这是一种用于控制状态交互的图。每个状态引用一个运动。
anyStatePosition | AnyState 节点的位置。 |
anyStateTransitions | AnyState 过渡列表。 |
behaviours | 为此状态机分配的 Behaviour 列表。 |
defaultState | 状态机启动时将处于的状态。 |
entryPosition | 进入节点的位置。 |
entryTransitions | 状态机中的进入过渡列表。 |
exitPosition | 退出节点的位置。 |
parentStateMachinePosition | 父状态机节点的位置。只在分层状态机中有效。 |
stateMachines | 子状态机列表。 |
states | 状态列表。 |
AddAnyStateTransition | Utility 函数,用于向指定状态或状态机添加一个 AnyState 过渡。 |
AddEntryTransition | Utility 函数,用于向其父状态机退出添加一个转入过渡。 |
AddState | Utility 函数,用于向该状态机添加状态。 |
AddStateMachine | Utility 函数,用于向该状态机添加一个状态机。 |
AddStateMachineBehaviour | Adds a state machine behaviour class of type T to the AnimatorStateMachine. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. |
AddStateMachineExitTransition | Utility 函数,用于从源状态机向其父状态机的退出添加一个转出过渡。 |
AddStateMachineTransition | Utility 函数,用于从源状态机向目标添加一个转出过渡。 |
GetStateMachineTransitions | 获取从给定状态机开始的所有转出状态机过渡的列表。 |
MakeUniqueStateMachineName | 指定父状态机上下文中的唯一状态机名称。 |
MakeUniqueStateName | 指定父状态机上下文中的唯一状态名称。 |
RemoveAnyStateTransition | Utility 函数,用于从状态机删除 AnyState 过渡。 |
RemoveEntryTransition | Utility 函数,用于从状态机删除进入过渡。 |
RemoveState | Utility 函数,用于从状态机删除状态。 |
RemoveStateMachine | Utility 函数,用于从父状态机删除状态机。 |
RemoveStateMachineTransition | Utility 函数,用于从源状态机删除转出过渡。 |
SetStateMachineTransitions | 设置从给定状态机开始的所有转出状态机过渡的列表。 |
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。 |
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.