Returns all StateMachineBehaviour that match type T
or are derived from T
. Returns null if none are found.
#pragma strict // An example StateMachineBehaviour. public class BreathBehaviour extends StateMachineBehaviour { public var fastBreath: boolean; // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback public override function OnStateUpdate(animator: Animator, stateInfo: AnimatorStateInfo, layerIndex: int) { animator.SetBool("FastBreath", fastBreath); } } public class RunBehaviour extends StateMachineBehaviour { // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback public override function OnStateUpdate(animator: Animator, stateInfo: AnimatorStateInfo, layerIndex: int) { var breathBehaviours: BreathBehaviour[] = animator.GetBehaviours.<BreathBehaviour>(); for (var i: int = 0; i < breathBehaviours.Length; i++) breathBehaviours[i].fastBreath = true; } }
using UnityEngine; using System.Collections;
// An example StateMachineBehaviour. public class BreathBehaviour : StateMachineBehaviour { public bool fastBreath;
// OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SetBool("FastBreath", fastBreath); } }
public class RunBehaviour : StateMachineBehaviour { // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { BreathBehaviour[] breathBehaviours = animator.GetBehaviours<BreathBehaviour>(); for (int i = 0; i < breathBehaviours.Length; i++) breathBehaviours[i].fastBreath = true; } }
Did you find this page useful? Please give it a rating: