TransitionAssetBase Class

Summary

A UnityEngine.ScriptableObject based Animancer.ITransition.
Assembly
Animancer.dll
Namespace
Animancer
Interfaces
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["IWrapper"] click Interface2 "/animancer-v7-4/api/Animancer/IWrapper" Type-.->Interface3["IAnimationClipSource"] Type["TransitionAssetBase"] class Type type-node Derived0["TransitionAsset<TTransition>"]-->Type click Derived0 "/animancer-v7-4/api/Animancer/TransitionAsset_1"

Syntax

[AnimancerHelpUrl(typeof(TransitionAssetBase))]
public abstract class TransitionAssetBase : ScriptableObject, ITransition, IHasKey, 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.

Attributes

Type Description
AnimancerHelpUrlAttribute [Assert-Conditional] A UnityEngine.HelpURLAttribute which points to Animancer's documentation.

Fields

Name Constant Value Summary
TransitionField _Transition
The name of the serialized backing field of Animancer.TransitionAssetBase.GetTransition.
static

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.AnimancerLayer.Play(Animancer.ITransition).
IsValid bool
Can this transition create a valid Animancer.AnimancerState?
Key Object
A key which can be used in dictionaries and hash sets.
MainImplementation Type
[Editor-Only] The main non-abstract inheritor of this class.
static

Methods

Name Value Summary
Apply(AnimancerState) void
Called by Animancer.AnimancerLayer.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.AnimancerLayer.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.AnimancerGraph).
GetAnimationClips(List<AnimationClip>) 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.