Animation Parameters are variables that are defined within the animation system but can also be accessed and assigned values from scripts. For example, the value of a parameter can be updated by an animation curve and then accessed from a script so that, say, the pitch of a sound effect can be varied as if it were a piece of animation. Likewise, a script can set parameter values to be picked up by Mecanim. For example, a script can set a parameter to control a Blend Tree.
Default parameter values can be set up using the Parameters widget in the bottom left corner of the Animator window. They can be of four basic types:
Parameters can be assigned values from a script using functions in the Animator class: SetVector, SetFloat, SetInt, and SetBool.
Here's an example of a script that modifies parameters based on user input
using UnityEngine; using System.Collections; public class AvatarCtrl : MonoBehaviour { protected Animator animator; public float DirectionDampTime = .25f; void Start () { animator = GetComponent<Animator>(); } void Update () { if(animator) { //get the current state AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0); //if we're in "Run" mode, respond to input for jump, and set the Jump parameter accordingly. if(stateInfo.nameHash == Animator.StringToHash("Base Layer.RunBT")) { if(Input.GetButton("Fire1")) animator.SetBool("Jump", true ); } else { animator.SetBool("Jump", false); } float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); //set event parameters based on user input animator.SetFloat("Speed", h*h+v*v); animator.SetFloat("Direction", h, DirectionDampTime, Time.deltaTime); } } }
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Page last updated: 2012-11-09