Summary
[Pro-Only]
A callback to be triggered after an
Animancer.AnimancerNode
either starts or finishes fading out to 0 Animancer.AnimancerNode.EffectiveWeight
.
- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
- Base Types
-
- Object
- Updatable
graph BT
Type-->Base0["Updatable"]
click Base0 "/animancer/api/Animancer/Updatable"
Base0-->Base1["Object"]
Type-.->Interface0["IUpdatable"]
click Interface0 "/animancer/api/Animancer/IUpdatable"
Type["ExitEvent"]
class Type type-node
Syntax
public class ExitEvent : Updatable, IUpdatable
Remarks
The
Animancer.AnimancerNode.EffectiveWeight
is only checked at the end of the animation update
so if it's set multiple times in the same frame then the callback might not be triggered.
Most Finite State Machine
systems already have their own mechanism for notifying your code when a state is exited
so this system is generally only useful when something like that is not already available.
Example: see the Animancer.ExitEvent.#ctor(Animancer.AnimancerNode,System.Action,System.Boolean)
constructor.
Constructors
Name | Summary |
---|---|
ExitEvent |
Creates a new Animancer.ExitEvent . |
Properties
Name | Value | Summary |
---|---|---|
Callback | Action |
The method to invoke when this event is triggered.
|
InvokeOnStartExiting | bool |
Should the
Animancer.ExitEvent.Callback be invoked when the Animancer.ExitEvent.Node starts fading out?
Otherwise, it will be invoked after the Animancer.AnimancerNode.EffectiveWeight reaches 0.
Default is false .
|
Node | AnimancerNode |
The target node which determines when to trigger this event.
|
Methods
Name | Value | Summary |
---|---|---|
Disable |
void |
Cancels this event to stop receiving updates.
|
Enable |
void |
Registers this event to start receiving updates.
|
EnableIfActive |
void |
Registers this event to start receiving updates if the
Animancer.AnimancerNode.TargetWeight is above 0 (i.e. it's not fading out).
|
Update |
void |
Updates this object.
|