Creates a dynamic transition between the current state and the destination state. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in source state normalized time.
Creates a dynamic transition between the current state and the destination state. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in source state normalized time. layer: Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
Creates a dynamic transition between the current state and the destination state. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in source state normalized time. layer: Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. normalizedTime: Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen.
Creates a dynamic transition between the current state and the destination state. The duration and offset in the target state are in fixed time. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in seconds.
Creates a dynamic transition between the current state and the destination state. The duration and offset in the target state are in fixed time. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in seconds. layer: Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
Creates a dynamic transition between the current state and the destination state. The duration and offset in the target state are in fixed time. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in seconds. layer: Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. fixedTime: Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen.
Returns the value of the given boolean parameter. name: The name of the parameter.
Returns the value of the given boolean parameter. id: The id of the parameter.
Returns the value of the given float parameter. name: The name of the parameter.
Returns the value of the given float parameter. id: The id of the parameter.
Returns the value of the given integer parameter. name: The name of the parameter.
Returns the value of the given integer parameter. id: The id of the parameter.
Gets the index of the layer with specified name.
Gets name of the layer.
Gets the layer's current weight.
Current duration of the state.
Is the state looping.
Normalized time of the State.
Fixed time of the State.
No documentation
Returns true if a parameter is controlled by an additional curve on an animation.
Returns true if a parameter is controlled by an additional curve on an animation.
Plays a state. stateName: The name of the state to play.
Plays a state. stateName: The name of the state to play. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
Plays a state. stateName: The name of the state to play. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. normalizedTime: Start time of the current destination state. Value is in normalized time. If no explicit normalizedTime is specified or value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time.
Plays a state. The offset in the target state is in fixed time. stateName: The name of the state to play.
Plays a state. The offset in the target state is in fixed time. stateName: The name of the state to play. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
Plays a state. The offset in the target state is in fixed time. stateName: The name of the state to play. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. fixedTime: Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time.
Rebind all the animated properties and mesh data with the Animator.
Resets the trigger parameter to false.
Resets the trigger parameter to false.
Sets the value of a boolean parameter.
Sets the value of a boolean parameter.
Send float values to the Animator to affect transitions.
Send float values to the Animator to affect transitions. dampTime: The damper total time. deltaTime: The delta time to give to the damper.
Send float values to the Animator to affect transitions.
Send float values to the Animator to affect transitions. dampTime: The damper total time. deltaTime: The delta time to give to the damper.
Sets the value of the given integer parameter.
Sets the value of the given integer parameter.
Sets the weight of the layer at the given index.
Player will 'Delete' this item.
Sets the value of the given trigger parameter.
Sets the value of the given trigger parameter.
Sets the animator in playback mode.
Stop the Animator.
Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.
Evaluates the animator based on deltaTime.
Should root motion be applied? Root motion is the effect where an object's entire mesh moves away from its starting point but that motion is created by the animation itself rather than by changing the Transform position.
The Animator Controller resource of this Animator
Whether this is visually visible or not.
The AnimatorControllerParameter list used by the animator.
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