Version: 2022.3
언어: 한국어

AnimatorStateTransition

class in UnityEditor.Animations

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다음으로부터 상속:Animations.AnimatorTransitionBase

매뉴얼로 전환

설명

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.

변수

canTransitionToSelfSet to true to allow or disallow transition to self during AnyState transition.
durationThe duration of the transition.
exitTimeIf 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.
hasExitTimeWhen active the transition will have an exit time condition.
hasFixedDurationDetermines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time.
interruptionSourceWhich AnimatorState transitions can interrupt the Transition.
offsetThe time at which the destination state will start.
orderedInterruptionThe Transition can be interrupted by a transition that has a higher priority.

생성자

AnimatorStateTransitionCreates a new animator state transition.

상속된 멤버

변수

conditions AnimatorCondition conditions that need to be met for a transition to happen.
destinationStateThe destination state of the transition.
destinationStateMachineThe destination state machine of the transition.
isExitIs the transition destination the exit of the current state machine.
muteMutes the transition. The transition will never occur.
soloMutes all other transitions in the source state.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

AddConditionUtility function to add a condition to a transition.
RemoveConditionUtility function to remove a condition from the transition.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

정적 함수

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes 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.