Summary
[Pro-Only]
    An 
		Animancer.AnimancerState which blends an array of other states together based on a two dimensional
    parameter and thresholds using Gradient Band Interpolation.
    - Assembly
- Animancer.dll 
- Namespace
- Animancer
- Interfaces
- 
									- ICopyable<AnimancerNode> 
- IEnumerable<AnimancerState> 
- IEnumerator
- IHasDescription
- IAnimation Clip Collection 
- ICloneable<AnimancerState> 
- ICopyable<AnimancerState> 
- ICopyable<ParentState> 
- ICopyable<ManualMixerState> 
- IParametizedState
- IUpdatable
- ICopyable<MixerState <Vector2> > 
- ICopyable<Vector2MixerState> 
- ICopyable<CartesianMixerState> 
 
- ICopyable
- Base Types
							graph BT
	Type-->Base0["Vector2MixerState"]
	click Base0 "/animancer/api/Animancer/Vector2MixerState"
	Base0-->Base1["MixerState<Vector2>"]
	Base1-->Base2["ManualMixerState"]
	click Base2 "/animancer/api/Animancer/ManualMixerState"
	Base2-->Base3["ParentState"]
	click Base3 "/animancer/api/Animancer/ParentState"
	Base3-->Base4["AnimancerState"]
	click Base4 "/animancer/api/Animancer/AnimancerState"
	Base4-->Base5["AnimancerNode"]
	click Base5 "/animancer/api/Animancer/AnimancerNode"
	Base5-->Base6["AnimancerNodeBase"]
	click Base6 "/animancer/api/Animancer/AnimancerNodeBase"
	Base6-->Base7["Object"]
	Type-.->Interface0["ICopyable<AnimancerNode>"]
	Type-.->Interface1["IEnumerable<AnimancerState>"]
	Type-.->Interface2["IEnumerator"]
	Type-.->Interface3["IHasDescription"]
	click Interface3 "/animancer/api/Animancer/IHasDescription"
	Type-.->Interface4["IAnimationClipCollection"]
	click Interface4 "/animancer/api/Animancer/IAnimationClipCollection"
	Type-.->Interface5["ICloneable<AnimancerState>"]
	Type-.->Interface6["ICopyable<AnimancerState>"]
	Type-.->Interface7["ICopyable<ParentState>"]
	Type-.->Interface8["ICopyable<ManualMixerState>"]
	Type-.->Interface9["IParametizedState"]
	click Interface9 "/animancer/api/Animancer/IParametizedState"
	Type-.->Interface10["IUpdatable"]
	click Interface10 "/animancer/api/Animancer/IUpdatable"
	Type-.->Interface11["ICopyable<MixerState<Vector2>>"]
	Type-.->Interface12["ICopyable<Vector2MixerState>"]
	Type-.->Interface13["ICopyable<CartesianMixerState>"]
	Type["CartesianMixerState"]
class Type type-node
						
					Syntax
public class CartesianMixerState : Vector2MixerState, ICopyable<AnimancerNode>, 
    IEnumerable<AnimancerState>, IEnumerator, IHasDescription, IAnimationClipCollection, 
    ICloneable<AnimancerState>, ICopyable<AnimancerState>, ICopyable<ParentState>, 
    ICopyable<ManualMixerState>, IParametizedState, IUpdatable, ICopyable<MixerState<Vector2>>, 
    ICopyable<Vector2MixerState>, ICopyable<CartesianMixerState>Remarks
    This mixer type is similar to the 2D Freeform Cartesian Blend Type in Mecanim Blend Trees.
    
    Documentation:
    
    Mixers
    
			Properties
| Name | Value | Summary | 
|---|---|---|
| ApplyAnimatorIK | bool | Inherited from ParentState | 
| ApplyFootIK | bool | Inherited from ParentState | 
| Apply | bool | 
    Should setting the  Animancer.AnimancerNodeBase.Parentalso set this node'sAnimancer.AnimancerNode.ApplyAnimatorIKto match it?
    Default is true.Inherited from AnimancerNode static | 
| ApplyParentFootIK | bool | 
    Should setting the  Animancer.AnimancerNodeBase.Parentalso set this node'sAnimancer.AnimancerNode.ApplyFootIKto match it?
    Default is true.Inherited from AnimancerNode static | 
| ChildCapacity | int | The size of the internal array of  Animancer.ParentState.ChildStates.Inherited from ParentState | 
| ChildCount | int | The number of nodes using this as their  Animancer.AnimancerNodeBase.Parent.Inherited from ParentState | 
| ChildStates | AnimancerState[] | The children contained within this state. Inherited from ParentState | 
| Clip | AnimationClip | The  UnityEngine.AnimationClipwhich this state plays (if any).Inherited from AnimancerState | 
| DebugName | Object | [Assert-Only] The Inspector display name of this node. Inherited from AnimancerNode | 
| DefaultChildCapacity | int | Animancer.ParentState.ChildCapacitystarts at 0 then expands to this value when the first child is added.Inherited from ParentState static | 
| Duration | float | 
     The number of seconds the animation will take to play fully at its current
      Animancer.AnimancerNodeBase.EffectiveSpeed.Inherited from AnimancerState | 
| EffectiveSpeed | float | 
    The  Animancer.AnimancerNodeBase.Speedof this node multiplied by theAnimancer.AnimancerNodeBase.Speedof each of its parents to
    determine the actual speed it's playing at.Inherited from AnimancerNodeBase | 
| EffectiveWeight | float | 
    The  Animancer.AnimancerNode.Weightof this state multiplied by theAnimancer.AnimancerNode.Weightof each of its parents down
    the hierarchy to determine how much this state affects the final output.Inherited from AnimancerNode | 
| FadeGroup | FadeGroup | The current fade being applied to this node (if any). Inherited from AnimancerNode | 
| FadeSpeed | float | The speed at which this node is fading towards the  Animancer.AnimancerNode.TargetWeight.Inherited from AnimancerNode | 
| Graph | AnimancerGraph | The  Animancer.AnimancerGraphcontaining this node.Inherited from AnimancerNodeBase | 
| HasEvents | bool | Have the  Animancer.AnimancerState.SharedEventsorAnimancer.AnimancerState.OwnedEventsbeen initialized?Inherited from AnimancerState | 
| HasOwnedEvents | bool | Have the  Animancer.AnimancerState.OwnedEventsbeen initialized?Inherited from AnimancerState | 
| Index | int | The index of the port this node is connected to on the parent's  UnityEngine.Playables.Playable.Inherited from AnimancerNode | 
| IsActive | bool | Is this state currently updating or affecting the animation output? Inherited from AnimancerState | 
| IsCurrent | bool | Is this state playing and not fading out? Inherited from AnimancerState | 
| IsLooping | bool | Are any child states looping? Inherited from ManualMixerState | 
| IsPlaying | bool | Is the  Animancer.AnimancerState.Timeautomatically advancing?Inherited from AnimancerState | 
| IsStopped | bool | Is this state not playing and at 0  Animancer.AnimancerNode.Weight?Inherited from AnimancerState | 
| Keep | bool | Should child playables stay connected to the graph at all times? Inherited from AnimancerNodeBase | 
| Key | Object | 
    The object used to identify this state in the graph  Animancer.AnimancerGraph.Statesdictionary.
    Can be null.Inherited from AnimancerState | 
| Layer | AnimancerLayer | The root  Animancer.AnimancerLayerwhich this node is connected to (if any).Inherited from AnimancerNodeBase | 
| LayerIndex | int | 
    The index of the  Animancer.AnimancerLayerthis state is connected to
    (determined by theAnimancer.AnimancerNodeBase.Parent).Inherited from AnimancerState | 
| LoopingChildCount | int | If greater than 0 then  Animancer.ManualMixerState.IsLoopingis true.Inherited from ManualMixerState | 
| MainObject | Object | The main object to show in the Inspector for this state (if any). Inherited from AnimancerState | 
| MainObjectType | Type | [Editor-Only] The base type which can be assigned to the  Animancer.AnimancerState.MainObject.Inherited from AnimancerState | 
| Minimum | float | The minimum total weight of all children for their times to be synchronized. Default 0.01. Inherited from ManualMixerState static | 
| NormalizedEndTime | float | 
    The  Animancer.AnimancerState.NormalizedTimeafter which theAnimancer.AnimancerEvent.Sequence.OnEndcallback will be invoked every frame.Inherited from AnimancerState | 
| NormalizedParameter | Vector2 | The  Animancer.MixerState`1.Parameternormalized across all thresholds.Inherited from Vector2MixerState | 
| NormalizedTime | float | 
     The  Animancer.AnimancerState.Timeof this state as a portion of the animation'sAnimancer.AnimancerState.Length, meaning the
     value goes from 0 to 1 as it plays from start to end, regardless of how long that actually takes.Inherited from AnimancerState | 
| NormalizedTimeD | double | The underlying  doublevalue ofAnimancer.AnimancerState.NormalizedTime.Inherited from AnimancerState | 
| OwnedEvents | AnimancerEvent | 
    Events which will be triggered while this state plays
    based on its  Animancer.AnimancerState.NormalizedTime.Inherited from AnimancerState | 
| Owner | Object | [Assert-Only] An optional reference to the object that owns this state. Inherited from AnimancerState | 
| ParameterNameX | StringReference | 
    If set, this will be used as a key in the  Animancer.ParameterDictionaryso any
    changes to that parameter will automatically set theAnimancer.Vector2MixerState.ParameterX.Inherited from Vector2MixerState | 
| ParameterNameY | StringReference | 
    If set, this will be used as a key in the  Animancer.ParameterDictionaryso any
    changes to that parameter will automatically set theAnimancer.Vector2MixerState.ParameterY.Inherited from Vector2MixerState | 
| ParameterX | float | Animancer.MixerState`1.Parameter.x.Inherited from Vector2MixerState | 
| ParameterY | float | Animancer.MixerState`1.Parameter.y.Inherited from Vector2MixerState | 
| 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 | 
| Raise | bool | Should events be raised on a state which is currently fading out? Inherited from AnimancerState static | 
| RemainingDuration | float | 
     The number of seconds this state will take to go from its current  Animancer.AnimancerState.NormalizedTimeto theAnimancer.AnimancerState.NormalizedEndTimeat its currentAnimancer.AnimancerNodeBase.EffectiveSpeed.Inherited from AnimancerState | 
| SharedEvents | AnimancerEvent | 
    Events which will be triggered while this state plays
    based on its  Animancer.AnimancerState.NormalizedTime.Inherited from AnimancerState | 
| Speed | float | [Pro-Only] How fast the  Animancer.AnimancerState.Timeis advancing every frame (default 1).Inherited from AnimancerNodeBase | 
| Synchronized | int | The number of  Animancer.ManualMixerState.SynchronizedChildren.Inherited from ManualMixerState | 
| SynchronizedChildren | AnimancerState[] | A copy of the internal list of child states that will have their times synchronized. Inherited from ManualMixerState | 
| Synchronize | bool | Should newly added children be automatically added to the synchronization list? Default true. Inherited from ManualMixerState static | 
| TargetWeight | float | 
    The desired  Animancer.AnimancerNode.Weightwhich this node is fading towards according to theAnimancer.AnimancerNode.FadeSpeed.Inherited from AnimancerNode | 
| Time | float | The number of seconds that have passed since the start of this animation. Inherited from AnimancerState | 
| TimeD | double | The underlying  doublevalue ofAnimancer.AnimancerState.Time.Inherited from AnimancerState | 
| TraceConstructor | bool | [Assert-Only]
    Should a  System.Diagnostics.StackTracebe captured in the constructor of all new nodes soAnimancer.OptionalWarning.UnusedNodecan include it in the warning if that node ends up being unused?Inherited from AnimancerNode static | 
| UpdatableIndex | int | The index of this object in its  Animancer.IndexedList`2.Inherited from ManualMixerState | 
| Weight | float | The current blend weight of this node which determines how much it affects the final output. Inherited from AnimancerNode | 
Methods
| Name | Value | Summary | 
|---|---|---|
| ~AnimancerNode | void | [Assert-Only] Checks  Animancer.OptionalWarning.UnusedNode.Inherited from AnimancerNode | 
| Add | void | Assigns the `state` as a child of this mixer. Inherited from ParentState | 
| Add | ClipState | Creates and returns a new  Animancer.ClipStateto play the `clip` as a child of this mixer.Inherited from ParentState | 
| Add | AnimancerState | Calls  Animancer.AnimancerUtilities.CreateStateAndApply(Animancer.ITransition,Animancer.AnimancerGraph)thenAnimancer.ParentState.Add(Animancer.AnimancerState).Inherited from ParentState | 
| Add | AnimancerState | Calls one of the other  Animancer.ParentState.Add(System.Object)overloads as appropriate for the `child`.Inherited from ParentState | 
| AddContextMenuIK | void | [Editor-Only]
    Adds functions to show and set  Animancer.AnimancerNodeBase.ApplyAnimatorIKandAnimancer.AnimancerNodeBase.ApplyFootIK.Inherited from AnimancerNodeBase static | 
| AddRange | void | Calls  Animancer.ParentState.Add(UnityEngine.AnimationClip)for each of the `clips`.Inherited from ParentState | 
| AddRange | void | Calls  Animancer.ParentState.Add(UnityEngine.AnimationClip)for each of the `clips`.Inherited from ParentState | 
| AddRange | void | Calls  Animancer.ParentState.Add(Animancer.ITransition)for each of the `transitions`.Inherited from ParentState | 
| AddRange | void | Calls  Animancer.ParentState.Add(System.Object)for each of the `children`.Inherited from ParentState | 
| AddRange | void | Calls  Animancer.ParentState.Add(Animancer.ITransition)for each of the `transitions`.Inherited from ParentState | 
| AddRange | void | Calls  Animancer.ParentState.Add(System.Object)for each of the `children`.Inherited from ParentState | 
| AppendDescription | void | Appends a detailed descrption of the current details of this object. Inherited from AnimancerNode | 
| AppendIKDetails | void | 
    Appends the details of  Animancer.AnimancerNodeBase.ApplyAnimatorIKandAnimancer.AnimancerNodeBase.ApplyFootIK.Inherited from AnimancerNode static | 
| AppendParameter | void | Appends the `parameter` in a viewer-friendly format. Inherited from Vector2MixerState | 
| Assert | void | [Assert-Only]
    Calls  Animancer.AnimancerNode.GetConnectionStatusErrorand logs the result if it isn'tnull.Inherited from AnimancerNode | 
| Assert | void | [Assert-Only] Calls  Animancer.AnimancerNode.AssertConnectionStatusfor the `node` and all of its children.Inherited from AnimancerNode static | 
| AssertOwnership | void | [Assert-Conditional]
    Sets the  Animancer.AnimancerState.Ownerand asserts that it wasn't already set to a different object.Inherited from AnimancerState | 
| Calculate | float | 
    The multiplied  UnityEngine.Playables.PlayableExtensions.GetSpeed``1(``0)of this mixer and its parents down the
    hierarchy to determine the actual speed its output is being played at.Inherited from ManualMixerState | 
| CalculateTotalWeight | float | Calculates the sum of the  Animancer.AnimancerNode.Weightof all `states`.Inherited from ManualMixerState static | 
| CancelFade | void | Removes this node from the  Animancer.AnimancerNode.FadeGroup.Inherited from AnimancerNode | 
| ChangeMainObject | bool | 
    Sets the `currentObject` and calls  Animancer.AnimancerNode.RecreatePlayable.
    If the `currentObject` was being used as theAnimancer.AnimancerState.Keythen it is changed as well.Inherited from AnimancerState | 
| Clone | AnimancerState | |
| CopyFrom | void | Copies the details of `copyFrom` into this node, replacing its previous contents. Inherited from AnimancerState | 
| CopyFrom | void | Copies the contents of `copyFrom` into this object, replacing its previous contents. Inherited from ParentState | 
| CopyFrom | void | Copies the contents of `copyFrom` into this object, replacing its previous contents. | 
| CopyFrom | void | Copies the contents of `copyFrom` into this object, replacing its previous contents. Inherited from Vector2MixerState | 
| CopyFrom | void | Copies the contents of `copyFrom` into this object, replacing its previous contents. Inherited from ParentState | 
| CopyFrom | void | Copies the contents of `copyFrom` into this object, replacing its previous contents. | 
| CopyIKFlags | void | 
    Copies the IK settings from `copyFrom` into this node:
     
 Inherited from AnimancerNode | 
| CreatePlayable | void | Creates and assigns the  UnityEngine.Playables.Playablemanaged by this state.Inherited from AnimancerState | 
| CreatePlayable | Animation | 
    Creates an  UnityEngine.Animations.AnimationScriptPlayableto run the specified Animation Job instead of the usualUnityEngine.Animations.AnimationMixerPlayable.Inherited from ManualMixerState | 
| CreatePlayable | void | 
    Creates an  UnityEngine.Animations.AnimationScriptPlayableto run the specified Animation Job instead of the usualUnityEngine.Animations.AnimationMixerPlayable.Inherited from ManualMixerState | 
| Destroy | void | Inherited from Vector2MixerState | 
| DestroyChildren | void | 
    Destroys all  Animancer.ParentState.ChildStatesconnected to this mixer.
    This operation cannot be undone.Inherited from ParentState | 
| DestroyPlayable | void | Destroys the  UnityEngine.Playables.Playable.Inherited from AnimancerNode | 
| Disable | void | Sets the weight of all states after the `previousIndex` to 0. Inherited from ManualMixerState | 
| DisconnectChildSafe | void | Disconnects the  UnityEngine.Playables.Playableof the child at the specified `index` from this node.Inherited from AnimancerNode | 
| DontSynchronize | void | Removes the `state` from the  Animancer.ManualMixerState.SynchronizedChildren.Inherited from ManualMixerState | 
| Dont | void | Removes all children of this mixer from the  Animancer.ManualMixerState.SynchronizedChildren.Inherited from ManualMixerState | 
| Ensure | void | 
    Ensures that the remaining unused  Animancer.ParentState.ChildCapacityis greater than or equal to the specified `minimumCapacity`.Inherited from ParentState | 
| Events | bool | 
    If the `events` are  null, this method assigns anewAnimancer.AnimancerEvent.Sequenceand returnstrueto indicate that the caller should now initialize their event callbacks.
    Otherwise, this method simply assigns the provided `events` to this state and returnsfalse.Inherited from AnimancerState | 
| Events | AnimancerEvent | 
    If the  Animancer.AnimancerState.OwnedEventshaven't been initialized yet,
    this method gets them and returnstrue.Inherited from AnimancerState | 
| Events | bool | 
    If the  Animancer.AnimancerState.OwnedEventshaven't been initialized yet,
    this method gets them and returnstrue.Inherited from AnimancerState | 
| FinishImmediately | void | 
    Sets the  Animancer.AnimancerState.NormalizedTimeto theAnimancer.AnimancerState.NormalizedEndTimeand invokes any remainingAnimancer.AnimancerEvents.Inherited from AnimancerState | 
| Force | void | 
    Recalculates the weights of all child states based on the current value of the
     Animancer.MixerState`1.Parameterand the thresholds. | 
| GatherAnimationClips | void | [ Animancer.IAnimationClipCollection] Gathers all the animations in this state.Inherited from ParentState | 
| GetChild | AnimancerState | Returns the state connected to the specified `index` as a child of this node. Inherited from ParentState | 
| Get | string | 
    Returns  nullif this node is properly connected to its parent.
    Otherwise, returns an error message to be logged.Inherited from AnimancerState | 
| Get | StackTrace | [Assert-Only]
    Returns the stack trace of the constructor (or null if  Animancer.AnimancerNode.TraceConstructorwas false).Inherited from AnimancerNode static | 
| GetEnumerator | FastEnumerator | Gets an enumerator for all of this node's child states. Inherited from ParentState | 
| GetEventDispatchInfo | AnimancerEvent | Gets the details used to trigger  Animancer.AnimancerEvents on this state.Inherited from ManualMixerState | 
| GetJobData | T | 
    Gets the Animation Job data from the  UnityEngine.Animations.AnimationScriptPlayable.Inherited from ManualMixerState | 
| GetParameterError | string | 
    Returns an error message if the given `parameter` value can't be assigned to the  Animancer.MixerState`1.Parameter.
    Otherwise returns null.Inherited from Vector2MixerState | 
| GetParameters | void | Gets the details of all parameters in this state. Inherited from Vector2MixerState | 
| GetParentMixer | ManualMixerState | 
    Returns the highest  Animancer.ManualMixerStatein the hierarchy above this mixer
    or this mixer itself if there are none above it.Inherited from ManualMixerState | 
| GetParentMixer | ManualMixerState | Returns the highest  Animancer.ManualMixerStatein the hierarchy above the `state` (inclusive).Inherited from ManualMixerState static | 
| GetPath | string | Returns the hierarchy path of this node through its  Animancer.AnimancerNodeBase.Parents.Inherited from AnimancerNode | 
| Get | float[] | Returns an array at least as large as the `count`. Inherited from ManualMixerState static | 
| GetThresholdBounds | void | Gets the lowest and highest threshold values on each axis. Inherited from Vector2MixerState | 
| IndexOf | int | Returns the index of the specified `child` state. Inherited from ParentState | 
| Initialize | void | Initializes the internal  Animancer.ManualMixerState.SynchronizedChildrenlist.Inherited from ManualMixerState | 
| IsChildOf | bool | Is the `child` a child of the `parent`? Inherited from ManualMixerState static | 
| Is | bool | 
    Returns true if the animation is playing and has not yet passed the
     Animancer.AnimancerEvent.Sequence.EndEvent.Inherited from AnimancerState | 
| IsSynchronized | bool | Is the `state` in the  Animancer.ManualMixerState.SynchronizedChildren?Inherited from ManualMixerState | 
| MarkAsUsed | void | [Assert-Conditional] Prevents the `node` from causing  Animancer.OptionalWarning.UnusedNode.Inherited from AnimancerNodeBase static | 
| MoveTime | void | 
    Sets the  Animancer.AnimancerState.TimeorAnimancer.AnimancerState.NormalizedTime, but unlike those properties
    this method doesn't skip Events or Root Motion between the old and new time.Inherited from ManualMixerState | 
| MoveTime | void | 
    Sets the  Animancer.AnimancerState.TimeorAnimancer.AnimancerState.NormalizedTime, but unlike those properties
    this method doesn't skip Events or Root Motion between the old and new time.Inherited from AnimancerState | 
| Normalize | void | Divides `weights` by the `totalWeight` and applies them to the child states. Inherited from ManualMixerState | 
| NormalizeDurations | void | 
    Recalculates the  Animancer.AnimancerState.Durationof all child states so that they add up to 1.Inherited from ManualMixerState | 
| On | void | Called when a child's  Animancer.AnimancerState.IsLoopingvalue changes.Inherited from ManualMixerState | 
| OnThresholdsChanged | void | 
    Called whenever the thresholds are changed. Indicates that the internal blend factors need to be
    recalculated and triggers weight recalculation.
     | 
| Play | void | 
    Plays this state immediately, without any blending and without affecting any other states.
     Inherited from AnimancerState | 
| Recreate | void | Calls  Animancer.AnimancerNode.RecreatePlayableon this node and all its children recursively.Inherited from AnimancerNode | 
| Remove | void | Removes the specified `child`. Inherited from ParentState | 
| Remove | void | Removes the child at the specified `index`. Inherited from ParentState | 
| Set | void | Replaces the `child` at the specified `index`. Inherited from ManualMixerState | 
| Set | ClipState | Replaces the child at the specified `index` with a new  Animancer.ClipState.Inherited from ParentState | 
| Set | AnimancerState | Replaces the child at the specified `index` with a  Animancer.ITransition.CreateState.Inherited from ParentState | 
| Set | AnimancerState | Calls one of the other  Animancer.ParentState.Set(System.Int32,System.Object,System.Boolean)overloads as appropriate for the `child`.Inherited from ParentState | 
| SetChildrenTime | void | 
    Sets  Animancer.AnimancerState.Timefor allAnimancer.ParentState.ChildStates.Inherited from ManualMixerState | 
| SetDebugName | void | [Assert-Conditional] Sets the  Animancer.AnimancerNode.DebugNameto display in the Inspector.Inherited from AnimancerNode | 
| SetExpectFade | void | [Internal] Sets a flag for  Animancer.OptionalWarning.ExpectFade.Inherited from AnimancerState static | 
| SetGraph | void | Inherited from Vector2MixerState | 
| SetJobData | void | 
    Sets the Animation Job data in the  UnityEngine.Animations.AnimationScriptPlayable.Inherited from ManualMixerState | 
| SetParameters | void | Sets the details of all parameters in this state. Inherited from Vector2MixerState | 
| SetParent | void | Connects this state to the `parent` at its next available child index. Inherited from AnimancerState | 
| SetWeight | 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.
     Inherited from AnimancerState | 
| StartFade | void | 
    Calls  Animancer.AnimancerNode.OnStartFadeand starts fading theAnimancer.AnimancerNode.Weightover the course
    of theAnimancer.AnimancerGraph.DefaultFadeDuration(in seconds).Inherited from AnimancerNode | 
| StartFade | void | 
    Calls  Animancer.AnimancerNode.OnStartFadeand starts fading theAnimancer.AnimancerNode.Weightover the course of the `fadeDuration` (in seconds).Inherited from AnimancerNode | 
| Stop | void | Stops the animation and makes it inactive immediately so it no longer affects the output. Inherited from AnimancerNode | 
| Synchronize | void | Adds the `state` to the  Animancer.ManualMixerState.SynchronizedChildren.Inherited from ManualMixerState | 
| ToString | string | 
    Returns a string describing the type of this mixer and the name of states connected to it.
     Inherited from ParentState | 
| Update | void | 
    Checks if any events should be invoked on the `parent` and its children recursively.
     Inherited from AnimancerState static | 
| Update | void | 
    Checks if any events should be invoked on the `parent` and its children recursively.
     Inherited from AnimancerState static | 
Extension Methods
| Name | Value | Summary | 
|---|---|---|
| Calculate | float | [Animancer Extension] [Editor-Only]
    Returns the duration of the `node`s current fade (if any), otherwise returns the `defaultDuration`.
     | 
| Calculate | void | [Animancer Extension] [Pro-Only]
    Calculates all thresholds in the `mixer` using the
     Animancer.AnimancerState.AverageVelocityof each state on the X and Z axes.
    
    Note that this method requires theRoot Transform Position (XZ) -> Bake Into Posetoggle to be disabled in the Import Settings of eachUnityEngine.AnimationClipin the mixer.From AnimancerUtilities | 
| IsValid | bool | [Animancer Extension]
    Is the `node` is not null and its  Animancer.AnimancerNodeBase.Playablevalid?From AnimancerUtilities |