AnimancerTransitionAssetBase.

AnimancerTransitionAssetBase.UnShared<TAsset> Class

Summary

An Animancer.AnimancerTransitionAsset`1 wrapper which stores its own Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState and Animancer.AnimancerTransitionAssetBase.UnShared`1.Events to allow multiple objects to reference the same transition asset without interfering with each other.
graph BT Type-->Base0["Object"] Type-.->Interface0["ITransitionWithEvents"] click Interface0 "/animancer/api/Animancer/ITransitionWithEvents" 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["AnimancerTransitionAssetBase.UnShared<TAsset>"] class Type type-node Derived0["AnimancerTransitionAssetBase.UnShared<TAsset, TTransition, TState>"]-->Type click Derived0 "/animancer/api/Animancer/UnShared_3" Derived1["AnimancerTransitionAssetBase.UnShared"]-->Type click Derived1 "/animancer/api/Animancer/UnShared"

Syntax

[Serializable]
public class AnimancerTransitionAssetBase.UnShared<TAsset> : ITransitionWithEvents, ITransition, 
    IHasKey, IPolymorphic, IHasEvents, IWrapper
    where TAsset : AnimancerTransitionAssetBase

Remarks

Documentation: Transition Assets - UnShared

Attributes

Type Description
SerializableAttribute

Type Parameters

Name Description
TAsset

Properties

Name Value Summary
Asset TAsset
The Animancer.AnimancerTransitionAssetBase wrapped by this object.
BaseState AnimancerState
The state that was created by this object. Specifically, this is the state that was most recently passed into Animancer.AnimancerTransitionAssetBase.UnShared`1.Apply(Animancer.AnimancerState) (usually by Animancer.AnimancerPlayable.Play(Animancer.ITransition)).

You can use Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(Animancer.ITransition) or Animancer.AnimancerLayer.GetOrCreateState(Animancer.ITransition) to get or create the state for a specific object.

State is simply a shorthand for casting this to TState.
BaseTransition ITransition
The Animancer.ITransition wrapped by this object.
Events AnimancerEvent.Sequence
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.AnimancerPlayable.Play(Animancer.ITransition).
HasAsset bool
Is the Animancer.AnimancerTransitionAssetBase.UnShared`1.Asset assigned (i.e. not null)?
IsValid bool
Can this transition create a valid Animancer.AnimancerState?
Key Object
An identifier object that can be used for dictionaries and hash sets.
SerializedEvents AnimancerEvent.Sequence.Serializable
Events which will be triggered as the animation plays.

Methods

Name Value Summary
Apply(AnimancerState) void
Wraps Animancer.ITransition.Apply(Animancer.AnimancerState) and assigns the local Animancer.AnimancerTransitionAssetBase.UnShared`1.Events.
ClearCachedEvents() void
Clears the cached Animancer.AnimancerTransitionAssetBase.UnShared`1.Events so that next time they are accessed they will be copied from the Animancer.AnimancerTransitionAssetBase.UnShared`1.SerializedEvents again.
OnSetBaseState() void
Called when the Animancer.AnimancerTransitionAssetBase.UnShared`1.BaseState is set.