Animancer v6.0 is currently available for testing.

AnimancerState Class

Summary

Base class for all states in an Animancer.AnimancerPlayable graph which manages one or more UnityEngine.Playables.Playables.
graph BT Type-->Base0["AnimancerNode"] click Base0 "/animancer/api/Animancer/AnimancerNode" Base0-->Base1["Key"] click Base1 "/animancer/api/Animancer/Key" Base1-->Base2["Object"] Type-.->Interface0["IKeyedListItem"] click Interface0 "/animancer/api/Animancer/IKeyedListItem" Type-.->Interface1["IEnumerable<AnimancerState>"] Type-.->Interface2["IEnumerator"] Type-.->Interface3["IPlayableWrapper"] click Interface3 "/animancer/api/Animancer/IPlayableWrapper" Type-.->Interface4["IAnimationClipCollection"] click Interface4 "/animancer/api/Animancer/IAnimationClipCollection" Type["AnimancerState"] class Type type-node Derived0["ControllerState"]-->Type click Derived0 "/animancer/api/Animancer/ControllerState" Derived1["ClipState"]-->Type click Derived1 "/animancer/api/Animancer/ClipState" Derived2["PlayableAssetState"]-->Type click Derived2 "/animancer/api/Animancer/PlayableAssetState" Derived3["MixerState"]-->Type click Derived3 "/animancer/api/Animancer/MixerState"

Syntax

public abstract class AnimancerState : AnimancerNode, IKeyedListItem, IEnumerable<AnimancerState>, 
    IEnumerator, IPlayableWrapper, IAnimationClipCollection

Remarks

This class can be used as a custom yield instruction to wait until the animation either stops playing or reaches its end.

Documentation: States

Properties

Name Value Summary
ApplyAnimatorIK bool
[Animancer.IHasIK] Determines whether OnAnimatorIK(int layerIndex) will be called on the animated object while this node and its children are active. The initial value is determined by Animancer.AnimancerPlayable.DefaultApplyAnimatorIK.

This is equivalent to the "IK Pass" toggle in Animator Controller layers.

Note that this property only applies to Animancer.ClipStates.
Inherited from AnimancerNode
ApplyFootIK bool
[Animancer.IHasIK] Determines whether this node and its children are applying IK to the character's feet. The initial value is determined by Animancer.AnimancerPlayable.DefaultApplyFootIK.

This is equivalent to the "Foot IK" toggle in Animator Controller states.

Note that this property only applies to Animancer.ClipStates.
Inherited from AnimancerNode
AverageVelocity Vector3
The average velocity of the root motion caused by this state.
ChildCount int
[Animancer.IPlayableWrapper] The number of states using this node as their Animancer.AnimancerState.Parent.
Inherited from AnimancerNode
Clip AnimationClip
The UnityEngine.AnimationClip which this state plays (if any).
Duration float
The number of seconds the animation will take to play fully at its current Animancer.AnimancerNode.Speed.
EditorName string
[Editor-Only] The Inspector display name of this node.
Inherited from AnimancerNode
EffectiveSpeed float
The Animancer.AnimancerNode.Speed of this node multiplied by the Animancer.AnimancerNode.Speed of each of its parents to determine the actual speed it's playing at.
Inherited from AnimancerNode
EffectiveWeight float
The Animancer.AnimancerNode.Weight of this state multiplied by the Animancer.AnimancerNode.Weight of each of its parents down the hierarchy to determine how much this state affects the final output.
EventPoolCapacity int
The capacity of the internal list in the Animancer.ObjectPool`1 for Animancer.AnimancerState.EventRunner.
static
EventPoolCount int
The number of spare items in the Animancer.ObjectPool`1 for Animancer.AnimancerState.EventRunner.
static
Events AnimancerEvent.Sequence
A list of Animancer.AnimancerEvents that will occur while this state plays as well as one that specifically defines when this state ends.

Accessing this property will acquire a spare Animancer.AnimancerEvent.Sequence from the Animancer.ObjectPool if none was already assigned. You can use Animancer.AnimancerState.HasEvents to check beforehand.

Animancer Lite does not allow the use of events in runtime builds, except for .
FadeSpeed float
The speed at which this node is fading towards the Animancer.AnimancerNode.TargetWeight.
Inherited from AnimancerNode
HasEvents bool
Indicates whether this state currently has an Animancer.AnimancerEvent.Sequence (since accessing the Animancer.AnimancerState.Events would automatically get one from the Animancer.ObjectPool).
Index int
The index of the port this node is connected to on the parent's UnityEngine.Playables.Playable.
Inherited from AnimancerNode
IsActive bool
Returns true if this state is playing and is at or fading towards a non-zero Animancer.AnimancerNode.Weight.
IsLooping bool
Will this state loop back to the start when it reaches the end?
IsPlaying bool
Is the Animancer.AnimancerState.Time automatically advancing?
IsStopped bool
Returns true if this state is not playing and is at 0 Animancer.AnimancerNode.Weight.
IsValid bool
Indicates whether the Animancer.AnimancerNode._Playable is usable (properly initialised and not destroyed).
Inherited from AnimancerNode
KeepChildrenConnected bool
Indicates whether child playables should stay connected to this mixer at all times (default false).
Inherited from AnimancerNode
Key Object
The object used to identify this state in the root Animancer.AnimancerPlayable.States dictionary. Can be null.
Layer AnimancerLayer
The root Animancer.AnimancerLayer which this node is connected to.
LayerIndex int
The index of the Animancer.AnimancerLayer this state is connected to (determined by the Animancer.AnimancerState.Parent).
Length float
The total time this state would take to play in seconds when Animancer.AnimancerNode.Speed = 1.
MainObject Object
The main object to show in the Inspector for this state (if any).
NormalizedEndTime float
[Pro-Only] The Animancer.AnimancerState.NormalizedTime after which the Animancer.AnimancerEvent.Sequence.OnEnd callback will be invoked every frame.
NormalizedTime float
The Animancer.AnimancerState.Time of this state as a portion of the animation's Animancer.AnimancerState.Length, meaning the value goes from 0 to 1 as it plays from start to end, regardless of how long that actually takes.
Parent IPlayableWrapper
The object which receives the output of the UnityEngine.Playables.Playable.
RawTime float
The internal implementation of Animancer.AnimancerState.Time which directly gets and sets the underlying value.
RemainingDuration float
The number of seconds the animation will take to reach the Animancer.AnimancerState.NormalizedEndTime at its current Animancer.AnimancerNode.Speed.
Root AnimancerPlayable
The Animancer.AnimancerPlayable at the root of the graph.
Inherited from AnimancerNode
Speed float
[Pro-Only] How fast the Animancer.AnimancerState.Time is advancing every frame.

1 is the normal speed.

A negative value will play the animation backwards.
Inherited from AnimancerNode
TargetWeight float
The desired Animancer.AnimancerNode.Weight which this node is fading towards according to the Animancer.AnimancerNode.FadeSpeed.
Inherited from AnimancerNode
Time float
The number of seconds that have passed since the start of this animation.
Weight float
The current blend weight of this node which determines how much it affects the final output. 0 has no effect while 1 applies the full effect of this node and values inbetween apply a proportional effect.

Setting this property cancels any fade currently in progress. If you don't wish to do that, you can use Animancer.AnimancerNode.SetWeight(System.Single) instead.

Animancer Lite only allows this value to be set to 0 or 1 in runtime builds.
Inherited from AnimancerNode

Methods

Name Value Summary
AppendDescription(StringBuilder, int, string) void
Appends a detailed descrption of the current details of this node.
Inherited from AnimancerNode
AppendDetails(StringBuilder, string) void
Called by Animancer.AnimancerNode.AppendDescription(System.Text.StringBuilder,System.Int32,System.String) to append the details of this node.
CancelSetTime() void
Prevents the Animancer.AnimancerState.RawTime from being applied.
ChangeMainObject<T>(T, T) void
Sets the `currentObject` and calls Animancer.AnimancerNode.RecreatePlayable. If the `currentObject` was being used as the Animancer.AnimancerState.Key then it is changed as well.
CreatePlayable() void
Creates and assigns the UnityEngine.Playables.Playable managed by this state.
CreatePlayable(Playable) void
Creates and assigns the UnityEngine.Playables.Playable managed by this node.
Inherited from AnimancerNode
Destroy() void
Destroys the UnityEngine.Playables.Playable and cleans up this state.
DestroyPlayable() void
Destroys the UnityEngine.Playables.Playable.
Inherited from AnimancerNode
GatherAnimationClips(ICollection<AnimationClip>) void
[Animancer.IAnimationClipCollection] Gathers all the animations in this state.
GetChild(int) AnimancerState
[Animancer.IPlayableWrapper] Returns the state connected to the specified `index` as a child of this node.
Inherited from AnimancerNode
GetDescription(int, string) string
Returns a detailed descrption of the current details of this node.
Inherited from AnimancerNode
GetEnumerator() IEnumerator<AnimancerState>
Gets an enumerator for all of this node's child states.
Inherited from AnimancerNode
GetPath() string
Returns the hierarchy path of this state through its Animancer.AnimancerState.Parents.
IndexOf(Key) int
Returns location of this object in the list (or -1 if it is not currently in a keyed list).
Inherited from Key
static
IsInList(Key) bool
Indicates whether the specified object is currently in a keyed list.
Inherited from Key
static
OnAddChild(IList<AnimancerState>, AnimancerState) void
Connects the `state` to this node at its Animancer.AnimancerNode.Index.
Inherited from AnimancerNode
Play() void
Plays this state immediately, without any blending.
RecreatePlayable() void
Calls Animancer.AnimancerNode.DestroyPlayable and Animancer.AnimancerNode.CreatePlayable.
Inherited from AnimancerNode
RecreatePlayableRecursive() void
Calls Animancer.AnimancerNode.RecreatePlayable on this node and all its children recursively.
Inherited from AnimancerNode
RequireUpdate() void
Calls Animancer.AnimancerPlayable.RequireUpdate(Animancer.AnimancerNode) as long as the Animancer.AnimancerNode.Root is not null.
Inherited from AnimancerNode
SetEditorName(string) void
[Editor-Conditional] Sets the Inspector display name of this node. Animancer.AnimancerNode.ToString returns the name.
Inherited from AnimancerNode
SetMinEventPoolCount(int) void
If the Animancer.AnimancerState.EventPoolCount is less than the specified value, this method increases it to that value by creating new objects.
static
SetParent(AnimancerNode, int) void
Connects this state to the `parent` mixer at the specified `index`.
SetRoot(AnimancerPlayable) void
The Animancer.AnimancerPlayable at the root of the graph.
SetWeight(float) void
Sets the current blend weight of this node which determines how much it affects the final output. 0 has no effect while 1 applies the full effect of this node.

This method allows any fade currently in progress to continue. If you don't wish to do that, you can set the Animancer.AnimancerNode.Weight property instead.

Animancer Lite only allows this value to be set to 0 or 1 in runtime builds.
Inherited from AnimancerNode
StartFade(float, float) void
Calls Animancer.AnimancerNode.OnStartFade and starts fading the Animancer.AnimancerNode.Weight over the course of the `fadeDuration` (in seconds).

If the `targetWeight` is 0 then Animancer.AnimancerNode.Stop will be called when the fade is complete.

If the Animancer.AnimancerNode.Weight is already equal to the `targetWeight` then the fade will end immediately.

Animancer Lite only allows a `targetWeight` of 0 or 1 and the default `fadeDuration` (0.25 seconds) in runtime builds.
Inherited from AnimancerNode
Stop() void
Stops the animation and makes it inactive immediately so it no longer affects the output.
ToString() string
Returns the Animancer.AnimancerNode.EditorName if one is set, otherwise a string describing the type of this state and the name of the Animancer.AnimancerState.MainObject.

Extension Methods

Name Value Summary
CalculateEditorFadeDuration(float) float
Returns the duration of the `node`s current fade (if any), otherwise returns the `defaultDuration`.
IsValid() bool
Returns true if the `node` is not null and Animancer.AnimancerNode.IsValid.