Summary
[Pro-Only]
An
Animancer.AnimancerState which plays a UnityEngine.RuntimeAnimatorController.
- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
- Base Types
graph BT
Type-->Base0["AnimancerState"]
click Base0 "/animancer/api/Animancer/AnimancerState"
Base0-->Base1["AnimancerNode"]
click Base1 "/animancer/api/Animancer/AnimancerNode"
Base1-->Base2["AnimancerNodeBase"]
click Base2 "/animancer/api/Animancer/AnimancerNodeBase"
Base2-->Base3["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<ControllerState>"]
Type-.->Interface8["IParametizedState"]
click Interface8 "/animancer/api/Animancer/IParametizedState"
Type-.->Interface9["IUpdatable"]
click Interface9 "/animancer/api/Animancer/IUpdatable"
Type["ControllerState"]
class Type type-node
Syntax
public class ControllerState : AnimancerState, ICopyable<AnimancerNode>,
IEnumerable<AnimancerState>, IEnumerator, IHasDescription, IAnimationClipCollection,
ICloneable<AnimancerState>, ICopyable<AnimancerState>, ICopyable<ControllerState>,
IParametizedState, IUpdatable
Remarks
This state can be controlled very similarly to an
UnityEngine.Animator
via its Animancer.ControllerState.Playable property.
Documentation:
Animator Controllers
Constructors
| Name | Summary |
|---|---|
| ControllerState |
Creates a new Animancer.ControllerState to play the `controller`. |
| ControllerState |
Creates a new Animancer.ControllerState to play the `controller`. |
Fields
| Name | Constant Value | Summary |
|---|---|---|
| DefaultFadeDuration | -1 |
The default constant for fade duration parameters which causes it to use the
Animancer.AnimancerGraph.DefaultFadeDuration instead.
static
|
Properties
| Name | Value | Summary |
|---|---|---|
| ActionsOnStop | ControllerState |
Determines what each layer does when
Animancer.AnimancerNode.Stop is called. |
| ApplyAnimatorIK | bool |
IK cannot be dynamically enabled on a
Animancer.ControllerState. |
| ApplyFootIK | bool |
IK cannot be dynamically enabled on a
Animancer.ControllerState. |
| Apply |
bool |
Should setting the
Animancer.AnimancerNodeBase.Parent
also set this node's Animancer.AnimancerNode.ApplyAnimatorIK to match it?
Default is true.
Inherited from AnimancerNode
static
|
| ApplyParentFootIK | bool |
Should setting the
Animancer.AnimancerNodeBase.Parent
also set this node's Animancer.AnimancerNode.ApplyFootIK to match it?
Default is true.
Inherited from AnimancerNode
static
|
| AverageVelocity | Vector3 |
The average velocity of the Root Motion caused by this state.
Inherited from AnimancerState
|
| ChildCount | int |
The number of nodes using this as their
Animancer.AnimancerNodeBase.Parent.Inherited from AnimancerNodeBase
|
| Clip | AnimationClip |
The
UnityEngine.AnimationClip which this state plays (if any).Inherited from AnimancerState
|
| Controller | Runtime |
The
UnityEngine.RuntimeAnimatorController which this state plays. |
| DebugName | Object |
[Assert-Only] The Inspector display name of this node.
Inherited from AnimancerNode
|
| DefaultStateHashes | int[] |
The
UnityEngine.AnimatorStateInfo.shortNameHash of the default state on each layer,
used to reset to those states when Animancer.ControllerState.ApplyActionsOnStop
is called for layers using Animancer.ControllerState.ActionOnStop.DefaultState.
|
| 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.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
|
| 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.
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.AnimancerGraph containing this node.Inherited from AnimancerNodeBase
|
| HasEvents | bool |
Have the
Animancer.AnimancerState.SharedEvents or Animancer.AnimancerState.OwnedEvents been initialized?Inherited from AnimancerState
|
| HasOwnedEvents | bool |
Have the
Animancer.AnimancerState.OwnedEvents been 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 |
The current
UnityEngine.AnimatorStateInfo.loop of layer 0. |
| IsPlaying | bool |
Is the
Animancer.AnimancerState.Time automatically 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.States dictionary.
Can be null.
Inherited from AnimancerState
|
| Layer | AnimancerLayer |
The root
Animancer.AnimancerLayer which this node is connected to (if any).Inherited from AnimancerNodeBase
|
| layerCount | int |
The number of layers in the
Animancer.ControllerState.Controller. |
| LayerIndex | int |
The index of the
Animancer.AnimancerLayer this state is connected to
(determined by the Animancer.AnimancerNodeBase.Parent).
Inherited from AnimancerState
|
| Length | float |
The current
UnityEngine.AnimatorStateInfo.length of layer 0. |
| MainObject | Object |
The
UnityEngine.RuntimeAnimatorController which this state plays. |
| MainObjectType | Type |
[Editor-Only] The base type which can be assigned to the
Animancer.AnimancerState.MainObject. |
| NormalizedEndTime | float |
The
Animancer.AnimancerState.NormalizedTime after which the
Animancer.AnimancerEvent.Sequence.OnEnd callback will be invoked every frame.
Inherited from AnimancerState
|
| 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.
Inherited from AnimancerState
|
| NormalizedTimeD | double |
The underlying
double value of Animancer.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
|
| parameterCount | int |
The number of parameters in the
Animancer.ControllerState.Controller. |
| parameters | Animator |
The parameters in the
Animancer.ControllerState.Controller. |
| Parent | AnimancerNodeBase |
The object which receives the output of the
Animancer.AnimancerNodeBase.Playable.Inherited from AnimancerNodeBase
|
| Playable | Animator |
The internal system which plays the
UnityEngine.RuntimeAnimatorController. |
| 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
|
| RawTime | double |
The
UnityEngine.AnimatorStateInfo.normalizedTime * UnityEngine.AnimatorStateInfo.length of layer 0.
|
| RemainingDuration | float |
The number of seconds this state will take to go from its current
Animancer.AnimancerState.NormalizedTime to the
Animancer.AnimancerState.NormalizedEndTime at its current Animancer.AnimancerNodeBase.EffectiveSpeed.
Inherited from AnimancerState
|
| Serialized |
ControllerState |
Serialized data used to create
Animancer.ControllerState.ParameterBinding`1s at runtime. |
| 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.Time is advancing every frame (default 1).Inherited from AnimancerNodeBase
|
| 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.
Inherited from AnimancerState
|
| TimeD | double |
The underlying
double value of Animancer.AnimancerState.Time.Inherited from AnimancerState
|
| TraceConstructor | bool |
[Assert-Only]
Should a
System.Diagnostics.StackTrace be captured in the constructor of all new nodes so
Animancer.OptionalWarning.UnusedNode can include it in the warning if that node ends up being unused?
Inherited from AnimancerNode
static
|
| 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
|
| 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.
Inherited from AnimancerNode
|
| AppendDetails |
void |
Called by
Animancer.AnimancerNode.AppendDescription(System.Text.StringBuilder,System.String) to append the details of this node.Inherited from AnimancerState
|
| AppendIKDetails |
void |
Appends the details of
Animancer.AnimancerNodeBase.ApplyAnimatorIK and
Animancer.AnimancerNodeBase.ApplyFootIK.
Inherited from AnimancerNode
static
|
| ApplyActionsOnStop |
void |
Applies the
Animancer.ControllerState.ActionsOnStop to their corresponding layers. |
| Assert |
void |
[Assert-Only]
Calls
Animancer.AnimancerNode.GetConnectionStatusError and logs the result if it isn't null.
Inherited from AnimancerNode
|
| Assert |
void |
[Assert-Only] Calls
Animancer.AnimancerNode.AssertConnectionStatus for the `node` and all of its children.Inherited from AnimancerNode
static
|
| AssertOwnership |
void |
[Assert-Conditional]
Sets the
Animancer.AnimancerState.Owner and asserts that it wasn't already set to a different object.
Inherited from AnimancerState
|
| AssertParameterValue |
void |
[Assert-Conditional] Asserts that the `value` is valid for a parameter.
|
| BindAllParameters |
void |
Configures all parameters in the
Animancer.ControllerState.Controller
to follow the value of a parameter with the same name in the Animancer.AnimancerGraph.Parameters.
|
| BindBool |
ControllerState |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter with the same name in the Animancer.AnimancerGraph.Parameters.
|
| BindBool |
ControllerState |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
|
| BindBool |
ControllerState |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
|
| BindFloat |
ControllerState |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter with the same name in the Animancer.AnimancerGraph.Parameters.
|
| BindFloat |
ControllerState |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
|
| BindFloat |
ControllerState |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
|
| BindInt |
ControllerState |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter with the same name in the Animancer.AnimancerGraph.Parameters.
|
| BindInt |
ControllerState |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
|
| BindInt |
ControllerState |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
|
| BindParameter |
void |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter with the same name in the Animancer.AnimancerGraph.Parameters.
|
| BindParameter |
void |
Configures all parameters in the
Animancer.ControllerState.Controller
to follow the value of a parameter with the same name in the Animancer.AnimancerGraph.Parameters.
|
| BindParameter |
void |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
|
| BindParameter |
void |
Configures a parameter in the
Animancer.ControllerState.Controller
to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
|
| 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 the Animancer.AnimancerState.Key then it is changed as well.
Inherited from AnimancerState
|
| Clone |
AnimancerState |
Creates a new object with the same type and values this.
|
| 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.
|
| CopyFrom |
void |
Copies the contents of `copyFrom` into this object, replacing its previous contents.
|
| CopyIKFlags |
void |
IK cannot be dynamically enabled on a
Animancer.ControllerState. |
| CreatePlayable |
void |
Creates and assigns the
UnityEngine.Playables.Playable managed by this state.Inherited from AnimancerState
|
| CreatePlayable |
void |
Creates and assigns the
UnityEngine.Animations.AnimatorControllerPlayable managed by this state. |
| CrossFade |
void |
Starts a transition from the current state to the specified state using normalized times.
|
| CrossFade |
void |
Starts a transition from the current state to the specified state using normalized times.
|
| CrossFadeInFixedTime |
void |
Starts a transition from the current state to the specified state using times in seconds.
|
| CrossFadeInFixedTime |
void |
Starts a transition from the current state to the specified state using times in seconds.
|
| Destroy |
void |
Destroys the
UnityEngine.Playables.Playable and cleans up this state. |
| DestroyPlayable |
void |
Destroys the
UnityEngine.Playables.Playable.Inherited from AnimancerNode
|
| DisconnectChildSafe |
void |
Disconnects the
UnityEngine.Playables.Playable of the child at the specified `index` from this node.Inherited from AnimancerNode
|
| Events |
bool |
If the `events` are
null, this method assigns a new Animancer.AnimancerEvent.Sequence
and returns true to indicate that the caller should now initialize their event callbacks.
Otherwise, this method simply assigns the provided `events` to this state and returns false.
Inherited from AnimancerState
|
| Events |
AnimancerEvent |
If the
Animancer.AnimancerState.OwnedEvents haven't been initialized yet,
this method gets them and returns true.
Inherited from AnimancerState
|
| Events |
bool |
If the
Animancer.AnimancerState.OwnedEvents haven't been initialized yet,
this method gets them and returns true.
Inherited from AnimancerState
|
| FinishImmediately |
void |
Sets the
Animancer.AnimancerState.NormalizedTime to the Animancer.AnimancerState.NormalizedEndTime
and invokes any remaining Animancer.AnimancerEvents.
Inherited from AnimancerState
|
| GatherAnimationClips |
void |
[
Animancer.IAnimationClipCollection] Gathers all the animations in this state. |
| GatherDefaultStates |
void |
Gathers the
Animancer.ControllerState.DefaultStateHashes from the current states on each layer. |
| Get |
Animator |
Gets information about the current transition.
|
| GetBool |
bool |
Gets the value of the specified boolean parameter.
|
| GetBool |
bool |
Gets the value of the specified boolean parameter.
|
| GetChild |
AnimancerState |
Returns the state connected to the specified `index` as a child of this node.
Inherited from AnimancerNode
|
| Get |
string |
Returns
null if 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.TraceConstructor was false).
Inherited from AnimancerNode
static
|
| Get |
AnimatorClipInfo[] |
Gets information about the
UnityEngine.AnimationClips currently being played. |
| Get |
void |
Gets information about the
UnityEngine.AnimationClips currently being played. |
| Get |
int |
Gets the number of
UnityEngine.AnimationClips currently being played. |
| Get |
AnimatorStateInfo |
Returns information about the current state.
|
| GetEnumerator |
FastEnumerator |
Gets an enumerator for all of this node's child states.
Inherited from AnimancerNode
|
| GetEventDispatchInfo |
AnimancerEvent |
Gets the details used to trigger
Animancer.AnimancerEvents on this state. |
| GetFadeDuration |
float |
Returns the `fadeDuration` if it is zero or positive.
Otherwise returns the
Animancer.AnimancerGraph.DefaultFadeDuration.
static
|
| GetFloat |
float |
Gets the value of the specified float parameter.
|
| GetFloat |
float |
Gets the value of the specified float parameter.
|
| GetInteger |
int |
Gets the value of the specified integer parameter.
|
| GetInteger |
int |
Gets the value of the specified integer parameter.
|
| GetLayerCount |
int |
Gets the number of layers in the
Animancer.ControllerState.Controller. |
| GetLayerIndex |
int |
Gets the index of the layer with the specified name.
|
| GetLayerName |
string |
Gets the name of the layer with the specified index.
|
| GetLayerWeight |
float |
Gets the weight of the layer at the specified index.
|
| Get |
AnimatorClipInfo[] |
Gets information about the
UnityEngine.AnimationClips currently being transitioned towards. |
| Get |
void |
Gets information about the
UnityEngine.AnimationClips currently being transitioned towards. |
| Get |
int |
Gets the number of
UnityEngine.AnimationClips currently being transitioned towards. |
| Get |
AnimatorStateInfo |
Returns information about the next state being transitioned towards.
|
| GetParameter |
Animator |
Gets the details of one of the
Animancer.ControllerState.Controller's parameters. |
| GetParameterCount |
int |
Gets the number of parameters in the
Animancer.ControllerState.Controller. |
| GetParameterHash |
int |
Returns the hash of a parameter being wrapped by this state.
|
| GetParameters |
void |
Gets the details of all parameters in this state.
|
| GetPath |
string |
Returns the hierarchy path of this node through its
Animancer.AnimancerNodeBase.Parents.Inherited from AnimancerNode
|
| GetStateInfo |
AnimatorStateInfo |
Returns the current state on the specified `layer`,
or the next state if it is currently in a transition.
|
| HasState |
bool |
Indicates whether the specified layer contains the specified state.
|
| IsInTransition |
bool |
Indicates whether the specified layer is currently executing a transition.
|
| Is |
bool |
Indicates whether the specified parameter is controlled by an
UnityEngine.AnimationClip. |
| Is |
bool |
Indicates whether the specified parameter is controlled by an
UnityEngine.AnimationClip. |
| Is |
bool |
Returns true if the animation is playing and has not yet passed the
Animancer.AnimancerEvent.Sequence.EndEvent.
Inherited from AnimancerState
|
| MarkAsUsed |
void |
[Assert-Conditional] Prevents the `node` from causing
Animancer.OptionalWarning.UnusedNode.Inherited from AnimancerNodeBase
static
|
| MoveTime |
void |
Sets the
Animancer.AnimancerState.Time or Animancer.AnimancerState.NormalizedTime, but unlike those properties
this method doesn't skip Events or Root Motion between the old and new time.
Inherited from AnimancerState
|
| MoveTime |
void |
Sets the
Animancer.AnimancerState.Time or Animancer.AnimancerState.NormalizedTime, but unlike those properties
this method doesn't skip Events or Root Motion between the old and new time.
Inherited from AnimancerState
|
| On |
void |
Called when a child's
Animancer.AnimancerState.IsLooping value changes.Inherited from AnimancerNodeBase
|
| OnSetIsPlaying |
void |
Called when the value of
Animancer.AnimancerState.IsPlaying is changed.Inherited from AnimancerState
|
| Play |
void |
Plays this state immediately, without any blending and without affecting any other states.
Inherited from AnimancerState
|
| Play |
void |
Plays the specified state immediately, starting from a particular normalized time.
|
| Play |
void |
Plays the specified state immediately, starting from a particular normalized time.
|
| PlayInFixedTime |
void |
Plays the specified state immediately, starting from a particular time (in seconds).
|
| PlayInFixedTime |
void |
Plays the specified state immediately, starting from a particular time (in seconds).
|
| RecreatePlayable |
void |
Stores the values of all parameters and calls
Animancer.AnimancerNode.RecreatePlayable,
then restores the parameter values.
|
| Recreate |
void |
Calls
Animancer.AnimancerNode.RecreatePlayable on this node and all its children recursively.Inherited from AnimancerNode
|
| ResetTrigger |
void |
Resets the specified trigger parameter to false.
|
| ResetTrigger |
void |
Resets the specified trigger parameter to false.
|
| SetBool |
void |
Sets the value of the specified boolean parameter.
|
| SetBool |
void |
Sets the value of the specified boolean parameter.
|
| SetDebugName |
void |
[Assert-Conditional] Sets the
Animancer.AnimancerNode.DebugName to display in the Inspector.Inherited from AnimancerNode
|
| SetExpectFade |
void |
[Internal] Sets a flag for
Animancer.OptionalWarning.ExpectFade.Inherited from AnimancerState
static
|
| SetFloat |
void |
Sets the value of the specified float parameter.
|
| SetFloat |
float |
Sets the value of the specified float parameter with smoothing.
|
| SetFloat |
void |
Sets the value of the specified float parameter.
|
| SetFloat |
float |
Sets the value of the specified float parameter with smoothing.
|
| SetGraph |
void |
Sets the
Animancer.AnimancerNodeBase.Graph. |
| SetInteger |
void |
Sets the value of the specified integer parameter.
|
| SetInteger |
void |
Sets the value of the specified integer parameter.
|
| SetLayerWeight |
void |
Sets the weight of the layer at the specified index.
|
| SetParameters |
void |
Sets the details of all parameters in this state.
|
| SetParent |
void |
Connects this state to the `parent` at its next available child index.
Inherited from AnimancerState
|
| SetTrigger |
void |
Sets the specified trigger parameter to true.
|
| SetTrigger |
void |
Sets the specified trigger parameter to true.
|
| 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.OnStartFade and starts fading the Animancer.AnimancerNode.Weight over the course
of the Animancer.AnimancerGraph.DefaultFadeDuration (in seconds).
Inherited from AnimancerNode
|
| StartFade |
void |
Calls
Animancer.AnimancerNode.OnStartFade and starts fading the Animancer.AnimancerNode.Weight
over 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
|
| ToString |
string |
Returns the
Animancer.AnimancerNode.DebugName if one is set, otherwise a string describing the type of
this state and the name of the Animancer.AnimancerState.MainObject.
Inherited from AnimancerState
|
| 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`.
|
| IsValid |
bool |
[Animancer Extension]
Is the `node` is not null and its
Animancer.AnimancerNodeBase.Playable valid?
From AnimancerUtilities
|