AnimatorStateTransition

class in UnityEditor.Animations

/

Hereda de:Animations.AnimatorTransitionBase

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Descripción

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.

Variables

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.

Constructores

AnimatorStateTransitionCreates a new animator state transition.

Miembros heredados

Variables

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.
hideFlags¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario?
nameEl nombre del objeto.

Funciones Públicas

AddConditionUtility function to add a condition to a transition.
RemoveConditionUtility function to remove a condition from the transition.
GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the GameObject.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadHace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateClona el objeto original y devuelve el clon.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.