A graph controlling the interaction of states. Each state references a motion.
| anyStatePosition | The position of the AnyState node. |
| anyStateTransitions | The list of AnyState transitions. |
| behaviours | The Behaviour list assigned to this state machine. |
| defaultState | The state that the state machine will be in when it starts. |
| entryPosition | The position of the entry node. |
| entryTransitions | The list of entry transitions in the state machine. |
| exitPosition | The position of the exit node. |
| parentStateMachinePosition | The position of the parent state machine node. Only valid when in a hierachic state machine. |
| stateMachines | The list of sub state machines. |
| states | The list of states. |
| AddAnyStateTransition | Utility function to add an AnyState transition to the specified state or statemachine. |
| AddEntryTransition | Utility function to add an incoming transition to the exit of it's parent state machine. |
| AddState | Utility function to add a state to the state machine. |
| AddStateMachine | Utility function to add a state machine to the state machine. |
| AddStateMachineBehaviour | Adds a state machine behaviour class of type stateMachineBehaviourType to the AnimatorStateMachine. C# Users can use a generic version. |
| AddStateMachineExitTransition | Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine. |
| AddStateMachineTransition | Utility function to add an outgoing transition from the source state machine to the destination. |
| GetStateMachineTransitions | Gets the list of all outgoing state machine transitions from given state machine. |
| MakeUniqueStateMachineName | Makes a unique state machine name in the context of the parent state machine. |
| MakeUniqueStateName | Makes a unique state name in the context of the parent state machine. |
| RemoveAnyStateTransition | Utility function to remove an AnyState transition from the state machine. |
| RemoveEntryTransition | Utility function to remove an entry transition from the state machine. |
| RemoveState | Utility function to remove a state from the state machine. |
| RemoveStateMachine | Utility function to remove a state machine from its parent state machine. |
| RemoveStateMachineTransition | Utility function to remove an outgoing transition from source state machine. |
| SetStateMachineTransitions | Sets the list of all outgoing state machine transitions from given state machine. |
| 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. |