AnimatorState

class in UnityEditor.Animations

/

Hereda de:Object

Cambiar al Manual

Descripción

States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over.

Variables

behavioursThe Behaviour list assigned to this state.
cycleOffsetOffset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time.
cycleOffsetParameterThe animator controller parameter that drives the cycle offset value.
cycleOffsetParameterActiveDefine if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor.
iKOnFeetShould Foot IK be respected for this state.
mirrorDebería el estado reflejarse.
mirrorParameterThe animator controller parameter that drives the mirror value.
mirrorParameterActiveDefine if the mirror value is driven by an Animator controller parameter or by the value set in the editor.
motionThe motion assigned to this state.
nameHashThe hashed name of the state.
speedThe default speed of the motion.
speedParameterThe animator controller parameter that drives the speed value.
speedParameterActiveDefine if the speed value is driven by an Animator controller parameter or by the value set in the editor.
tagA tag can be used to identify a state.
timeParameterIf timeParameterActive is true, the value of this Parameter will be used instead of normalized time.
timeParameterActiveIf true, use value of given Parameter as normalized time.
transitionsThe transitions that are going out of the state.
writeDefaultValuesSi o no los AnimatorStates escribe devuelta los valores por defecto para las propiedades que no están animadas por su Motion (movimiento).

Funciones Públicas

AddExitTransitionUtility function to add an outgoing transition to the exit of the state's parent state machine.
AddStateMachineBehaviourAdds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version.
AddTransitionUtility function to add an outgoing transition to the destination state.
RemoveTransitionUtility function to remove a transition from the state.

Miembros heredados

Variables

hideFlags¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario?
nameEl nombre del objeto.

Funciones Públicas

GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the GameObject.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadHace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateClona el objeto original y devuelve el clon.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961