Summary
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.
- Assembly
- Animancer
.dll - Namespace
- Animancer
- Containing Type
- AnimancerState
Syntax
public float NormalizedTime { get; set; }
Remarks
This value continues increasing after the animation passes the end of its
Animancer.AnimancerState.Length, regardless of whether it Animancer.AnimancerState.IsLooping or not.
The fractional part of the value (NormalizedTime % 1)
is the percentage (0-1) of progress in the current loop
while the integer part ((int)NormalizedTime)
is the number of times the animation has been looped.
Setting this value will skip Events and Root Motion between the old and new time.
Use Animancer.AnimancerState.MoveTime(System.Single,System.Boolean) instead if you don't want that behaviour.
Animancer Lite doesn't allow this value to be changed in runtime builds (except resetting it to 0).
Example: void TimeExample(AnimancerComponent animancer, AnimationClip clip)
{
var state = animancer.Play(clip);
// Skip 0.5 seconds into the animation:
state.Time = 0.5f;
// Skip 50% of the way through the animation (0.5 in a range of 0 to 1):
state.NormalizedTime = 0.5f;
// Skip to the end of the animation and play backwards:
state.NormalizedTime = 1;
state.Speed = -1;
}Value
| Type | Description |
|---|---|
| float |