Version: 5.4
Experimental: this API is experimental and might be changed or removed in the future.

IAnimatorControllerPlayable

interface in UnityEngine.Experimental.Director

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Descripción

Interface for objects that can control an AnimatorController.

Variables

layerCountThe AnimatorController layer count.
parameterCountThe number of AnimatorControllerParameters used by the AnimatorController.

Funciones Públicas

CrossFadeCreates a dynamic transition between the current state and the destination state.
CrossFadeInFixedTimeSame as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time.
GetAnimatorTransitionInfoGets the Transition information on a specified AnimatorController layer.
GetBoolMirar IAnimatorControllerPlayable.GetBool.
GetCurrentAnimatorClipInfoObtiene la lista de AnimatorClipInfo actualmente siendo reproducida por el estado actual.
GetCurrentAnimatorStateInfoGets the current State information on a specified AnimatorController layer.
GetFloatGets the value of a float parameter.
GetIntegerToma el valor de un parámetro de tipo de número entero.
GetLayerIndexGets the index of the layer with specified name.
GetLayerNameToma el nombre de la capa.
GetLayerWeightToma el peso actual de la capa.
GetNextAnimatorClipInfoObtiene la lista de AnimatorClipInfo actualmente siendo reproducida por el siguiente estado.
GetNextAnimatorStateInfoGets the next State information on a specified AnimatorController layer.
GetParameterRead only access to the AnimatorControllerParameters used by the animator.
HasStateReturns true if the AnimatorState is present in the Animator's controller. For a state named State in sub state machine SubStateMachine of state machine StateMachine, the shortNameHash can be generated using Animator.StringToHash("State"), and the fullPathHash can be generated using Animator.StringToHash("StateMachine.SubStateMachine.State"). Typically, the name of the top level state machine is the name of the Layer.
IsInTransitionIs the specified AnimatorController layer in a transition.
IsParameterControlledByCurveRetorna true si un parámetro es controlado por una curva adicional de una animación.
PlayPlays a state.
PlayInFixedTimeSame as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time.
ResetTriggerResets the trigger parameter to false.
SetBoolMirar IAnimatorControllerPlayable.SetBool.
SetFloatSets the value of a float parameter.
SetIntegerSets the value of an integer parameter.
SetLayerWeightSets the layer's current weight.
SetTriggerSets a trigger parameter to active. A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter.