Summary
A
UnityEngine.ScriptableObject
based Animancer.ITransition
.- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
-
- ITransitionDetailed
- ITransition
- IHasKey
- IPolymorphic
- IHasEvents
- IWrapper
- IAnimationClipSource
- Base Types
-
- ScriptableObject
- TransitionAssetBase
- TransitionAsset
<ITransitionDetailed>
graph BT
Type-->Base0["TransitionAsset<ITransitionDetailed>"]
Base0-->Base1["TransitionAssetBase"]
click Base1 "/animancer/api/Animancer/TransitionAssetBase"
Base1-->Base2["ScriptableObject"]
Type-.->Interface0["ITransitionDetailed"]
click Interface0 "/animancer/api/Animancer/ITransitionDetailed"
Type-.->Interface1["ITransition"]
click Interface1 "/animancer/api/Animancer/ITransition"
Type-.->Interface2["IHasKey"]
click Interface2 "/animancer/api/Animancer/IHasKey"
Type-.->Interface3["IPolymorphic"]
click Interface3 "/animancer/api/Animancer/IPolymorphic"
Type-.->Interface4["IHasEvents"]
click Interface4 "/animancer/api/Animancer/IHasEvents"
Type-.->Interface5["IWrapper"]
click Interface5 "/animancer/api/Animancer/IWrapper"
Type-.->Interface6["IAnimationClipSource"]
Type["TransitionAsset"]
class Type type-node
Syntax
[CreateAssetMenu(menuName = Strings.MenuPrefix + "Transition Asset", order = Strings.AssetMenuOrder + 1)]
[AnimancerHelpUrl(typeof(TransitionAsset))]
public class TransitionAsset : TransitionAsset<ITransitionDetailed>, ITransitionDetailed,
ITransition, IHasKey, IPolymorphic, IHasEvents, IWrapper, IAnimationClipSource
Remarks
Documentation:
Transition Assets
When adding a
UnityEngine.CreateAssetMenuAttribute
to any derived classes, you can use
Animancer.Strings.MenuPrefix
and Animancer.Strings.AssetMenuOrder
.
Attributes
Type | Description |
---|---|
Create |
|
Animancer |
[Assert-Conditional]
A UnityEngine.HelpURLAttribute which points to Animancer's documentation.
|
Fields
Name | Constant Value | Summary |
---|---|---|
Obsolete |
Directly accessing the Events of a Transition Asset is generally not recommended because any modifications will affect all characters who share the same asset and will persist until the asset is destroyed (usually when the application exits). In most cases, the recommended approach is to initialize events on the AnimancerState returned when you Play the Transition rather than modifying the Asset itself. If you really need to access these events, you can use the asset.Transition.Events. |
Explains why Transition Assets warn about accessing their events.
Inherited from TransitionAssetBase
static
|
TransitionField | _Transition |
The name of the serialized backing field of
Animancer.TransitionAssetBase.GetTransition .Inherited from TransitionAssetBase
static
|
Properties
Name | Value | Summary |
---|---|---|
CreateInstance | Func |
[Editor-Only] Creates an instance of the main non-abstract inheritor of this class.
Inherited from TransitionAssetBase
static
|
Events | AnimancerEvent |
Events which will be triggered as the animation plays.
Inherited from TransitionAssetBase
|
IsLooping | bool |
What will the value of
Animancer.AnimancerState.IsLooping be for the created state?Inherited from TransitionAssetBase
|
MaximumDuration | float |
The maximum amount of time the animation is expected to take (in seconds).
Inherited from TransitionAssetBase
|
NormalizedStartTime | float |
The
Animancer.AnimancerState.NormalizedTime to start the animation at.Inherited from TransitionAssetBase
|
SerializedEvents | AnimancerEvent |
Events which will be triggered as the animation plays.
Inherited from TransitionAssetBase
|
Speed | float |
The
Animancer.AnimancerNodeBase.Speed to play the animation at.Inherited from TransitionAssetBase
|
Methods
Name | Value | Summary |
---|---|---|
Create |
TransitionAsset |
[Editor-Only] Creates a
Animancer.TransitionAsset next to the `mainAsset`.static
|
Reset |
void |
[Editor-Only]
Assigns a default TTransition to the
Animancer.TransitionAsset`1.Transition field.
|
ValidateCreate |
bool |
[Editor-Only] Validates that the `mainAsset` is actually an asset.
static
|