MixerState Class

Summary

[Pro-Only] Base class for Animancer.AnimancerStates which blend other states together.
Assembly
Animancer.dll
Namespace
Animancer
Interfaces
Base Types
Derived Types
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["IUpdatable"] click Interface0 "/animancer/api/Animancer/IUpdatable" Type-.->Interface1["Key.IListItem"] click Interface1 "/animancer/api/Animancer/IListItem" Type-.->Interface2["IEnumerable<AnimancerState>"] Type-.->Interface3["IEnumerator"] Type-.->Interface4["IPlayableWrapper"] click Interface4 "/animancer/api/Animancer/IPlayableWrapper" Type-.->Interface5["IAnimationClipCollection"] click Interface5 "/animancer/api/Animancer/IAnimationClipCollection" Type["MixerState"] class Type type-node Derived0["ManualMixerState"]-->Type click Derived0 "/animancer/api/Animancer/ManualMixerState"

Syntax

public abstract class MixerState : AnimancerState, IUpdatable, Key.IListItem, 
    IEnumerable<AnimancerState>, IEnumerator, IPlayableWrapper, IAnimationClipCollection

Remarks

Documentation: Mixers

Fields

Name Constant Value Summary
NotInList -1
The Animancer.Key._Index which indicates that an item isn't in a list.
Inherited from Key
static

Properties

Name Value Summary
ApplyAnimatorIK bool
Should Unity call OnAnimatorIK on the animated object while this object and its children have any Animancer.AnimancerNode.Weight?
ApplyFootIK bool
Should this object and its children apply IK to the character's feet?
ApplyParentAnimatorIK bool
Should setting the Animancer.AnimancerNode.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.AnimancerNode.Parent also set this node's Animancer.AnimancerNode.ApplyFootIK to match it? Default is true.
Inherited from AnimancerNode
static
AutomaticallyClearEvents bool
Should the Animancer.AnimancerState.Events be cleared automatically whenever Animancer.AnimancerState.Play, Animancer.AnimancerState.Stop, or Animancer.AnimancerState.OnStartFade are called? Default true.
Inherited from AnimancerState
static
AutoSynchronizeChildren bool
Should newly added children be automatically added to the synchronization list? Default true.
static
AverageVelocity Vector3
The average velocity of the root motion caused by this state.
ChildCount int
[Animancer.IPlayableWrapper] The number of states using this node as their Animancer.AnimancerState.Parent.
ChildStates IList<AnimancerState>
Returns the collection of states connected to this mixer. Note that some elements may be null.
Clip AnimationClip
A Animancer.MixerState has no UnityEngine.AnimationClip.
DebugName string
[Assert-Only] The Inspector display name of this node.
Inherited from AnimancerNode
Duration float
The number of seconds the animation will take to play fully at its current Animancer.AnimancerNode.EffectiveSpeed.
Inherited from AnimancerState
EffectiveSpeed float
The Animancer.AnimancerNode.Speed of this node multiplied by the Animancer.AnimancerNode.Speed of each of its parents to determine the actual speed it's playing 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 AnimancerNode
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.
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.
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
Are any child states looping?
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 initialized and not destroyed).
Inherited from AnimancerNode
KeepChildrenConnected bool
Mixers should keep child playables connected to the graph at all times.
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 node 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). Returns -1 if this state is not connected to a layer.
Inherited from AnimancerState
Length float
The weighted average Animancer.AnimancerState.Length of each child state according to their Animancer.AnimancerNode.Weight.
MainObject Object
The main object to show in the Inspector for this state (if any).
Inherited from AnimancerState
MinimumSynchronizeChildrenWeight float
The minimum total weight of all children for their times to be synchronized (default 0.01).
static
NormalizedEndTime float
[Pro-Only] 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
ParameterCount int
The number of parameters being managed by this state.
Parent IPlayableWrapper
The object which receives the output of the UnityEngine.Playables.Playable.
Inherited from AnimancerState
RawTime float
The weighted average Animancer.AnimancerState.Time of each child state according to their Animancer.AnimancerNode.Weight.
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.AnimancerNode.EffectiveSpeed.
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 (default 1).
Inherited from AnimancerNode
SynchronizedChildCount int
The number of Animancer.MixerState.SynchronizedChildren.
SynchronizedChildren AnimancerState[]
A copy of the internal list of child states that will have their times synchronized.
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
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
UnsupportedEventsMessage string
[Assert-Only] Returns null if Animancer Events will work properly on this type of state, or a message explaining why they might not work.
Inherited from AnimancerState
UnsupportedSpeedMessage string
[Assert-Only] Returns null if the Animancer.AnimancerNode.Speed property will work properly on this type of node, or a message explaining why it won't work.
Inherited from AnimancerNode
Weight float
The current blend weight of this node which determines how much it affects the final output.
Inherited from AnimancerNode
WeightsAreDirty bool
Indicates whether the weights of all child states should be recalculated.

