A graph controlling the interaction of states. Each state references a motion.
anyStatePosition | The position of the AnyState node. |
anyStateTransitions | The list of AnyState transitions. |
behaviours | The Behaviour list assigned to this state machine. |
defaultState | The state that the state machine will be in when it starts. |
entryPosition | The position of the entry node. |
entryTransitions | The list of entry transitions in the state machine. |
exitPosition | The position of the exit node. |
parentStateMachinePosition | The position of the parent state machine node. Only valid when in a hierachic state machine. |
stateMachines | The list of sub state machines. |
states | The list of states. |
AddAnyStateTransition | Utility function to add an AnyState transition to the specified state or statemachine. |
AddEntryTransition | Utility function to add an incoming transition to the exit of it's parent state machine. |
AddState | Utility function to add a state to the state machine. |
AddStateMachine | Utility function to add a state machine to the state machine. |
AddStateMachineBehaviour | Adds a state machine behaviour class of type T to the AnimatorStateMachine. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. |
AddStateMachineExitTransition | Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine. |
AddStateMachineTransition | Utility function to add an outgoing transition from the source state machine to the destination. |
GetStateMachineTransitions | Gets the list of all outgoing state machine transitions from given state machine. |
MakeUniqueStateMachineName | Makes a unique state machine name in the context of the parent state machine. |
MakeUniqueStateName | Makes a unique state name in the context of the parent state machine. |
RemoveAnyStateTransition | Utility function to remove an AnyState transition from the state machine. |
RemoveEntryTransition | Utility function to remove an entry transition from the state machine. |
RemoveState | Utility function to remove a state from the state machine. |
RemoveStateMachine | Utility function to remove a state machine from its parent state machine. |
RemoveStateMachineTransition | Utility function to remove an outgoing transition from source state machine. |
SetStateMachineTransitions | Sets the list of all outgoing state machine transitions from given state machine. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |