ControllerState Class

Summary

[Pro-Only] An Animancer.AnimancerState which plays a UnityEngine.RuntimeAnimatorController. You can control this state very similarly to an UnityEngine.Animator via its Animancer.ControllerState.Playable property.
graph BT Type-->Base0["AnimancerState"] click Base0 "/animancer/api/Animancer/AnimancerState" Base0-->Base1["AnimancerNode"] click Base1 "/animancer/api/Animancer/AnimancerNode" Base1-->Base2["Key"] click Base2 "/animancer/api/Animancer/Key" Base2-->Base3["Object"] Type-.->Interface0["IKeyHolder"] click Interface0 "/animancer/api/Animancer/IKeyHolder" 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["ControllerState"] class Type type-node Derived0["Float3ControllerState"]-->Type click Derived0 "/animancer/api/Animancer/Float3ControllerState" Derived1["Float2ControllerState"]-->Type click Derived1 "/animancer/api/Animancer/Float2ControllerState" Derived2["Float1ControllerState"]-->Type click Derived2 "/animancer/api/Animancer/Float1ControllerState"

Syntax

public class ControllerState : AnimancerState, IKeyHolder, IEnumerable<AnimancerState>, 
    IEnumerator, IPlayableWrapper, IAnimationClipCollection

Constructors

Name Summary
ControllerState(RuntimeAnimatorController, bool) Constructs a new Animancer.ControllerState to play the `controller`.

Properties

Name Value Summary
ApplyAnimatorIK bool
IK cannot be dynamically enabled on a Animancer.ControllerState.
ApplyFootIK bool
[Animancer.IHasIK] Determines whether this node is 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.
Inherited from AnimancerNode
AverageVelocity Vector3
The average velocity of the root motion caused by this state.
Inherited from AnimancerState
ChildCount int
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).
Inherited from AnimancerState
Controller RuntimeAnimatorController
The UnityEngine.RuntimeAnimatorController which this state plays.
DefaultStateHashes int[]
The UnityEngine.AnimatorStateInfo.shortNameHash of the default state on each layer, used to reset to those states when Animancer.ControllerState.Stop is called if Animancer.ControllerState.KeepStateOnStop is true.
Duration float
The number of seconds the animation will take to play fully at its current Animancer.AnimancerNode.Speed.

Setting this value modifies the Animancer.AnimancerNode.Speed, not the Animancer.AnimancerState.Length. Animancer Lite does not allow this value to be changed in a runtime build.

For the time remaining from now until it reaches the end, use Animancer.AnimancerState.RemainingDuration instead.
Inherited from AnimancerState
EffectiveSpeed float
The Animancer.AnimancerNode.Speed of this node multiplied by the Animancer.AnimancerNode.Speed of each of its parents down the hierarchy (including the root Animancer.AnimancerPlayable.Speed) to determine the actual speed its output is being played 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.
Inherited from AnimancerState
EventPoolCapacity int
The capacity of the internal list in the Animancer.ObjectPool`1 for Animancer.AnimancerState.EventRunner.
Inherited from AnimancerState
static
EventPoolCount int
The number of spare items in the Animancer.ObjectPool`1 for Animancer.AnimancerState.EventRunner.
Inherited from AnimancerState
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 a runtime build, except for Animancer.AnimancerEvent.Sequence.OnEnd.
Inherited from AnimancerState
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).
Inherited from AnimancerState
Index int
The index of the port this node is connected to on the parent's UnityEngine.Playables.Playable.

A negative value indicates that it is not assigned to a port.
Inherited from AnimancerNode
IsActive bool
Returns true if this state is playing and is at or fading towards a non-zero Animancer.AnimancerNode.Weight.
Inherited from AnimancerState
IsLooping bool
Indicates whether the current state on layer 0 will loop back to the start when it reaches the end.
IsPlaying bool
Is the Animancer.AnimancerState.Time automatically advancing?
Inherited from AnimancerState
IsStopped bool
Returns true if this state is not playing and is at 0 Animancer.AnimancerNode.Weight.
Inherited from AnimancerState
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
KeepStateOnStop bool
If false, Animancer.ControllerState.Stop will reset all layers to their default state. Default False.

The Animancer.ControllerState.DefaultStateHashes will only be gathered the first time this property is set to false or Animancer.ControllerState.GatherDefaultStates is called manually.
Key Object
The object used to identify this state in the root Animancer.AnimancerPlayable.States dictionary. Can be null.
Inherited from AnimancerState
Layer AnimancerLayer
The root Animancer.AnimancerLayer which this state is connected to.
Inherited from AnimancerState
LayerIndex int
The index of the Animancer.AnimancerLayer this state is connected to (determined by the Animancer.AnimancerState.Parent).
Inherited from AnimancerState
Length float
The current UnityEngine.AnimatorStateInfo.length (on layer 0).
MainObject Object
The UnityEngine.RuntimeAnimatorController which this state plays.
Name string
[Editor-Only] The Inspector display name of this node.
Inherited from AnimancerNode
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.

This value will continue increasing after the animation passes the end of its Animancer.AnimancerState.Length while the animated object either freezes in place or starts again from the beginning according to whether it is looping 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.

Animancer Lite does not allow this value to be changed to a value other than 0 in a runtime build.
Inherited from AnimancerState
ParameterCount int
The number of parameters being wrapped by this state.
Parent IPlayableWrapper
The object which receives the output of the UnityEngine.Playables.Playable.
Inherited from AnimancerState
Playable AnimatorControllerPlayable
The internal system which plays the UnityEngine.RuntimeAnimatorController.
RawTime float
The UnityEngine.AnimatorStateInfo.normalizedTime * UnityEngine.AnimatorStateInfo.length of the Animancer.ControllerState.StateInfo
RemainingDuration float
The number of seconds the animation will take to reach the end at its current Animancer.AnimancerNode.Speed.

Setting this value modifies the Animancer.AnimancerNode.Speed, not the Animancer.AnimancerState.Length. Animancer Lite does not allow this value to be changed in a runtime build.

For the time it would take to play fully from the start, use Animancer.AnimancerState.Duration instead.
Inherited from AnimancerState
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
StateInfo AnimatorStateInfo
The current state on layer 0, or the next state if it is currently in a transition.
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.

This value will continue increasing after the animation passes the end of its Animancer.AnimancerState.Length while the animated object either freezes in place or starts again from the beginning according to whether it is looping or not.

Animancer Lite does not allow this value to be changed in a runtime build (except resetting it to 0).
Inherited from AnimancerState
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 a runtime build.
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.
Inherited from AnimancerState
CancelSetTime() void
Prevents the Animancer.AnimancerState.RawTime from being applied.
Inherited from AnimancerState
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.
Inherited from AnimancerState
CreatePlayable() void
Creates and assigns the UnityEngine.Playables.Playable managed by this node.
Inherited from AnimancerNode
CreatePlayable(Playable) void
Creates and assigns the Animancer.ControllerState.Playable managed by this node.
Destroy() void
Destroys the Animancer.ControllerState.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.
GatherDefaultStates() void
Gathers the Animancer.ControllerState.DefaultStateHashes from the current states.
GetChild(int) AnimancerState
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
GetParameterHash(int) int
Returns the hash of a parameter being wrapped by this state.
GetPath() string
Returns the hierarchy path of this state through its Animancer.AnimancerState.Parents.
Inherited from AnimancerState
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 animation immediately, without any blending. Sets Animancer.AnimancerState.IsPlaying = true, Animancer.AnimancerNode.Weight = 1, and clears the Animancer.AnimancerState.Events.

This method does not change the Animancer.AnimancerState.Time so it will continue from its current value.
Inherited from AnimancerState
RecreatePlayable() void
Stores the values of all parameters, calls Animancer.AnimancerNode.DestroyPlayable, then restores the parameter values.
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
ResetToDefaultStates() void
Resets all layers to their default state.
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.
Inherited from AnimancerState
static
SetName(string) void
[Editor-Conditional] Sets the Inspector display name of this node. Animancer.AnimancerNode.ToString returns the name.
Inherited from AnimancerNode
SetParent(AnimancerNode, int) void
Connects this state to the `parent` mixer at the specified `index`.

See also Animancer.AnimancerLayer.AddChild(Animancer.AnimancerState) to connect a state to an available port on a layer.
Inherited from AnimancerState
SetRoot(AnimancerPlayable) void
The Animancer.AnimancerPlayable at the root of the graph.
Inherited from AnimancerState
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 a runtime build.
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` in a runtime build.
Inherited from AnimancerNode
Stop() void
Calls the base Animancer.AnimancerState.Stop and if Animancer.ControllerState.KeepStateOnStop is false it also calls Animancer.ControllerState.ResetToDefaultStates.
ToString() string
Returns the Animancer.AnimancerNode.Name if one is set, otherwise a string describing the type of this state and the name of the Animancer.AnimancerState.MainObject.
Inherited from AnimancerState

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.