Methods

Name Value Summary
~AnimancerNode() void
[Assert-Only] Checks Animancer.OptionalWarning.UnusedNode.
Inherited from AnimancerNode
AppendDescription(StringBuilder, string) void
Appends a detailed descrption of the current details of this node.
Inherited from AnimancerNode
AppendDetails(StringBuilder, string) void
AppendIKDetails(StringBuilder, string, IPlayableWrapper) void
Appends the details of Animancer.IPlayableWrapper.ApplyAnimatorIK and Animancer.IPlayableWrapper.ApplyFootIK.
Inherited from AnimancerNode
static
ApplySynchronizeChildren(bool) void
Synchronizes the Animancer.AnimancerState.NormalizedTimes of the Animancer.MixerState.SynchronizedChildren by modifying their internal playable speeds.
AssertConnectionWeight() void
[Assert-Only] Logs an error if the weight of the connection between the Animancer.AnimancerNode.Parent and this node does not match the Animancer.AnimancerNode.Weight.
Inherited from AnimancerNode
AssertConnectionWeightRecursive(IPlayableWrapper) void
[Assert-Only] Calls Animancer.AnimancerNode.AssertConnectionWeight for this node and all of its children.
Inherited from AnimancerNode
static
CalculateRealEffectiveSpeed() float
The multiplied UnityEngine.Playables.PlayableExtensions.GetSpeed``1(``0) of this mixer and its parents down the hierarchy to determine the actual speed its output is being played at.
CalculateTotalWeight(IList<AnimancerState>) float
Calculates the sum of the Animancer.AnimancerNode.Weight of all `states`.
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
CopyIKFlags(AnimancerNode) void
Copies the IK settings from the Animancer.AnimancerNode.Parent:
  • If is true, copy .
  • If is true, copy .
Inherited from AnimancerNode
CreateChild(int, AnimationClip) ClipState
Creates and returns a new Animancer.ClipState to play the `clip` with this mixer as its parent.
CreateChild(int, ITransition) AnimancerState
Calls Animancer.AnimancerUtilities.CreateStateAndApply(Animancer.ITransition,Animancer.AnimancerPlayable) and sets this mixer as the state's parent.
CreateChild(int, Object) AnimancerState
Calls Animancer.MixerState.CreateChild(System.Int32,UnityEngine.AnimationClip) or Animancer.MixerState.CreateChild(System.Int32,Animancer.ITransition).
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.AnimationMixerPlayable managed by this state.
CreatePlayable<T>(AnimancerPlayable, T, bool) AnimationScriptPlayable
Creates an UnityEngine.Animations.AnimationScriptPlayable to run the specified Animation Job instead of the usual UnityEngine.Animations.AnimationMixerPlayable.
CreatePlayable<T>(Playable, T, bool) void
Creates an UnityEngine.Animations.AnimationScriptPlayable to run the specified Animation Job instead of the usual UnityEngine.Animations.AnimationMixerPlayable.
Destroy() void
Destroys the UnityEngine.Playables.Playable and cleans up this state.
DestroyChildren() void
Destroys all Animancer.MixerState.ChildStates connected to this mixer. This operation cannot be undone.
DestroyPlayable() void
Destroys the UnityEngine.Playables.Playable.
Inherited from AnimancerNode
DisableRemainingStates(int) void
Sets the weight of all states after the `previousIndex` to 0.
DontSynchronize(AnimancerState) void
Removes the `state` from the Animancer.MixerState.SynchronizedChildren.
DontSynchronizeChildren() void
Removes all children of this mixer from the Animancer.MixerState.SynchronizedChildren.
ForceRecalculateWeights() void
Recalculates the weights of all child states based on the current value of the Animancer.MixerState`1.Parameter and the thresholds.

