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Animation.CrossFadeQueued

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public function CrossFadeQueued(animation: string, fadeLength: float = 0.3F, queue: QueueMode = QueueMode.CompleteOthers, mode: PlayMode = PlayMode.StopSameLayer): AnimationState;
public AnimationState CrossFadeQueued(string animation, float fadeLength = 0.3F, QueueMode queue = QueueMode.CompleteOthers, PlayMode mode = PlayMode.StopSameLayer);
public def CrossFadeQueued(animation as string, fadeLength as float = 0.3F, queue as QueueMode = QueueMode.CompleteOthers, mode as PlayMode = PlayMode.StopSameLayer) as AnimationState

Description

Cross fades an animation after previous animations has finished playing.

For example you might play a specific sequence of animations after each other.

The animation duplicates itself before playing thus you can fade between the same animation. This can be used to overlay two same animations. For example you might have a sword swing animation. The player slashes two times quickly after each other. You could rewind the animation and play from the beginning but then you will get a jump in the animation.

The following queue modes are available:
If queue is QueueMode.CompleteOthers this animation will only start once all other animations have stopped playing.
If queue is QueueMode.PlayNow this animation will start playing immediately on a duplicated animation state.

After the animation has finished playing it will automatically clean itself up. Using the duplicated animation state after it has finished will result in an exception.

	function Update () {
		if (Input.GetButtonDown("Fire1"))	
			animation.CrossFadeQueued("shoot", 0.3, QueueMode.PlayNow);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        if (Input.GetButtonDown("Fire1"))
            animation.CrossFadeQueued("shoot", 0.3F, QueueMode.PlayNow);
        
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		if Input.GetButtonDown('Fire1'):
			animation.CrossFadeQueued('shoot', 0.3F, QueueMode.PlayNow)