class in UnityEditor.Animations
/
継承:Animations.AnimatorTransitionBase
ステートマシンにあるステートから他のステートへどのように切り替えるかについて遷移の定義を行います。AnimatorStateTransition は常にアニメーターステート(または AnyState )から行われ、タイミングパラメータを持っています。
すべての条件が満たされたときに遷移を行います。AnimatorStateTransition は AnimatorTransitionBase を継承しています。
canTransitionToSelf | AnyState へ遷移中に自身へのトランジションを許可または禁止するには true に設定します。 |
duration | トランジションの継続時間 |
exitTime | If AnimatorStateTransition.hasExitTime is true, exitTime represents the exact time at which the transition can take effect. This is represented in normalized time, so for example an exit time of 0.75 means that on the first frame where 75% of the animation has played, the Exit Time condition will be true. On the next frame, the condition will be false. For looped animations, transitions with exit times smaller than 1 will be evaluated every loop, so you can use this to time your transition with the proper timing in the animation, every loop. Transitions with exit times greater than one will be evaluated only once, so they can be used to exit at a specific time, after a fixed number of loops. For example, a transition with an exit time of 3.5 will be evaluated once, after three and a half loops. |
hasExitTime | アクティブなトランジションに終了時間の条件があるかどうか |
hasFixedDuration | Determines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time. |
interruptionSource | AnimatorState トランジションに割り込めるトランジション |
offset | 遷移先のステートが開始される時間 |
orderedInterruption | トランジションは優先順位の高いトランジションを割りこませることができます。 |
AnimatorStateTransition | 新規に AnimatorStateTransition を作成します。 |
conditions | アニメーション遷移には やりたいことに合わせた遷移条件 AnimatorCondition が揃った場合にのみ起こります。 |
destinationState | 遷移先のステート |
destinationStateMachine | 遷移先のステートマシン |
isExit | 遷移先が、現在のステートマシンの exit ステートかどうか |
mute | アニメーション遷移のミュート(無効化)が行われます。遷移からのステートはミュートされ遷移は二度と行われません。 |
solo | その他すべてのアニメーション遷移は、ソース元のステートでミュートします。 |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
AddCondition | ステートの遷移にパラメータを使った条件を付けるユーティリティ関数です。 |
RemoveCondition | 遷移に使用する条件を削除するユーティリティ関数です。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |
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