is currently playing.
The actual dictionary key is determined using
Animancer.AnimancerComponent.GetKey(UnityEngine.AnimationClip) .
Inherited from AnimancerComponent
|
IsPlaying |
bool |
Returns true if a state is registered with the
Animancer.IHasKey.Key and it is currently playing.
Inherited from AnimancerComponent
|
IsPlaying |
bool |
Returns true if a state is registered with the `key` and it is currently playing.
Inherited from AnimancerComponent
|
IsPlayingClip |
bool |
Returns true if the `clip` is currently being played by at least one state.
This method is inefficient because it searches through every state to find any that are playing the `clip`,
unlike
Animancer.AnimancerComponent.IsPlaying(UnityEngine.AnimationClip) which only checks the state registered using the `clip`s key.
Inherited from AnimancerComponent
|
OnDestroy |
void |
Ensures that the
Animancer.AnimancerComponent.Playable is properly cleaned up.Inherited from AnimancerComponent
|
OnDisable |
void |
Acts according to the
Animancer.AnimancerComponent.ActionOnDisable .Inherited from AnimancerComponent
|
OnEnable |
void |
Plays the first clip in the
Animancer.NamedAnimancerComponent.Animations array if Animancer.NamedAnimancerComponent.PlayAutomatically is true.
|
OnInitializePlayable |
void |
Called right after the
Animancer.AnimancerComponent.Playable is initialized.Inherited from AnimancerComponent
|
OnValidate |
void |
[Editor-Only]
Uses
ClipState.ValidateClip to ensure that all of the clips in the Animancer.NamedAnimancerComponent.Animations
array are supported by the Animancer system and removes any others.
|
Play |
AnimancerState |
Stops all other animations on the same layer, plays the `state`, and returns it.
Inherited from AnimancerComponent
|
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`.
Inherited from AnimancerComponent
|
Play |
AnimancerState |
Stops all other animations on the same layer, plays the `clip`, and returns its state.
Inherited from AnimancerComponent
|
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.
Inherited from AnimancerComponent
|
Play |
AnimancerState |
Creates a state for the `transition` if it didn't already exist, then calls
Animancer.AnimancerComponent.Play(Animancer.AnimancerState) or Animancer.AnimancerComponent.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)
depending on ITransition.CrossFadeFromStart .
Inherited from AnimancerComponent
|
Play |
AnimancerState |
Creates a state for the `transition` if it didn't already exist, then calls
Animancer.AnimancerComponent.Play(Animancer.AnimancerState) or Animancer.AnimancerComponent.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)
depending on ITransition.CrossFadeFromStart .
Inherited from AnimancerComponent
|
Reset |
void |
[Editor-Only]
Destroys the
Animancer.AnimancerComponent.Playable if it was initialized and searches for an Animancer.AnimancerComponent.Animator on
this object, or it's children or parents.
Inherited from AnimancerComponent
|
Stop |
void |
Stops all animations and rewinds them to the start.
Inherited from AnimancerComponent
|
Stop |
AnimancerState |
[Warning]
You should not use an
Animancer.AnimancerState as a key.
Just call Animancer.AnimancerState.Stop .
Inherited from AnimancerComponent
|
Stop |
AnimancerState |
Gets the state associated with the `clip`, stops and rewinds it to the start, then returns it.
Inherited from AnimancerComponent
|
Stop |
AnimancerState |
Gets the state registered with the
Animancer.IHasKey.Key , stops and rewinds it to the start, then
returns it.
Inherited from AnimancerComponent
|
Stop |
AnimancerState |
Gets the state associated with the `key`, stops and rewinds it to the start, then returns it.
Inherited from AnimancerComponent
|
TryGetAnimator |
bool |
Tries to ensure that an
Animancer.AnimancerComponent.Animator is present using
UnityEngine.Component.TryGetComponent``1(``0@) if necessary.
Inherited from AnimancerComponent
|
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.
Inherited from AnimancerComponent
|
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.
Inherited from AnimancerComponent
|
Operators
Name | Value | Summary |
---|---|---|
implicit operator |
AnimancerLayer |
Inherited from AnimancerComponent
|
implicit operator |
AnimancerPlayable |
Inherited from AnimancerComponent
|