Summary
A serializable
Animancer.ITransition
which can create a particular type of Animancer.AnimancerState
when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition)
.
- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
- Base Types
graph BT
Type-->Base0["AnimancerTransition<PlayableAssetState>"]
Base0-->Base1["Object"]
Type-.->Interface0["ITransitionDetailed"]
click Interface0 "/animancer-v7-4/api/Animancer/ITransitionDetailed"
Type-.->Interface1["ITransitionWithEvents"]
click Interface1 "/animancer-v7-4/api/Animancer/ITransitionWithEvents"
Type-.->Interface2["IHasEvents"]
click Interface2 "/animancer-v7-4/api/Animancer/IHasEvents"
Type-.->Interface3["ICopyable<AnimancerTransition<PlayableAssetState>>"]
Type-.->Interface4["PlayableAssetState.ITransition"]
click Interface4 "/animancer-v7-4/api/Animancer/ITransition"
Type-.->Interface5["ITransition<PlayableAssetState>"]
Type-.->Interface6["ITransition"]
click Interface6 "/animancer-v7-4/api/Animancer/ITransition"
Type-.->Interface7["IHasKey"]
click Interface7 "/animancer-v7-4/api/Animancer/IHasKey"
Type-.->Interface8["IPolymorphic"]
click Interface8 "/animancer-v7-4/api/Animancer/IPolymorphic"
Type-.->Interface9["IAnimationClipCollection"]
click Interface9 "/animancer-v7-4/api/Animancer/IAnimationClipCollection"
Type-.->Interface10["ICopyable<PlayableAssetTransition>"]
Type["PlayableAssetTransition"]
class Type type-node
Syntax
[Serializable]
public class PlayableAssetTransition : AnimancerTransition<PlayableAssetState>,
ITransitionDetailed, ITransitionWithEvents, IHasEvents,
ICopyable<AnimancerTransition<PlayableAssetState>>, PlayableAssetState.ITransition,
ITransition<PlayableAssetState>, ITransition, IHasKey, IPolymorphic, IAnimationClipCollection,
ICopyable<PlayableAssetTransition>
Remarks
Documentation: Transitions
Attributes
Type | Description |
---|---|
Serializable |
Properties
Name | Value | Summary |
---|---|---|
Asset | PlayableAsset |
[
UnityEngine.SerializeField ] The asset to play. |
Bindings | Object[] |
[
UnityEngine.SerializeField ] The objects controlled by each of the tracks in the Asset. |
IsValid | bool |
Can this transition create a valid
Animancer.AnimancerState ? |
Key | Object |
The
Animancer.PlayableAssetTransition.Asset will be used as the Animancer.AnimancerState.Key for the created state to
be registered with.
|
MainObject | Object |
The
Animancer.AnimancerState.MainObject that the created state will have. |
MaximumDuration | float |
The maximum amount of time the animation is expected to take (in seconds).
|
NormalizedStartTime | float |
The
Animancer.AnimancerState.NormalizedTime to start the animation at. |
Speed | float |
[
UnityEngine.SerializeField ]
Determines how fast the animation plays (1x = normal speed, 2x = double speed).
|
Methods
Name | Value | Summary |
---|---|---|
Apply |
void |
Called by
Animancer.AnimancerPlayable.Play(Animancer.ITransition) to apply any modifications to the `state`.
|
CopyFrom |
void |
Copies the contents of `copyFrom` into this object, replacing its previous contents.
|
CreateState |
PlayableAssetState |
Creates and returns a new TState.
|