PlayableAssetTransition Class

Summary

A serializable Animancer.ITransition which can create a particular type of Animancer.AnimancerState when passed into Animancer.AnimancerLayer.Play(Animancer.ITransition).
graph BT Type-->Base0["Transition<PlayableAssetState>"] Base0-->Base1["Object"] Type-.->Interface0["ITransition<PlayableAssetState>"] 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<PlayableAssetState>>"] Type-.->Interface8["ICloneable<Transition<PlayableAssetState>>"] Type-.->Interface9["IAnimationClipCollection"] click Interface9 "/animancer/api/Animancer/IAnimationClipCollection" Type-.->Interface10["ICopyable<PlayableAssetTransition>"] Type["PlayableAssetTransition"] class Type type-node

Syntax

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

Remarks

Documentation: Transitions

Attributes

Type Description
SerializableAttribute

Fields

Name Constant Value Summary
AssetField _Asset
The name of the serialized backing field of Animancer.PlayableAssetTransition.Asset.
static
BindingsField _Bindings
The name of the serialized backing field of Animancer.PlayableAssetTransition.Bindings.
static

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?
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.

Methods

Name Value Summary
Apply(AnimancerState) void
Applies the details of this transition to the `state`.
Clone(CloneContext) Transition<PlayableAssetState>
Creates a new object with the same type and values this.
CopyFrom(PlayableAssetTransition, CloneContext) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
CopyFrom(Transition<PlayableAssetState>, CloneContext) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
CreateState() PlayableAssetState
Creates and returns a new TState.
TryCreateTransition(Object) ITransitionDetailed
Returns a new Animancer.PlayableAssetTransition if the `target` is an UnityEngine.Playables.PlayableAsset.
static