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 five basic types:
Parameters can be assigned values from a script using functions in the Animator class: 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);
}
}
}