Summary
The root node which manages Animancer's
UnityEngine.Playables.PlayableGraph
.- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
-
- I
Animation Clip Collection - ICopyable
<AnimancerGraph> - IEnumerator
- IHasDescription
- I
- Base Types
-
- Object
- AnimancerNodeBase
graph BT
Type-->Base0["AnimancerNodeBase"]
click Base0 "/animancer/api/Animancer/AnimancerNodeBase"
Base0-->Base1["Object"]
Type-.->Interface0["IAnimationClipCollection"]
click Interface0 "/animancer/api/Animancer/IAnimationClipCollection"
Type-.->Interface1["ICopyable<AnimancerGraph>"]
Type-.->Interface2["IEnumerator"]
Type-.->Interface3["IHasDescription"]
click Interface3 "/animancer/api/Animancer/IHasDescription"
Type["AnimancerGraph"]
class Type type-node
Syntax
public class AnimancerGraph : AnimancerNodeBase, IAnimationClipCollection,
ICopyable<AnimancerGraph>, IEnumerator, IHasDescription
Remarks
This class can be used as a custom yield instruction to wait until all animations finish playing.
The most common way to access this class is via
Animancer.AnimancerComponent.Graph
.
Documentation:
Playing Animations
Constructors
Name | Summary |
---|---|
AnimancerGraph |
Creates an Animancer.AnimancerGraph in an existing
UnityEngine.Playables.PlayableGraph .
|
AnimancerGraph |
Creates an Animancer.AnimancerGraph in a new
UnityEngine.Playables.PlayableGraph .
|
Fields
Name | Constant Value | Summary |
---|---|---|
Default |
DefaultFadeDuration |
[Editor-Only]
The name that should be used for a class which sets the
Animancer.AnimancerGraph.DefaultFadeDuration .
static
|
Default |
Animancer |
[Editor-Only]
The namespace that should be used for a class which sets the
Animancer.AnimancerGraph.DefaultFadeDuration .
static
|
States |
The
Animancer.AnimancerState s managed by this graph. |
Properties
Name | Value | Summary |
---|---|---|
ApplyAnimatorIK | bool |
Should Unity call
OnAnimatorIK on the animated object while this object and its children have any
Animancer.AnimancerNode.Weight ?
|
ApplyFootIK | bool |
Should this object and its children apply IK to the character's feet?
|
ChildCount | int |
The number of nodes using this as their
Animancer.AnimancerNodeBase.Parent . |
Component | IAnimancerComponent |
The component that is playing this
Animancer.AnimancerGraph . |
Current | AnimancerGraph |
The graph currently being executed.
static
|
DefaultFadeDuration | float |
The fade duration to use if not specified. Default is 0.25.
static
|
DeltaTime | float |
The current
UnityEngine.Playables.FrameData.deltaTime .static
|
Disposables | List |
A list of objects that need to be disposed when this
Animancer.AnimancerGraph is destroyed. |
EffectiveSpeed | float |
The
Animancer.AnimancerNodeBase.Speed of this node multiplied by the Animancer.AnimancerNodeBase.Speed of each of its parents to
determine the actual speed it's playing at.
Inherited from AnimancerNodeBase
|
Events | NamedEventDictionary |
A dictionary of callbacks to be triggered by any event with a matching name.
|
FrameID | ulong |
The current
UnityEngine.Playables.FrameData.frameId . |
Graph | AnimancerGraph |
The
Animancer.AnimancerGraph containing this node.Inherited from AnimancerNodeBase
|
HasEvents | bool |
Has the
Animancer.AnimancerGraph.Events dictionary been initialized? |
HasParameters | bool |
Has the
Animancer.AnimancerGraph.Parameters dictionary been initialized? |
IsGraphPlaying | bool |
Indicates whether the
UnityEngine.Playables.PlayableGraph is currently playing. |
Keep |
bool |
Should playables stay connected to the graph at all times?
