stateName | 状态名称。 |
stateNameHash | 状态哈希名称。如果 stateNameHash 为 0,则会更改当前状态时间。 |
layer | 层的索引。如果 layer 为 -1,则播放第一个具有给定状态名称或哈希的状态。 |
normalizedTime | 介于零到一之间的时间偏移。 |
播放一个状态。
When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a Run
state in the Base Layer
, the name is Base Layer.Run
.
The normalizedTime
parameter varies between 0 and 1. If this parameter is left at zero then Play will operate as expected. A different starting point can be given. An example could be normalizedTime
set to 0.5, which means the animation starts halfway through. If the transition from one state switches to another, it may or may not be blended. If the transition starts at 0.75 it will be blended with the other state. If no transition is set up then Play will continue to 1.0 with no changes.\
以下示例脚本将生成立方体的动画。
此立方体有两个动画器状态,分别名为 Rest
和 Bounce
。在 Rest
中将播放空的动画。按下空格键后,立方体将切换到 Bounce
状态。这会使立方体上下跳动两次。然后立方体返回到 Rest
状态。因为从 Animator.Play 脚本中选择了 Bounce
,所以不需要过渡。但从 Bounce
返回到 Rest
却要有过渡。此处勾选了 Has Exit Time
以确保 Bounce
持续一秒钟。将此脚本附加到需要生成动画的 GameObject。
using UnityEngine;
// Press the space key in Play Mode to switch to the Bounce state.
public class Move : MonoBehaviour { private Animator anim;
void Start() { anim = GetComponent<Animator>(); }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (null != anim) { // play Bounce but start at a quarter of the way though anim.Play("Bounce", 0, 0.25f); } } } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.