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AnimatorController

class in UnityEditor.Animations

/

Hereda de:RuntimeAnimatorController

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Descripción

The Animator Controller controls animation through layers with state machines, controlled by parameters.

#pragma strict
// Create a menu item that causes a new controller and statemachine to be created.
public class SM extends MonoBehaviour {
	@MenuItem("MyMenu/Create Controller")
	static function CreateController() {
	
		// Creates the controller
		var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath("Assets/Mecanim/StateMachineTransitions.controller");
		
		// Add parameters
		controller.AddParameter("TransitionNow", AnimatorControllerParameterType.Trigger);
		controller.AddParameter("Reset", AnimatorControllerParameterType.Trigger);
		controller.AddParameter("GotoB1", AnimatorControllerParameterType.Trigger);
		controller.AddParameter("GotoC", AnimatorControllerParameterType.Trigger);
		
		// Add StateMachines
		var rootStateMachine = controller.layers[0].stateMachine;
		var stateMachineA = rootStateMachine.AddStateMachine("smA");
		var stateMachineB = rootStateMachine.AddStateMachine("smB");
		var stateMachineC = stateMachineB.AddStateMachine("smC");
		
		// Add States
		var stateA1 = stateMachineA.AddState("stateA1");
		var stateB1 = stateMachineB.AddState("stateB1");
		var stateB2 = stateMachineB.AddState("stateB2");
		stateMachineC.AddState("stateC1");
		var stateC2 = stateMachineC.AddState("stateC2");
		
		// Add Transitions
		var exitTransition = stateA1.AddExitTransition();
		exitTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow");
		exitTransition.duration = 0;
		var resetTransition = stateMachineA.AddAnyStateTransition(stateA1);
		resetTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "Reset");
		resetTransition.duration = 0;
		var transitionB1 = stateMachineB.AddEntryTransition(stateB1);
		transitionB1.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoB1");
		stateMachineB.AddEntryTransition(stateB2);
		stateMachineC.defaultState = stateC2;
		var exitTransitionC2 = stateC2.AddExitTransition();
		exitTransitionC2.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow");
		exitTransitionC2.duration = 0;
		var stateMachineTransition = rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineC);
		stateMachineTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoC");
		rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineB);
	}
}
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using System.Collections;

// Create a menu item that causes a new controller and statemachine to be created.

public class SM : MonoBehaviour {

[MenuItem ("MyMenu/Create Controller")] static void CreateController () { // Creates the controller var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath ("Assets/Mecanim/StateMachineTransitions.controller"); // Add parameters controller.AddParameter("TransitionNow", AnimatorControllerParameterType.Trigger); controller.AddParameter("Reset", AnimatorControllerParameterType.Trigger); controller.AddParameter("GotoB1", AnimatorControllerParameterType.Trigger); controller.AddParameter("GotoC", AnimatorControllerParameterType.Trigger);

// Add StateMachines var rootStateMachine = controller.layers[0].stateMachine; var stateMachineA = rootStateMachine.AddStateMachine("smA"); var stateMachineB = rootStateMachine.AddStateMachine("smB"); var stateMachineC = stateMachineB.AddStateMachine("smC"); // Add States var stateA1 = stateMachineA.AddState("stateA1"); var stateB1 = stateMachineB.AddState("stateB1"); var stateB2 = stateMachineB.AddState("stateB2"); stateMachineC.AddState("stateC1"); var stateC2 = stateMachineC.AddState("stateC2"); // don’t add an entry transition, should entry to state by default // Add Transitions var exitTransition = stateA1.AddExitTransition(); exitTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow"); exitTransition.duration = 0; var resetTransition = stateMachineA.AddAnyStateTransition(stateA1); resetTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "Reset"); resetTransition.duration = 0; var transitionB1 = stateMachineB.AddEntryTransition(stateB1); transitionB1.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoB1"); stateMachineB.AddEntryTransition(stateB2); stateMachineC.defaultState = stateC2; var exitTransitionC2 = stateC2.AddExitTransition(); exitTransitionC2.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow"); exitTransitionC2.duration = 0; var stateMachineTransition = rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineC); stateMachineTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoC"); rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineB); }

}

Variables

layersThe layers in the controller.
parametersParameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example.

Constructores

AnimatorControllerConstructor.

Funciones Públicas

AddEffectiveStateMachineBehaviourAdds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState for layer layerIndex. This function should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. C# Users can use a generic version.
AddLayerUtility function to add a layer to the controller.
AddMotionUtility function that creates a new state with the motion in it.
AddParameterUtility function to add a parameter to the controller.
CreateBlendTreeInControllerCreates a BlendTree in a new AnimatorState.
GetBehavioursReturns all StateMachineBehaviour that match type T or are derived from T.
GetStateEffectiveBehavioursGets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used.
GetStateEffectiveMotionGets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used.
MakeUniqueLayerNameCreates a unique name for the layers.
MakeUniqueParameterNameCreates a unique name for the parameter.
RemoveLayerUtility function to remove a layer from the controller.
RemoveParameterUtility function to remove a parameter from the controller.
SetStateEffectiveBehavioursSets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used.
SetStateEffectiveMotionSets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used.

Funciones Estáticas

CreateAnimatorControllerAtPathCreates an AnimatorController at the given path.
CreateAnimatorControllerAtPathWithClipCreates an AnimatorController at the given path, and automatically create an AnimatorLayer with an AnimatorStateMachine that will add a State with the AnimationClip in it.
CreateStateMachineBehaviourThis function will create a StateMachineBehaviour instance based on the class define in this script.
FindStateMachineBehaviourContextUse this function to retrieve the owner of this behaviour.

Miembros heredados

Variables

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameEl nombre del objeto.
animationClipsRetrieves all AnimationClip used by the controller.

Funciones Públicas

GetInstanceIDReturns the instance id of the object.
ToStringDevuelve el nombre del objeto.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateDevuelve el nombre del objeto.

Operadores

bool¿Existe el objeto?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.