Summary
[Pro-Only] An
Animancer.AnimancerState which plays a UnityEngine.Playables.PlayableAsset.- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
-
- ICopyable
<AnimancerNode> - IEnumerable
<AnimancerState> - IEnumerator
- IHasDescription
- I
Animation Clip Collection - ICloneable
<AnimancerState> - ICopyable
<AnimancerState>
- ICopyable
- Base Types
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["PlayableAssetState"]
class Type type-node
Syntax
public class PlayableAssetState : AnimancerState, ICopyable<AnimancerNode>,
IEnumerable<AnimancerState>, IEnumerator, IHasDescription, IAnimationClipCollection,
ICloneable<AnimancerState>, ICopyable<AnimancerState>
Remarks
Documentation:
Timeline
Constructors
| Name | Summary |
|---|---|
| PlayableAssetState |
Creates a new Animancer.PlayableAssetState to play the `asset`. |
Properties
| Name | Value | Summary |
|---|---|---|
| ApplyAnimatorIK | bool |
IK cannot be dynamically enabled on a
Animancer.PlayableAssetState. |
| ApplyFootIK | bool |
IK cannot be dynamically enabled on a
Animancer.PlayableAssetState. |
| Apply |
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
|
| Asset | PlayableAsset |
The
UnityEngine.Playables.PlayableAsset which this state plays. |
| AverageVelocity | Vector3 |
The average velocity of the Root Motion caused by this state.
Inherited from AnimancerState
|
| Bindings | IList |
The objects controlled by each track in the asset.
|
| 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
|
| DebugName | Object |
[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.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 |
Will this state loop back to the start when it reaches the end?
Inherited from AnimancerState
|
| 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
|
| Keep |
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
|
| 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
UnityEngine.Playables.PlayableAsset.duration (cached on initialization). |
| MainObject | Object |
The
UnityEngine.Playables.PlayableAsset 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 |
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
|
| Parent | AnimancerNodeBase |
The object which receives the output of the
Animancer.AnimancerNodeBase.Playable.Inherited from AnimancerNodeBase
|
| Playable | Playable |
The internal object this node manages in the
UnityEngine.Playables.PlayableGraph.Inherited from AnimancerNodeBase
|
| Raise |
bool |
Should events be raised on a state which is currently fading out?
Inherited from AnimancerState
static
|
| RawTime | double |
The internal implementation of
Animancer.AnimancerState.Time which directly gets and sets the underlying value.
Inherited from AnimancerState
|
| 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
|
| SharedEvents | AnimancerEvent |
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). |
| 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 |
void |
[Editor-Only]
Adds functions to show and set
Animancer.AnimancerNodeBase.ApplyAnimatorIK and
Animancer.AnimancerNodeBase.ApplyFootIK.
Inherited from AnimancerNodeBase
static
|
| AppendDescription |
void |
Appends a detailed descrption of the current details of this object.
Inherited from AnimancerNode
|
| AppendDetails |
void | |
| AppendIKDetails |
void |
Appends the details of
Animancer.AnimancerNodeBase.ApplyAnimatorIK and
Animancer.AnimancerNodeBase.ApplyFootIK.
Inherited from AnimancerNode
static
|
| Assert |
void |
[Assert-Only]
Calls
Animancer.AnimancerNode.GetConnectionStatusError and logs the result if it isn't null.
Inherited from AnimancerNode
|
| Assert |
void |
[Assert-Only] Calls
Animancer.AnimancerNode.AssertConnectionStatus for the `node` and all of its children.Inherited from AnimancerNode
static
|
| AssertOwnership |
void |
[Assert-Conditional]
Sets the
Animancer.AnimancerState.Owner and asserts that it wasn't already set to a different object.
Inherited from AnimancerState
|
| CancelFade |
void |
Removes this node from the
Animancer.AnimancerNode.FadeGroup.Inherited from AnimancerNode
|
| ChangeMainObject |
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 |
AnimancerState |
Creates a new object with the same type and values this.
|
| CopyFrom |
void |
Copies the details of `copyFrom` into this node, replacing its previous contents.
Inherited from AnimancerState
|
| CopyFrom |
void |
Copies the contents of `copyFrom` into this object, replacing its previous contents.
