class in UnityEditor.Animations
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다음으로부터 상속:Animations.AnimatorTransitionBase
Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters.
A transition happens when all its conditions are met. AnimatorStateTransition derives from AnimatorTransitionBase.
canTransitionToSelf | Set to true to allow or disallow transition to self during AnyState transition. |
duration | The duration of the transition. |
exitTime | The normalized time of the source state when the condition is true. |
hasExitTime | When active the transition will have an exit time condition. |
hasFixedDuration | When active the transition duration will have a fixed duration. |
interruptionSource | Which AnimatorState transitions can interrupt the Transition. |
offset | The time at which the destination state will start. |
orderedInterruption | The Transition can be interrupted by a transition that has a higher priority. |
AnimatorStateTransition | Creates a new animator state 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 | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Returns a copy of the object original. |
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. |