class in UnityEditor.Animations
/
Inherits from:Object
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CloseRepresents a state in a state machine.
Each state contains an (AnimationClip or a BlendTree) which plays while the character is in the state. When a state transition is triggered, the character adopts a new state. The (AnimationClip or BlendTree) for the new state takes over.
The following example illustrates how to create a simple state machine using an editor script. It creates three states, "Idle", "Run", and "Jump", and transitions between them. This example does not set the Motion. You can create a new state with AnimatorController.AddMotion, or you can assign a motion to an existing state using AnimatorState.motion.
using UnityEditor; using UnityEditor.Animations; using UnityEngine; static class AnimatorStateExample { [MenuItem("Example/Create Simple State Machine")] static void CreateSimpleController() { // Create the controller var controllerPath = AssetDatabase.GenerateUniqueAssetPath("Assets/SimpleController.controller"); var controller = AnimatorController.CreateAnimatorControllerAtPath(controllerPath); var stateMachine = controller.layers[0].stateMachine; // Create the states. First state (Idle) becomes the default state var idleState = stateMachine.AddState("Idle", new Vector2(300, 200)); var runState = stateMachine.AddState("Run", new Vector2(150, 350)); var jumpState = stateMachine.AddState("Jump", new Vector2(450, 350)); // Create the transition parameters controller.AddParameter("Speed", AnimatorControllerParameterType.Float); controller.AddParameter("Jump", AnimatorControllerParameterType.Trigger); // Create the transitions var idleToRun = idleState.AddTransition(runState); idleToRun.AddCondition(AnimatorConditionMode.Greater, 0.1f, "Speed"); var runToIdle = runState.AddTransition(idleState); runToIdle.AddCondition(AnimatorConditionMode.Less, 0.1f, "Speed"); var runToJump = runState.AddTransition(jumpState); runToJump.AddCondition(AnimatorConditionMode.If, 0, "Jump"); runToJump.duration = 0; var jumpToRun = jumpState.AddTransition(runState); jumpToRun.duration = 0; var idleToJump = idleState.AddTransition(jumpState); idleToJump.AddCondition(AnimatorConditionMode.If, 0, "Jump"); } }
Additional resources: AnimatorController.AddMotion, AnimatorStateMachine.AddState, AnimatorStateMachine.states.
behaviours | The Behaviour list assigned to this state. |
cycleOffset | Offset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time. |
cycleOffsetParameter | The animator controller parameter that drives the cycle offset value. |
cycleOffsetParameterActive | Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor. |
iKOnFeet | Should Foot IK be respected for this state. |
mirror | Whether the animation state is mirrored. |
mirrorParameter | The animator controller parameter that drives the mirror value. |
mirrorParameterActive | Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor. |
motion | The motion assigned to this state. |
nameHash | The hashed name of the state. |
speed | The default speed of the motion. |
speedParameter | The animator controller parameter that drives the speed value. |
speedParameterActive | Define if the speed value is driven by an Animator controller parameter or by the value set in the editor. |
tag | A tag can be used to identify a state. |
timeParameter | If timeParameterActive is true, the value of this Parameter will be used instead of normalized time. |
timeParameterActive | If true, use value of given Parameter as normalized time. |
transitions | The transitions that are going out of the state. |
writeDefaultValues | Whether or not the AnimatorStates writes back the default values for properties that are not animated by its Motion. |
AddExitTransition | Utility function to add an outgoing transition to the exit of the state's parent state machine. |
AddStateMachineBehaviour | Adds a state machine behaviour class of type T to the AnimatorState. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. |
AddTransition | Utility function to add an outgoing transition to the destination state. |
RemoveTransition | Utility function to remove a transition from the state. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
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