Inherited from AnimancerState
|
| CopyIKFlags |
void |
IK cannot be dynamically enabled on a
Animancer.PlayableAssetState. |
| CreatePlayable |
void |
Creates and assigns the
UnityEngine.Playables.Playable managed by this state.Inherited from AnimancerState
|
| CreatePlayable |
void |
Creates and assigns the
UnityEngine.Playables.Playable managed by this node. |
| Destroy |
void |
Destroys the
UnityEngine.Playables.Playable and cleans up this state. |
| DestroyBoundOutputs |
void |
Destroys all of the outputs created for the
Animancer.PlayableAssetState.Bindings
and optionally the state playable itself.
|
| DestroyPlayable |
void |
Destroys the
UnityEngine.Playables.Playable.Inherited from AnimancerNode
|
| DisconnectChildSafe |
void |
Disconnects the
UnityEngine.Playables.Playable of the child at the specified `index` from this node.Inherited from AnimancerNode
|
| Events |
bool |
If the `events` are
null, this method assigns a new Animancer.AnimancerEvent.Sequence
and returns true to indicate that the caller should now initialize their event callbacks.
Otherwise, this method simply assigns the provided `events` to this state and returns false.
Inherited from AnimancerState
|
| Events |
AnimancerEvent |
If the
Animancer.AnimancerState.OwnedEvents haven't been initialized yet,
this method gets them and returns true.
Inherited from AnimancerState
|
| Events |
bool |
If the
Animancer.AnimancerState.OwnedEvents haven't been initialized yet,
this method gets them and returns true.
Inherited from AnimancerState
|
| FinishImmediately |
void |
Sets the
Animancer.AnimancerState.NormalizedTime to the Animancer.AnimancerState.NormalizedEndTime
and invokes any remaining Animancer.AnimancerEvents.
Inherited from AnimancerState
|
| GatherAnimationClips |
void |
[
Animancer.IAnimationClipCollection] Gathers all the animations in this state.Inherited from AnimancerState
|
| GetBindingDetails |
void |
Gathers details about the `binding`.
static
|
| GetChild |
AnimancerState |
Returns the state connected to the specified `index` as a child of this node.
Inherited from AnimancerNode
|
| Get |
string |
Returns
null if this node is properly connected to its parent.
Otherwise, returns an error message to be logged.
Inherited from AnimancerState
|
| Get |
StackTrace |
[Assert-Only]
Returns the stack trace of the constructor (or null if
Animancer.AnimancerNode.TraceConstructor was false).
Inherited from AnimancerNode
static
|
| GetEnumerator |
FastEnumerator |
Gets an enumerator for all of this node's child states.
Inherited from AnimancerNode
|
| GetEventDispatchInfo |
AnimancerEvent |
Gets the details used to trigger
Animancer.AnimancerEvents on this state. |
| GetPath |
string |
Returns the hierarchy path of this node through its
Animancer.AnimancerNodeBase.Parents.Inherited from AnimancerNode
|
| Is |
bool |
Returns true if the animation is playing and has not yet passed the
Animancer.AnimancerEvent.Sequence.EndEvent.
Inherited from AnimancerState
|
| MarkAsUsed |
void |
[Assert-Conditional] Prevents the `node` from causing
Animancer.OptionalWarning.UnusedNode.Inherited from AnimancerNodeBase
static
|
| MoveTime |
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 |
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
|
| On |
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. |
| Play |
void |
Plays this state immediately, without any blending and without affecting any other states.
Inherited from AnimancerState
|
| RecreatePlayable |
void |
Calls
Animancer.AnimancerNode.DestroyPlayable and Animancer.AnimancerNode.CreatePlayable.Inherited from AnimancerNode
|
| Recreate |
void |
Calls
Animancer.AnimancerNode.RecreatePlayable on this node and all its children recursively.Inherited from AnimancerNode
|
| SetBindings |
void |
Sets the
Animancer.PlayableAssetState.Bindings. |
| SetDebugName |
void |
[Assert-Conditional] Sets the
Animancer.AnimancerNode.DebugName to display in the Inspector.Inherited from AnimancerNode
|
| SetExpectFade |
void |
[Internal] Sets a flag for
Animancer.OptionalWarning.ExpectFade.Inherited from AnimancerState
static
|
| SetGraph |
void |
Sets the
Animancer.AnimancerNodeBase.Graph.Inherited from AnimancerState
|
| SetParent |
void |
Connects this state to the `parent` at its next available child index.
Inherited from AnimancerState
|
| SetWeight |
void | |
| StartFade |
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 |
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
|
| Update |
void |
Checks if any events should be invoked on the `parent` and its children recursively.
Inherited from AnimancerState
static
|
| Update |
void |
Checks if any events should be invoked on the `parent` and its children recursively.
Inherited from AnimancerState
static
|
Extension Methods
| Name | Value | Summary |
|---|---|---|
| Calculate |
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?
From AnimancerUtilities
|