The animation component is used to play back animations.
// Make all animations in this character play at half speed for (var state : AnimationState in animation) { state.speed = 0.5; }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Example() { foreach (AnimationState state in animation) { state.speed = 0.5F; } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Example() as void: for state as AnimationState in animation: state.speed = 0.5F
| animatePhysics | When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. |
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| clip | The default animation. |
| cullingType | Controls culling of this Animation component. |
| isPlaying | Are we playing any animations? |
| localBounds | AABB of this Animation animation component in local space. |
| playAutomatically | Should the default animation clip (Animation.clip) automatically start playing on startup. |
| this[string] | Returns the animation state named name. |
| wrapMode | How should time beyond the playback range of the clip be treated? |
| AddClip | Adds a clip to the animation with name newName. |
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| Blend | Blends the animation named animation towards targetWeight over the next time seconds. |
| CrossFade | Fades the animation with name animation in over a period of time seconds and fades other animations out. |
| CrossFadeQueued | Cross fades an animation after previous animations has finished playing. |
| GetClipCount | Get the number of clips currently assigned to this animation. |
| IsPlaying | Is the animation named name playing? |
| Play | Plays animation without any blending. |
| PlayQueued | Plays an animation after previous animations has finished playing. |
| RemoveClip | Remove clip from the animation list. |
| Rewind | Rewinds the animation named name. |
| Sample | Samples animations at the current state. |
| Stop | Stops all playing animations that were started with this Animation. |
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
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| animation | The Animation attached to this GameObject (null if there is none attached). |
| audio | The AudioSource attached to this GameObject (null if there is none attached). |
| camera | The Camera attached to this GameObject (null if there is none attached). |
| collider | The Collider attached to this GameObject (null if there is none attached). |
| collider2D | The Collider2D component attached to the object. |
| constantForce | The ConstantForce attached to this GameObject (null if there is none attached). |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| guiText | The GUIText attached to this GameObject (null if there is none attached). |
| guiTexture | The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
| hingeJoint | The HingeJoint attached to this GameObject (null if there is none attached). |
| light | The Light attached to this GameObject (null if there is none attached). |
| networkView | The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
| particleEmitter | The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem | The ParticleSystem attached to this GameObject (null if there is none attached). |
| renderer | The Renderer attached to this GameObject (null if there is none attached). |
| rigidbody | The Rigidbody attached to this GameObject (null if there is none attached). |
| rigidbody2D | The Rigidbody2D that is attached to the Component's GameObject. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject (null if there is none attached). |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| m_CachedPtr | |
| m_InstanceID | |
| name | The name of the object. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
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| CompareTag | Is this game object tagged with tag? |
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| GetHashCode | |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| Destroy | Removes a gameobject, component or asset. |
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| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does the object exist? |
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| operator != | Compares if two objects refer to a different object. |
| operator == | Compares if two objects refer to the same. |