AnimancerEvent.Sequence.

AnimancerEvent.

AnimancerEvent.Sequence.Serializable Class

Summary

An Animancer.AnimancerEvent.Sequence that can be serialized and uses UnityEngine.Events.UnityEvents to define the Animancer.AnimancerEvent.callbacks.
Assembly
Animancer.dll
Namespace
Animancer
Interfaces
Base Types
  • Object
graph BT Type-->Base0["Object"] Type-.->Interface0["ICopyable<AnimancerEvent.Sequence.Serializable>"] Type-.->Interface1["ISerializationCallbackReceiver"] Type["AnimancerEvent.Sequence.Serializable"] class Type type-node

Syntax

[Serializable]
public class AnimancerEvent.Sequence.Serializable : 
    ICopyable<AnimancerEvent.Sequence.Serializable>, ISerializationCallbackReceiver

Remarks

If you have Animancer Pro you can replace UnityEngine.Events.UnityEvents with UltEvents using the following procedure:
  1. Select the Assets/Plugins/Animancer/Animancer.asmdef and add a Reference to the UltEvents Assembly Definition.
  2. Go into the Player Settings of your project and add ANIMANCER_ULT_EVENTS as a Scripting Define Symbol. Or you can simply edit this script to change the event type (it is located at Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs by default.
Documentation: Animancer Events

Attributes

Type Description
SerializableAttribute

Properties

Name Value Summary
Callbacks UnityEvent[]
[UnityEngine.SerializeField] The serialized Animancer.AnimancerEvent.callbacks.
Events AnimancerEvent.Sequence
The runtime Animancer.AnimancerEvent.Sequence compiled from this Animancer.AnimancerEvent.Sequence.Serializable. Each call after the first will return the same reference.
Names string[]
[UnityEngine.SerializeField] The serialized Animancer.AnimancerEvent.Sequence.Names.
NormalizedTimes float[]
[UnityEngine.SerializeField] The serialized Animancer.AnimancerEvent.normalizedTimes.

Methods

Name Value Summary
CopyFrom(AnimancerEvent.Sequence.Serializable) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
GetEventsOptional() AnimancerEvent.Sequence
Returns the runtime Animancer.AnimancerEvent.Sequence compiled from this Animancer.AnimancerEvent.Sequence.Serializable. Each call after the first will return the same reference.
GetInvoker(Object) Action
[Editor-Only] Casts the `callback` and calls Animancer.AnimancerEvent.Sequence.Serializable.GetInvoker(UnityEngine.Events.UnityEvent).
static
GetInvoker(UnityEvent) Action
If the `callback` has any persistent calls, this method returns a delegate to call its UnityEngine.Events.UnityEvent.Invoke method. Otherwise it returns the Animancer.AnimancerEvent.DummyCallback.
static
GetNormalizedEndTime(float) float
Returns the Animancer.AnimancerEvent.normalizedTime of the Animancer.AnimancerEvent.Sequence.EndEvent.
HasPersistentCalls(Object) bool
[Editor-Only] Casts the `callback` and calls Animancer.AnimancerEvent.Sequence.Serializable.HasPersistentCalls(UnityEngine.Events.UnityEvent).
static
HasPersistentCalls(UnityEvent) bool
Determines if the `callback` contains any method calls that will be serialized (otherwise the Animancer.AnimancerEvent.DummyCallback can be used instead of creating a new delegate to invoke the empty `callback`).
static
SetNormalizedEndTime(float) void
Sets the Animancer.AnimancerEvent.normalizedTime of the Animancer.AnimancerEvent.Sequence.EndEvent.

Operators

Name Value Summary
implicit operator AnimancerEvent.Sequence(AnimancerEvent.Sequence.Serializable) AnimancerEvent.Sequence