Otherwise they will be disconnected when their
Animancer.AnimancerNode.Weight is 0.
|
Layer | AnimancerLayer |
The root
Animancer.AnimancerLayer which this node is connected to (if any). |
Layers | AnimancerLayerList |
The
Animancer.AnimancerLayer s which each manage their own set of animations. |
Output | PlayableOutput |
The
UnityEngine.Playables.PlayableOutput connected to this Animancer.AnimancerGraph . |
Parameters | ParameterDictionary |
Dynamic parameters which anything can get or set.
|
Parent | AnimancerNodeBase |
The object which receives the output of the
Animancer.AnimancerNodeBase.Playable .Inherited from AnimancerNodeBase
|
Playable | Playable |
The internal object this node manages in the
UnityEngine.Playables.PlayableGraph .Inherited from AnimancerNodeBase
|
PlayableGraph | PlayableGraph |
[Pro-Only]
The
UnityEngine.Playables.PlayableGraph containing this Animancer.AnimancerGraph .
|
PostUpdatables | IReadOnlyIndexedList |
Objects to be updated after time advances.
|
PreUpdatables | IReadOnlyIndexedList |
Objects to be updated before time advances.
|
SkipFirstFade | bool |
Normally the first animation on the Base Layer should not fade in because there is nothing fading out. But
sometimes that is undesirable, such as if the
UnityEngine.Animator.runtimeAnimatorController is assigned
since Animancer can blend with that.
|
Speed | float |
[Pro-Only] How fast the
Animancer.AnimancerState.Time is advancing every frame (default 1).Inherited from AnimancerNodeBase
|
Transitions | TransitionLibrary |
[Pro-Only] The optional
Animancer.TransitionLibraries.TransitionLibrary this graph can use. |
UpdateMode | DirectorUpdateMode |
Determines what time source is used to update the
UnityEngine.Playables.PlayableGraph . |
Methods
Name | Value | Summary |
---|---|---|
~AnimancerGraph |
void |
Calls
Animancer.AnimancerGraph.OnGraphDestroyed in case Animancer.AnimancerGraph.Destroy wasn't called. |
AddContextMenuIK |
void |
[Editor-Only]
Adds functions to show and set
Animancer.AnimancerNodeBase.ApplyAnimatorIK and
Animancer.AnimancerNodeBase.ApplyFootIK .
Inherited from AnimancerNodeBase
static
|
AppendDescription |
void |
Appends a detailed descrption of the current details of this object.
|
AppendGraphDetails |
void |
Appends the structure of the
Animancer.AnimancerGraph.PlayableGraph . |
Append |
void |
Appends all registered
Animancer.IUpdatable s and System.IDisposable s. |
CancelPostUpdate |
void |
Removes the `updatable` from the list of objects that need to be updated after the playebles.
|
CancelPreUpdate |
void |
Removes the `updatable` from the list of objects that need to be updated before the playables.
|
Clear |
void |
[Editor-Only] [Internal] Discards the
Animancer.AnimancerGraph.InactiveInitializationStackTrace .static
|
CopyFrom |
void |
Copies all layers and states from `copyFrom` into this graph.
|
CopyFrom |
void |
Copies all layers and states from `copyFrom` into this graph.
|
CreateGraph |
PlayableGraph |
Creates a new empty
UnityEngine.Playables.PlayableGraph
and consumes the name set by Animancer.AnimancerGraph.SetNextGraphName(System.String) if it was called.
static
|
CreateOutput |
void |
Plays this playable on the specified `animator` and sets the
Animancer.AnimancerGraph.Component . |
CreateOutput |
void |
Plays this graph on the
Animancer.IAnimancerComponent.Animator
and sets the Animancer.AnimancerGraph.Component .
|
Destroy |
void |
Destroys the
Animancer.AnimancerGraph.PlayableGraph and everything in it. This operation cannot be undone. |
DestroyOutput |
bool |
Destroys the
Animancer.AnimancerGraph.Output if it exists and returns true if successful. |
DestroyPlayables |
void |
Destroys this
Animancer.AnimancerGraph and everything inside it (layers, states, etc.)
