状态是状态机的基本组成模块。每个状态都包含一个 Motion(AnimationClip 或 BlendTree),当角色处于该状态时将播放该 Motion。游戏中的事件触发状态转换时,角色将处于新状态,随后会替换其动画序列。
behaviours | 为此状态分配的 Behaviour 列表。 |
cycleOffset | 动画循环开始处的偏移。对于同步循环动画非常有用。 单位为标准化时间。 |
cycleOffsetParameter | 驱动周期偏移值的动画控制器参数。 |
cycleOffsetParameterActive | 定义 cycle offset 值是由动画控制器参数驱动还是由编辑器中设置的值驱动。 |
iKOnFeet | 此状态下是否遵循脚的反向动力学。 |
mirror | 是否为状态生成镜像。 |
mirrorParameter | 驱动镜像值的动画控制器参数。 |
mirrorParameterActive | 定义 mirror 值是由动画控制器参数驱动还是由编辑器中设置的值驱动。 |
motion | 分配给此状态的运动。 |
nameHash | 状态的哈希名称。 |
speed | 运动的默认速度。 |
speedParameter | 驱动速度值的动画控制器参数。 |
speedParameterActive | 定义 speed 值是由动画控制器参数驱动还是由编辑器中设置的值驱动。 |
tag | 可以使用标记来标识状态。 |
timeParameter | 如果 timeParameterActive 为 true,则将使用此 Parameter 的值,而非标准化时间。 |
timeParameterActive | 如果为 true,使用给定 Parameter 的值作为标准化时间。 |
transitions | 转出此状态的过渡。 |
writeDefaultValues | AnimatorStates 是否为其运动未动画化的属性写回默认值。 |
AddExitTransition | Utility 函数,用于向该状态的父状态机的退出添加一个转出过渡。 |
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 函数,用于向目标状态添加一个转出过渡。 |
RemoveTransition | Utility 函数,用于从该状态删除过渡。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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