class in UnityEditor.Animations
/
Hereda de:Animations.AnimatorTransitionBase
Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters.
A transition happens when all its conditions are met. AnimatorStateTransition derives from AnimatorTransitionBase.
| canTransitionToSelf | Set to true to allow or disallow transition to self during AnyState transition. |
| duration | The duration of the transition. |
| exitTime | The normalized time of the source state when the condition is true. |
| hasExitTime | When active the transition will have an exit time condition. |
| hasFixedDuration | When active the transition duration will have a fixed duration. |
| interruptionSource | Which AnimatorState transitions can interrupt the Transition. |
| offset | The time at which the destination state will start. |
| orderedInterruption | The Transition can be interrupted by a transition that has a higher priority. |
| AnimatorStateTransition | Creates a new animator state transition. |
| conditions | AnimatorCondition conditions that need to be met for a transition to happen. |
| destinationState | The destination state of the transition. |
| destinationStateMachine | The destination state machine of the transition. |
| isExit | Is the transition destination the exit of the current state machine. |
| mute | Mutes the transition. The transition will never occur. |
| solo | Mutes all other transitions in the source state. |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| name | El nombre del objeto. |
| AddCondition | Utility function to add a condition to a transition. |
| RemoveCondition | Utility function to remove a condition from the transition. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Devuelve el nombre del objeto. |
| Destroy | Elimina un gameobject, componente o asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
| FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
| Instantiate | Devuelve el nombre del objeto. |
| 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. |