class in UnityEditor.Animations
/
다음으로부터 상속:Animations.AnimatorTransitionBase
Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters.
A transition happens when all its conditions are met.
AnimatorTransition | Creates a new animator 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 | The name of the object. |
AddCondition | Utility function to add a condition to a transition. |
RemoveCondition | Utility function to remove a condition from the transition. |
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. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |