ControllerState Class

Summary

[Pro-Only] An Animancer.AnimancerState which plays a UnityEngine.RuntimeAnimatorController.
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(RuntimeAnimatorController) Creates a new Animancer.ControllerState to play the `controller`.
ControllerState(RuntimeAnimatorController, ControllerState.ActionOnStop[]) 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.ActionOnStop[]
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.
ApplyParentAnimatorIK 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 RuntimeAnimatorController
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
KeepChildrenConnected 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.Sequence
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 AnimatorControllerParameter[]
The parameters in the Animancer.ControllerState.Controller.
Parent AnimancerNodeBase
The object which receives the output of the Animancer.AnimancerNodeBase.Playable.
Inherited from AnimancerNodeBase
Playable AnimatorControllerPlayable
The internal system which plays the UnityEngine.RuntimeAnimatorController.
Playable Playable
The internal object this node manages in the UnityEngine.Playables.PlayableGraph.
Inherited from AnimancerNodeBase
RaiseEventsDuringFadeOut 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
SerializedParameterBindings ControllerState.SerializableParameterBindings
Serialized data used to create Animancer.ControllerState.ParameterBinding`1s at runtime.
SharedEvents AnimancerEvent.Sequence
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(GenericMenu, AnimancerNodeBase) void
[Editor-Only] Adds functions to show and set Animancer.AnimancerNodeBase.ApplyAnimatorIK and Animancer.AnimancerNodeBase.ApplyFootIK.
Inherited from AnimancerNodeBase
static
AppendDescription(StringBuilder, string) void
Appends a detailed descrption of the current details of this object.
Inherited from AnimancerNode
AppendDetails(StringBuilder, string) void
Called by Animancer.AnimancerNode.AppendDescription(System.Text.StringBuilder,System.String) to append the details of this node.
Inherited from AnimancerState
AppendIKDetails(StringBuilder, string, AnimancerNodeBase) 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.
AssertConnectionStatus() void
[Assert-Only] Calls Animancer.AnimancerNode.GetConnectionStatusError and logs the result if it isn't null.
Inherited from AnimancerNode
AssertConnectionStatusRecursive(AnimancerNodeBase) void
[Assert-Only] Calls Animancer.AnimancerNode.AssertConnectionStatus for the `node` and all of its children.
Inherited from AnimancerNode
static
AssertOwnership(Object) void
[Assert-Conditional] Sets the Animancer.AnimancerState.Owner and asserts that it wasn't already set to a different object.
Inherited from AnimancerState
AssertParameterValue(float, string) 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(StringReference) ControllerState.ParameterBinding<bool>
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(StringReference, int) ControllerState.ParameterBinding<bool>
Configures a parameter in the Animancer.ControllerState.Controller to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
BindBool(StringReference, string) ControllerState.ParameterBinding<bool>
Configures a parameter in the Animancer.ControllerState.Controller to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
BindFloat(StringReference) ControllerState.ParameterBinding<float>
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(StringReference, int) ControllerState.ParameterBinding<float>
Configures a parameter in the Animancer.ControllerState.Controller to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
BindFloat(StringReference, string) ControllerState.ParameterBinding<float>
Configures a parameter in the Animancer.ControllerState.Controller to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
BindInt(StringReference) ControllerState.ParameterBinding<int>
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(StringReference, int) ControllerState.ParameterBinding<int>
Configures a parameter in the Animancer.ControllerState.Controller to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
BindInt(StringReference, string) ControllerState.ParameterBinding<int>
Configures a parameter in the Animancer.ControllerState.Controller to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
BindParameter(StringReference) 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(StringReference, AnimatorControllerParameter) 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(StringReference, int) void
Configures a parameter in the Animancer.ControllerState.Controller to follow the value of a parameter in the Animancer.AnimancerGraph.Parameters.
BindParameter(StringReference, string) 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<T>(T, T) 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(CloneContext) AnimancerState
Creates a new object with the same type and values this.
CopyFrom(AnimancerNode, CloneContext) void
Copies the details of `copyFrom` into this node, replacing its previous contents.
Inherited from AnimancerState
CopyFrom(AnimancerState, CloneContext) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
CopyFrom(ControllerState, CloneContext) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
CopyIKFlags(AnimancerNodeBase) 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(Playable) void
Creates and assigns the UnityEngine.Animations.AnimatorControllerPlayable managed by this state.
CrossFade(int, float, int, float) void
Starts a transition from the current state to the specified state using normalized times.
CrossFade(string, float, int, float) void
Starts a transition from the current state to the specified state using normalized times.
CrossFadeInFixedTime(int, float, int, float) void
Starts a transition from the current state to the specified state using times in seconds.
CrossFadeInFixedTime(string, float, int, float) 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(int) void
Disconnects the UnityEngine.Playables.Playable of the child at the specified `index` from this node.
Inherited from AnimancerNode
Events(Object) AnimancerEvent.Sequence
If the Animancer.AnimancerState.OwnedEvents haven't been initialized yet, this method gets them and returns true.
Inherited from AnimancerState
Events(Object, AnimancerEvent.Sequence) bool
If the Animancer.AnimancerState.OwnedEvents haven't been initialized yet, this method gets them and returns true.
Inherited from AnimancerState
GatherAnimationClips(ICollection<AnimationClip>) void
[Animancer.IAnimationClipCollection] Gathers all the animations in this state.
GatherDefaultStates() void
Gathers the Animancer.ControllerState.DefaultStateHashes from the current states on each layer.
GetAnimatorTransitionInfo(int) AnimatorTransitionInfo
Gets information about the current transition.
GetBool(int) bool
Gets the value of the specified boolean parameter.
GetBool(string) bool
Gets the value of the specified boolean parameter.
GetChild(int) AnimancerState
Returns the state connected to the specified `index` as a child of this node.
Inherited from AnimancerNode
GetConnectionStatusError() string
Returns null if this node is properly connected to its parent. Otherwise, returns an error message to be logged.
Inherited from AnimancerState
GetConstructorStackTrace(AnimancerNode) StackTrace
[Assert-Only] Returns the stack trace of the constructor (or null if Animancer.AnimancerNode.TraceConstructor was false).
Inherited from AnimancerNode
static
GetCurrentAnimatorClipInfo(int) AnimatorClipInfo[]
Gets information about the UnityEngine.AnimationClips currently being played.
GetCurrentAnimatorClipInfo(int, List<AnimatorClipInfo>) void
Gets information about the UnityEngine.AnimationClips currently being played.
GetCurrentAnimatorClipInfoCount(int) int
Gets the number of UnityEngine.AnimationClips currently being played.
GetCurrentAnimatorStateInfo(int) AnimatorStateInfo
Returns information about the current state.
GetEnumerator() FastEnumerator<AnimancerState>
Gets an enumerator for all of this node's child states.
Inherited from AnimancerNode
GetEventDispatchInfo(float, float, bool) void
Gets the details used to trigger Animancer.AnimancerEvents on this state: Animancer.AnimancerState.Length, Animancer.AnimancerState.NormalizedTime, and Animancer.AnimancerState.IsLooping.
GetFadeDuration(float) float
Returns the `fadeDuration` if it is zero or positive. Otherwise returns the Animancer.AnimancerGraph.DefaultFadeDuration.
static
GetFloat(int) float
Gets the value of the specified float parameter.
GetFloat(string) float
Gets the value of the specified float parameter.
GetInteger(int) int
Gets the value of the specified integer parameter.
GetInteger(string) int
Gets the value of the specified integer parameter.
GetLayerCount() int
Gets the number of layers in the Animancer.ControllerState.Controller.
GetLayerIndex(string) int
Gets the index of the layer with the specified name.
GetLayerName(int) string
Gets the name of the layer with the specified index.
GetLayerWeight(int) float
Gets the weight of the layer at the specified index.
GetNextAnimatorClipInfo(int) AnimatorClipInfo[]
Gets information about the UnityEngine.AnimationClips currently being transitioned towards.
GetNextAnimatorClipInfo(int, List<AnimatorClipInfo>) void
Gets information about the UnityEngine.AnimationClips currently being transitioned towards.
GetNextAnimatorClipInfoCount(int) int
Gets the number of UnityEngine.AnimationClips currently being transitioned towards.
GetNextAnimatorStateInfo(int) AnimatorStateInfo
Returns information about the next state being transitioned towards.
GetParameter(int) AnimatorControllerParameter
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) int
Returns the hash of a parameter being wrapped by this state.
GetParameters(List<StateParameterDetails>) 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(int) AnimatorStateInfo
Returns the current state on the specified `layer`, or the next state if it is currently in a transition.
HasState(int, int) bool
Indicates whether the specified layer contains the specified state.
IsInTransition(int) bool
Indicates whether the specified layer is currently executing a transition.
IsParameterControlledByCurve(int) bool
Indicates whether the specified parameter is controlled by an UnityEngine.AnimationClip.
IsParameterControlledByCurve(string) bool
Indicates whether the specified parameter is controlled by an UnityEngine.AnimationClip.
IsPlayingAndNotEnding() bool
Returns true if the animation is playing and has not yet passed the Animancer.AnimancerEvent.Sequence.EndEvent.
Inherited from AnimancerState
MarkAsUsed(AnimancerNodeBase) void
[Assert-Conditional] Prevents the `node` from causing Animancer.OptionalWarning.UnusedNode.
Inherited from AnimancerNodeBase
static
MoveTime(double, bool) 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(float, bool) 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
OnChildIsLoopingChanged(bool) 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(int, int, float) void
Plays the specified state immediately, starting from a particular normalized time.
Play(string, int, float) void
Plays the specified state immediately, starting from a particular normalized time.
PlayInFixedTime(int, int, float) void
Plays the specified state immediately, starting from a particular time (in seconds).
PlayInFixedTime(string, int, float) 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.
RecreatePlayableRecursive() void
Calls Animancer.AnimancerNode.RecreatePlayable on this node and all its children recursively.
Inherited from AnimancerNode
ResetTrigger(int) void
Resets the specified trigger parameter to false.
ResetTrigger(string) void
Resets the specified trigger parameter to false.
SetBool(int, bool) void
Sets the value of the specified boolean parameter.
SetBool(string, bool) void
Sets the value of the specified boolean parameter.
SetDebugName(Object) void
[Assert-Conditional] Sets the Animancer.AnimancerNode.DebugName to display in the Inspector.
Inherited from AnimancerNode
SetExpectFade(AnimancerState, float) void
[Internal] Sets a flag for Animancer.OptionalWarning.ExpectFade.
Inherited from AnimancerState
static
SetFloat(int, float) void
Sets the value of the specified float parameter.
SetFloat(int, float, float, float, float) float
Sets the value of the specified float parameter with smoothing.
SetFloat(string, float) void
Sets the value of the specified float parameter.
SetFloat(string, float, float, float, float) float
Sets the value of the specified float parameter with smoothing.
SetGraph(AnimancerGraph) void
Sets the Animancer.AnimancerNodeBase.Graph.
SetInteger(int, int) void
Sets the value of the specified integer parameter.
SetInteger(string, int) void
Sets the value of the specified integer parameter.
SetLayerWeight(int, float) void
Sets the weight of the layer at the specified index.
SetParameters(List<StateParameterDetails>) void
Sets the details of all parameters in this state.
SetParent(AnimancerNode) void
Connects this state to the `parent` at its next available child index.
Inherited from AnimancerState
SetTrigger(int) void
Sets the specified trigger parameter to true.
SetTrigger(string) void
Sets the specified trigger parameter to true.
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.
Inherited from AnimancerState
StartFade(float) 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(float, float) 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
UpdateEventsRecursive(AnimancerState) void
Checks if any events should be invoked on the `parent` and its children recursively.
Inherited from AnimancerState
static
UpdateEventsRecursive(AnimancerState, bool) void
Checks if any events should be invoked on the `parent` and its children recursively.
Inherited from AnimancerState
static

Extension Methods

Name Value Summary
CalculateEditorFadeDuration(float) 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?