without destroying the Animancer.AnimancerGraph.PlayableGraph .
|
Evaluate |
void |
Evaluates all of the currently playing animations to apply their states to the animated objects.
|
Evaluate |
void |
Advances all currently playing animations by the specified amount of time (in seconds) and evaluates the
graph to apply their states to the animated objects.
|
GatherAnimationClips |
void |
[
Animancer.IAnimationClipCollection ] Gathers all the animations in all layers. |
GetKey |
Object |
Calls
Animancer.IAnimancerComponent.GetKey(UnityEngine.AnimationClip) on the Animancer.AnimancerGraph.Component . |
GetTotalWeight |
float |
Calculates the total
Animancer.AnimancerNode.Weight of all states in all layers. |
InsertOutputJob |
Animation |
[Pro-Only]
Inserts an animation job after the root of the
Animancer.AnimancerGraph.PlayableGraph
so that it can modify the final output.
|
InsertOutputPlayable |
void |
[Pro-Only]
Inserts a `playable` after the root of the
Animancer.AnimancerGraph.PlayableGraph
so that it can modify the final output.
|
IsPlaying |
bool |
Is least one animation being played?
|
IsPlaying |
bool |
[Warning]
You should not use an
Animancer.AnimancerState as a key.
Just check Animancer.AnimancerState.IsPlaying .
|
IsPlaying |
bool |
Is a state registered with the
Animancer.IHasKey.Key and currently playing? |
IsPlaying |
bool |
Is a state registered with the `key` and currently playing?
|
IsPlayingClip |
bool |
Is the `clip` currently being played by at least one state in the specified layer?
|
IsValidOrDispose |
bool |
Is this
Animancer.AnimancerGraph currently usable (not destroyed)? |
MarkAsUsed |
void |
[Assert-Conditional] Prevents the `node` from causing
Animancer.OptionalWarning.UnusedNode .Inherited from AnimancerNodeBase
static
|
On |
void |
Called when a child's
Animancer.AnimancerState.IsLooping value changes.Inherited from AnimancerNodeBase
|
PauseGraph |
void |
Freezes the
UnityEngine.Playables.PlayableGraph at its current state.
If you call this method, you are responsible for calling Animancer.AnimancerGraph.UnpauseGraph to resume playing.
|
RequirePostUpdate |
void |
[Pro-Only]
Adds the `updatable` to the list that need to be updated after the playables if it wasn't there already.
|
RequirePreUpdate |
void |
[Pro-Only]
Adds the `updatable` to the list that need to be updated before the playables if it wasn't there already.
|
Set |
void |
Sets
Animancer.AnimancerGraph.KeepChildrenConnected . |
SetNextGraphName |
void |
[Editor-Conditional]
Sets the display name for the next instance to give its
UnityEngine.Playables.PlayableGraph .
static
|
Stop |
void |
Calls
Animancer.AnimancerNode.Stop on all animations
to stop them from playing and rewind them to the start.
|
Stop |
AnimancerState |
[Warning]
You should not use an
Animancer.AnimancerState as a key.
Just call Animancer.AnimancerNode.Stop .
|
Stop |
AnimancerState |
Gets the state registered with the
Animancer.IHasKey.Key ,
stops and rewinds it to the start, then returns it.
|
Stop |
AnimancerState |
Calls
Animancer.AnimancerNode.Stop on the state registered with the `key`
to stop it from playing and rewind it to the start.
|
ToString |
string |
[Editor-Only] Returns "Component Name (Animancer)".
|
UnpauseGraph |
void |
Resumes playing the
UnityEngine.Playables.PlayableGraph if Animancer.AnimancerGraph.PauseGraph was called previously.
|
Operators
Name | Value | Summary |
---|---|---|
implicit operator |
PlayableGraph |