Version: 2022.3
言語: 日本語

Animator.GetCurrentAnimatorStateInfo

マニュアルに切り替える
public AnimatorStateInfo GetCurrentAnimatorStateInfo (int layerIndex);

パラメーター

layerIndex The layer index.

戻り値

AnimatorStateInfo An AnimatorStateInfo with the information on the current state.

説明

Returns an AnimatorStateInfo with the information on the current state.

Fetches the data from the current state in the Animator. Use this to get details from the state, including accessing the state’s speed, length, name and other variables. For gathering information from the clips that the states hold, see Animator.GetCurrentAnimatorClipInfo.

//Create a GameObject and attach an Animator component (Click the Add Component button in the Inspector window, go to Miscellaneous>Animator).
//Create an Animator by going to Assets >  Create > Animator Controller. Attach this Controller to the Animator attached to your GameObject
//In the Animator Controller, create a Trigger parameter in the Parameters tab and name it “Jump”. Then create states and transition arrows that use this parameter.

//This script triggers an Animation parameter when you press the space key.

using UnityEngine;

public class Example : MonoBehaviour { Animator m_Animator; //Use to output current speed of the state to the screen float m_CurrentSpeed;

void Start() { //Get the Animator, which you attach to the GameObject you intend to animate. m_Animator = gameObject.GetComponent<Animator>(); //The current speed of the first Animator state m_CurrentSpeed = m_Animator.GetCurrentAnimatorStateInfo(0).speed; }

void Update() { //Press the space bar to tell the Animator to trigger the Jump Animation if (Input.GetKeyDown(KeyCode.Space)) { m_Animator.SetTrigger("Jump"); }

//When entering the Jump state in the Animator, output the message in the console if (m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Jump")) { Debug.Log("Jumping"); } }

void OnGUI() { //Output the first Animation speed to the screen GUI.Label(new Rect(25, 25, 200, 20), "Speed of State : " + m_CurrentSpeed); } }
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