TransitionAssetBase Class

Summary

A UnityEngine.ScriptableObject based Animancer.ITransition.
Assembly
Animancer.dll
Namespace
Animancer
Interfaces
Base Types
  • ScriptableObject
Derived Types
graph BT Type-->Base0["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["IWrapper"] click Interface4 "/animancer/api/Animancer/IWrapper" Type-.->Interface5["IAnimationClipSource"] Type["TransitionAssetBase"] class Type type-node Derived0["TransitionAsset<TTransition>"]-->Type click Derived0 "/animancer/api/Animancer/TransitionAsset_1"

Syntax

[AnimancerHelpUrl(typeof(TransitionAssetBase))]
public abstract class TransitionAssetBase : ScriptableObject, ITransitionDetailed, ITransition, 
    IHasKey, IPolymorphic, 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
AnimancerHelpUrlAttribute [Assert-Conditional] A UnityEngine.HelpURLAttribute which points to Animancer's documentation.

Fields

Name Constant Value Summary
TransitionField _Transition
The name of the serialized backing field of Animancer.TransitionAssetBase.GetTransition.
static

Properties

Name Value Summary
CreateInstance Func<ITransitionDetailed, TransitionAssetBase>
[Editor-Only] Creates an instance of the main non-abstract inheritor of this class.
static
FadeDuration float
The amount of time this transition should take (in seconds).
FadeMode FadeMode
The Animancer.FadeMode which should be used when this transition is passed into Animancer.AnimancerLayer.Play(Animancer.ITransition).
IsLooping bool
What will the value of Animancer.AnimancerState.IsLooping be for the created state?
IsValid bool
Can this transition create a valid Animancer.AnimancerState?
Key Object
A key which can be used in dictionaries and hash sets.
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
The Animancer.AnimancerNodeBase.Speed to play the animation at.

Methods

Name Value Summary
Apply(AnimancerState) void
Applies the details of this transition to the `state`.
CreateState() AnimancerState
Creates and returns a new Animancer.AnimancerState defuned by this transition.
GetAnimationClips(List<AnimationClip>) void
[UnityEngine.IAnimationClipSource] Calls Animancer.AnimancerUtilities.GatherFromSource(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Object).
GetTransition() ITransitionDetailed
Returns the Animancer.ITransitionDetailed wrapped by this UnityEngine.ScriptableObject.