TransitionSequence Class

Summary

A group of transitions which play one after the other.
graph BT Type-->Base0["Transition<SequenceState>"] Base0-->Base1["Object"] Type-.->Interface0["ITransition<SequenceState>"] Type-.->Interface1["ITransition"] click Interface1 "/animancer/api/Animancer/ITransition" Type-.->Interface2["IHasEvents"] click Interface2 "/animancer/api/Animancer/IHasEvents" Type-.->Interface3["IHasKey"] click Interface3 "/animancer/api/Animancer/IHasKey" Type-.->Interface4["IPolymorphic"] click Interface4 "/animancer/api/Animancer/IPolymorphic" Type-.->Interface5["ICopyable<Transition<SequenceState>>"] Type-.->Interface6["ICloneable<Transition<SequenceState>>"] Type-.->Interface7["IAnimationClipCollection"] click Interface7 "/animancer/api/Animancer/IAnimationClipCollection" Type-.->Interface8["ICopyable<TransitionSequence>"] Type["TransitionSequence"] class Type type-node

Syntax

[Serializable]
public class TransitionSequence : Transition<SequenceState>, ITransition<SequenceState>, 
    ITransition, IHasEvents, IHasKey, IPolymorphic, ICopyable<Transition<SequenceState>>, 
    ICloneable<Transition<SequenceState>>, IAnimationClipCollection, ICopyable<TransitionSequence>

Remarks

Documentation: Transitions

Attributes

Type Description
SerializableAttribute

Properties

Name Value Summary
FadeMode FadeMode
If this transition will set the Animancer.AnimancerState.Time, then it needs to use Animancer.FadeMode.FromStart.
IsLooping bool
Sequences don't loop.
IsValid bool
Is everything in this sequence valid?
MaximumLength float
The maximum expected value of the Animancer.AnimancerState.Length.
NormalizedStartTime float
The Animancer.AnimancerState.NormalizedTime to start the animation at.
Transitions ITransition[]
[UnityEngine.SerializeField] The transitions to play in this sequence.

Methods

Name Value Summary
Apply(AnimancerState) void
Applies the details of this transition to the `state`.
Clone(CloneContext) Transition<SequenceState>
Creates a new object with the same type and values this.
CopyFrom(Transition<SequenceState>, CloneContext) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
CopyFrom(TransitionSequence, CloneContext) void
Copies the contents of `copyFrom` into this object, replacing its previous contents.
CreateState() SequenceState
Creates and returns a new TState.
GatherAnimationClips(ICollection<AnimationClip>) void
Adds the Animancer.ClipTransition.Clip of everything in this sequence to the collection.