States are the basic building blocks of a state machine. Each state contains a Motion ( AnimationClip or BlendTree) which will play while the character is in that state. When an event in the game triggers a state transition, the character will be left in a new state whose animation sequence will then take over.
| behaviours | The Behaviour list assigned to this state. |
| cycleOffset | Offset at which the animation loop starts. Useful for synchronizing looped animations. Units is normalized time. |
| cycleOffsetParameter | The animator controller parameter that drives the cycle offset value. |
| cycleOffsetParameterActive | Define if the cycle offset value is driven by an Animator controller parameter or by the value set in the editor. |
| iKOnFeet | Should Foot IK be respected for this state. |
| mirror | Debería el estado reflejarse. |
| mirrorParameter | The animator controller parameter that drives the mirror value. |
| mirrorParameterActive | Define if the mirror value is driven by an Animator controller parameter or by the value set in the editor. |
| motion | The motion assigned to this state. |
| nameHash | The hashed name of the state. |
| speed | The default speed of the motion. |
| speedParameter | The animator controller parameter that drives the speed value. |
| speedParameterActive | Define if the speed value is driven by an Animator controller parameter or by the value set in the editor. |
| tag | A tag can be used to identify a state. |
| transitions | The transitions that are going out of the state. |
| writeDefaultValues | Si o no los AnimatorStates escribe devuelta los valores por defecto para las propiedades que no están animadas por su Motion (movimiento). |
| AddExitTransition | Utility function to add an outgoing transition to the exit of the state's parent state machine. |
| AddStateMachineBehaviour | Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorState. C# Users can use a generic version. |
| AddTransition | Utility function to add an outgoing transition to the destination state. |
| RemoveTransition | Utility function to remove a transition from the state. |
| hideFlags | ¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario? |
| name | El nombre del objeto. |
| GetInstanceID | Devuelve el id de la instancia del objeto. |
| ToString | Devuelve el nombre del objeto. |
| Destroy | Elimina un gameobject, componente o asset. |
| DestroyImmediate | Destruye el objeto obj inmediatamente. |
| DontDestroyOnLoad | Hace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena. |
| FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
| FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
| Instantiate | Clona el objeto original y devuelve el clon. |
| bool | ¿Existe el objeto? |
| operator != | Compare si dos objetos se refieren a un objeto diferente. |
| operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |