DirectionalClipTransition Class

Summary

A Animancer.ClipTransition which gets its clip from a Animancer.DirectionalAnimationSet.
graph BT Type-->Base0["ClipTransition"] click Base0 "/animancer/api/Animancer/ClipTransition" Base0-->Base1["Transition<ClipState>"] Base1-->Base2["Object"] Type-.->Interface0["ITransition<ClipState>"] Type-.->Interface1["ITransitionDetailed"] click Interface1 "/animancer/api/Animancer/ITransitionDetailed" Type-.->Interface2["ITransitionWithEvents"] click Interface2 "/animancer/api/Animancer/ITransitionWithEvents" Type-.->Interface3["ITransition"] click Interface3 "/animancer/api/Animancer/ITransition" Type-.->Interface4["IHasKey"] click Interface4 "/animancer/api/Animancer/IHasKey" Type-.->Interface5["IPolymorphic"] click Interface5 "/animancer/api/Animancer/IPolymorphic" Type-.->Interface6["IHasEvents"] click Interface6 "/animancer/api/Animancer/IHasEvents" Type-.->Interface7["ICopyable<Transition<ClipState>>"] Type-.->Interface8["ICloneable<Transition<ClipState>>"] Type-.->Interface9["IMotion"] click Interface9 "/animancer/api/Animancer/IMotion" Type-.->Interface10["IAnimationClipCollection"] click Interface10 "/animancer/api/Animancer/IAnimationClipCollection" Type-.->Interface11["ICopyable<ClipTransition>"] Type-.->Interface12["ICopyable<DirectionalClipTransition>"] Type["DirectionalClipTransition"] class Type type-node

Syntax

[Serializable]
public class DirectionalClipTransition : ClipTransition, ITransition<ClipState>, 
    ITransitionDetailed, ITransitionWithEvents, ITransition, IHasKey, IPolymorphic, IHasEvents, 
    ICopyable<Transition<ClipState>>, ICloneable<Transition<ClipState>>, IMotion, 
    IAnimationClipCollection, ICopyable<ClipTransition>, ICopyable<DirectionalClipTransition>

Remarks

Documentation: Directional Animation Sets

Example:
// Leave the Clip field empty in the Inspector and assign its AnimationSet instead.
[SerializeField] private DirectionalClipTransition _Transition;

...

// Then you can just call SetDirection and Play it like any other transition.
// All of the transition's details like Fade Duration and Events will be applied to whichever clip is plays.
_Transition.SetDirection(Vector2.right);
_Animancer.Play(_Transition);

Attributes

Type Description
SerializableAttribute

Fields

Name Constant Value Summary
AnimationSetField _AnimationSet
The name of the serialized backing field of Animancer.DirectionalClipTransition.AnimationSet.
static
ClipFieldName _Clip
The name of the serialized backing field of Animancer.ClipTransition.Clip.
Inherited from ClipTransition
static

Properties

Name Value Summary
AnimationSet DirectionalAnimationSet
[UnityEngine.SerializeField] The Animancer.DirectionalAnimationSet used to determine the Animancer.ClipTransition.Clip.
AverageAngularSpeed float
The initial UnityEngine.Motion.averageAngularSpeed that the created state will have.
Inherited from ClipTransition
AverageVelocity Vector3
The initial UnityEngine.Motion.averageSpeed that the created state will have.
Inherited from ClipTransition
Clip AnimationClip
[UnityEngine.SerializeField] The animation to play.
Inherited from ClipTransition
FadeMode FadeMode
If this transition will set the Animancer.AnimancerState.Time, then it needs to use Animancer.FadeMode.FromStart.
Inherited from ClipTransition
IsLooping bool
[Animancer.ITransitionDetailed] Is the Animancer.ClipTransition.Clip looping?
Inherited from ClipTransition
IsValid bool
Can this transition create a valid Animancer.AnimancerState?
Inherited from ClipTransition
Length float
The length of the Animancer.ClipTransition.Clip (in seconds), accounting for the Animancer.ClipTransition.NormalizedStartTime and Animancer.AnimancerEvent.Sequence.NormalizedEndTime (but not Speed).
Inherited from ClipTransition
MainObject Object
MaximumDuration float
The maximum amount of time the animation is expected to take (in seconds).
Inherited from ClipTransition
NormalizedStartTime float
The Animancer.AnimancerState.NormalizedTime to start the animation at.
Inherited from ClipTransition

Methods

Name Value Summary
Apply(AnimancerState) void
Applies the details of this transition to the `state`.
Inherited from ClipTransition
Clone(CloneContext) Transition<ClipState>
Creates a new object with the same type and values this.
Inherited from ClipTransition
CopyFrom(ClipTransition, CloneContext) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
Inherited from ClipTransition
CopyFrom(DirectionalClipTransition, CloneContext) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
CopyFrom(Transition<ClipState>, CloneContext) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
Inherited from ClipTransition
CreateState() ClipState
Creates and returns a new TState.
Inherited from ClipTransition
GatherAnimationClips(ICollection<AnimationClip>) void
[Animancer.IAnimationClipCollection] Adds the Animancer.ClipTransition.Clip to the collection.
SetDirection(DirectionalAnimationSet.Direction) void
Sets the Animancer.ClipTransition.Clip from the Animancer.DirectionalClipTransition.AnimationSet.
SetDirection(DirectionalAnimationSet.Direction) void
Sets the Animancer.ClipTransition.Clip from the Animancer.DirectionalClipTransition.AnimationSet.
SetDirection(int) void
Sets the Animancer.ClipTransition.Clip from the Animancer.DirectionalClipTransition.AnimationSet.
SetDirection(Vector2) void
Sets the Animancer.ClipTransition.Clip from the Animancer.DirectionalClipTransition.AnimationSet.
TryCreateTransition(Object) ITransitionDetailed
Returns a new Animancer.ClipTransition if the `target` is an UnityEngine.AnimationClip.
Inherited from ClipTransition
static