Summary
A
UnityEngine.ScriptableObject
based Animancer.ITransition
.- Assembly
- Animancer
.dll - Namespace
- Animancer
- Interfaces
-
- ITransitionDetailed
- ITransition
- IHasKey
- IPolymorphic
- IHasEvents
- IWrapper
- IAnimationClipSource
- 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["IHasEvents"]
click Interface4 "/animancer/api/Animancer/IHasEvents"
Type-.->Interface5["IWrapper"]
click Interface5 "/animancer/api/Animancer/IWrapper"
Type-.->Interface6["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, 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 |
---|---|
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.
static
|
TransitionField | _Transition |
The name of the serialized backing field of
Animancer.TransitionAssetBase.GetTransition .static
|
Properties
Name | Value | Summary |
---|---|---|
CreateInstance | Func |
[Editor-Only] Creates an instance of the main non-abstract inheritor of this class.
static
|
Events | AnimancerEvent |
Events which will be triggered as the animation plays.
|
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. |
SerializedEvents | AnimancerEvent |
Events which will be triggered as the animation plays.
|
Speed | float |
The
Animancer.AnimancerNodeBase.Speed to play the animation at. |
Methods
Name | Value | Summary |
---|---|---|
Apply |
void |
Applies the details of this transition to the `state`.
|
CreateState |
AnimancerState |
Creates and returns a new
Animancer.AnimancerState defuned by this transition. |
GetAnimationClips |
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 . |