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Animator.GetBehaviours

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public function GetBehaviours(): T[];
public T[] GetBehaviours();

Description

Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found.

#pragma strict
// An example StateMachineBehaviour.
public class BreathBehaviour extends StateMachineBehaviour {
	public var fastBreath: boolean;
	// OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback
	public override function OnStateUpdate(animator: Animator, stateInfo: AnimatorStateInfo, layerIndex: int) {
		animator.SetBool("FastBreath", fastBreath);
	}
}
public class RunBehaviour extends StateMachineBehaviour {
	// OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback
	public override function OnStateUpdate(animator: Animator, stateInfo: AnimatorStateInfo, layerIndex: int) {
		var breathBehaviours: BreathBehaviour[] = animator.GetBehaviours.<BreathBehaviour>();
		for (var i: int = 0; i < breathBehaviours.Length; i++)
			breathBehaviours[i].fastBreath = true;
	}
}
using UnityEngine;
using System.Collections;

// An example StateMachineBehaviour. public class BreathBehaviour : StateMachineBehaviour { public bool fastBreath;

// OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SetBool("FastBreath", fastBreath); } }

public class RunBehaviour : StateMachineBehaviour { // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { BreathBehaviour[] breathBehaviours = animator.GetBehaviours<BreathBehaviour>(); for (int i = 0; i < breathBehaviours.Length; i++) breathBehaviours[i].fastBreath = true; } }