PlayableAssetTransition Class

Summary

A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerPlayable.Play(Animancer.ITransition).
graph BT Type-->Base0["AnimancerTransition<PlayableAssetState>"] Base0-->Base1["Object"] Type-.->Interface0["ITransitionDetailed"] click Interface0 "/animancer/api/Animancer/ITransitionDetailed" Type-.->Interface1["ITransitionWithEvents"] click Interface1 "/animancer/api/Animancer/ITransitionWithEvents" Type-.->Interface2["IHasEvents"] click Interface2 "/animancer/api/Animancer/IHasEvents" Type-.->Interface3["ICopyable<AnimancerTransition<PlayableAssetState>>"] Type-.->Interface4["PlayableAssetState.ITransition"] click Interface4 "/animancer/api/Animancer/ITransition" Type-.->Interface5["ITransition<PlayableAssetState>"] Type-.->Interface6["ITransition"] click Interface6 "/animancer/api/Animancer/ITransition" Type-.->Interface7["IHasKey"] click Interface7 "/animancer/api/Animancer/IHasKey" Type-.->Interface8["IPolymorphic"] click Interface8 "/animancer/api/Animancer/IPolymorphic" Type-.->Interface9["IAnimationClipCollection"] click Interface9 "/animancer/api/Animancer/IAnimationClipCollection" Type-.->Interface10["ICopyable<PlayableAssetTransition>"] Type["PlayableAssetTransition"] class Type type-node

Syntax

[Serializable]
public class PlayableAssetTransition : AnimancerTransition<PlayableAssetState>, 
    ITransitionDetailed, ITransitionWithEvents, IHasEvents, 
    ICopyable<AnimancerTransition<PlayableAssetState>>, PlayableAssetState.ITransition, 
    ITransition<PlayableAssetState>, ITransition, IHasKey, IPolymorphic, IAnimationClipCollection, 
    ICopyable<PlayableAssetTransition>

Remarks

Documentation: Transitions

Attributes

Type Description
SerializableAttribute

Properties

Name Value Summary
Asset PlayableAsset
[UnityEngine.SerializeField] The asset to play.
Bindings Object[]
[UnityEngine.SerializeField] The objects controlled by each of the tracks in the Asset.
IsValid bool
Can this transition create a valid Animancer.AnimancerState?
Key Object
The Animancer.PlayableAssetTransition.Asset will be used as the Animancer.AnimancerState.Key for the created state to be registered with.
MainObject Object
The Animancer.AnimancerState.MainObject that the created state will have.
MaximumDuration float
The maximum amount of time the animation is expected to take (in seconds).
NormalizedStartTime float
The Animancer.AnimancerState.NormalizedTime to start the animation at.
Speed float
[UnityEngine.SerializeField] Determines how fast the animation plays (1x = normal speed, 2x = double speed).

Methods

Name Value Summary
Apply(AnimancerState) void
Called by Animancer.AnimancerPlayable.Play(Animancer.ITransition) to apply any modifications to the `state`.
CopyFrom(PlayableAssetTransition) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
CreateState() PlayableAssetState
Creates and returns a new TState.