Overrides of this method must set Animancer.MixerState.WeightsAreDirty = false.
GatherAnimationClips(ICollection<AnimationClip>) void
[Animancer.IAnimationClipCollection] Gathers all the animations in this state.
GetChild(int) AnimancerState
[Animancer.IPlayableWrapper] Returns the state connected to the specified `index` as a child of this node.
GetDescription(string) string
Returns a detailed descrption of the current details of this node.
Inherited from AnimancerNode
GetDisplayKey(AnimancerState) string
Gets a user-friendly key to identify the `state` in the Inspector.
GetEnumerator() FastEnumerator<AnimancerState>
Gets an enumerator for all of this node's child states.
GetJobData<T>() T
Gets the Animation Job data from the UnityEngine.Animations.AnimationScriptPlayable.
GetNextState(int) AnimancerState
Returns the state at the specified `index` if it is not null, otherwise increments the index and checks again. Returns null if no state is found by the end of the Animancer.MixerState.ChildStates.
GetParameterName(int) string
Returns the name of a parameter being managed by this state.
GetParameterType(int) AnimatorControllerParameterType
Returns the type of a parameter being managed by this state.
GetParameterValue(int) Object
Returns the value of a parameter being managed by this state.
GetParentMixer() MixerState
Returns the highest Animancer.MixerState in the hierarchy above this mixer or this mixer itself if there are none above it.
GetParentMixer(IPlayableWrapper) MixerState
Returns the highest Animancer.MixerState in the hierarchy above the `state` (inclusive).
static
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
InitializeSynchronizedChildren(bool[]) void
Initializes the internal Animancer.MixerState.SynchronizedChildren list.
IsChildOf(IPlayableWrapper, IPlayableWrapper) bool
Is the `child` a child of the `parent`?
static
IsInList(Key) bool
Is the `key` currently in a keyed list?
Inherited from Key
static
IsSynchronized(AnimancerState) bool
Is the `state` in the Animancer.MixerState.SynchronizedChildren?
MoveTime(float, bool) void
Sets the Animancer.AnimancerState.Time or Animancer.AnimancerState.NormalizedTime, but unlike those properties this method applies any Root Motion and Animation Events (but not Animancer Events) between the old and new time.
NormalizeDurations() void
Recalculates the Animancer.AnimancerState.Duration of all child states so that they add up to 1.
NormalizeWeights(float) void
Divides the weight of all child states by the `totalWeight`.
OnAddChild(IList<AnimancerState>, AnimancerState) void
Connects the `state` to this node at its Animancer.AnimancerNode.Index.
Inherited from AnimancerNode
OnSetIsPlaying() void
Called when the value of Animancer.AnimancerState.IsPlaying is changed.
Play() void
Plays this state immediately, without any blending.
Inherited from AnimancerState
RecalculateWeights() bool
If Animancer.MixerState.WeightsAreDirty this method recalculates the weights of all child states and returns true.
RecreatePlayable() void
Calls Animancer.AnimancerNode.DestroyPlayable and Animancer.AnimancerNode.CreatePlayable.
Inherited from AnimancerNode
RecreatePlayableRecursive() void
Calls Animancer.AnimancerNode.RecreatePlayable on this node and all its children recursively.
Inherited from AnimancerNode
RequireUpdate() void
Calls Animancer.AnimancerPlayable.RequirePreUpdate(Animancer.IUpdatable) if the Animancer.AnimancerNode.Root is not null.
Inherited from AnimancerNode
SetChild(int, AnimancerState) void
Assigns the `state` as a child of this mixer.
SetChildrenTime(float, bool) void
Sets Animancer.AnimancerState.Time for all Animancer.MixerState.ChildStates.
SetDebugName(string) void
[Assert-Conditional] Sets the Inspector display name of this node. Animancer.AnimancerNode.ToString returns the name.
Inherited from AnimancerNode
SetJobData<T>(T) void
Sets the Animation Job data in the UnityEngine.Animations.AnimationScriptPlayable.
SetParameterValue(int, Object) void
Sets the value of a parameter being managed by this state.
SetParent(AnimancerNode, int) void
Connects this state to the `parent` mixer at the specified `index`.
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 runtime builds.
Inherited from AnimancerNode
StartFade(float) void
Calls Animancer.AnimancerNode.OnStartFade and starts fading the Animancer.AnimancerNode.Weight over the course of the Animancer.AnimancerPlayable.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 AnimancerState
Synchronize(AnimancerState) void
Adds the `state` to the Animancer.MixerState.SynchronizedChildren.
ToString() string
Returns a string describing the type of this mixer and the name of Animancer.MixerState.Clips connected to it.

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 Animancer.AnimancerNode.IsValid?