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.
Space.Host.ExecutingObject.Animator.CrossFade("State Name", 3.0)
--clicking the object will make it's animator crossfade from current state to "Second State" --Crossfade duration will be triple the length of Source state thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.CrossFade("Second State", 3.0) --add a main state and "Second State" in Animator Controller end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
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.
Space.Host.ExecutingObject.Animator.CrossFade("State Name", 3.0, 0)
--clicking the object will make it's animator crossfade from current state to "Second State" (on a second layer) --Crossfade duration will be triple the length of Source state thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.CrossFade("Second State", 3.0, 1) end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
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.
Space.Host.ExecutingObject.Animator.CrossFade("State Name", 3.0, 0 , 0.0)
--clicking the object will make it's animator crossfade from current state to the middle of "Second State" (on the second layer) --Crossfade duration will be triple the length of Source state thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.CrossFade("Second State", 3.0, 1, 0.5) end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
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.
<pre>Space.Host.ExecutingObject.Animator.CrossFadeInFixedTime("State Name", 15.0)
--clicking the object will make it's animator crossfade from current state to "Second State" in 3 seconds thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.CrossFadeInFixedTime("Second State", 3.0) --add a main state and "Second State" in Animator Controller end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
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.
<pre>Space.Host.ExecutingObject.Animator.CrossFadeInFixedTime("State Name", 15.0, 0)
--clicking the object will make it's animator crossfade from current state to "Second State" (on a second layer) in 3 seconds thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.CrossFadeInFixedTime("Second State", 3.0, 1) end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
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.
Space.Host.ExecutingObject.Animator.CrossFadeInFixedTime("State Name", 15.0, 0 , 0.0)
--clicking the object will make it's animator crossfade from current state to the middle of "Second State" (on the second layer) in 3 seconds thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.CrossFadeInFixedTime("Second State", 3.0, 1, 0.5) end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Returns the value of the given boolean parameter. name: The name of the parameter.
isFlying = Space.Host.ExecutingObject.Animator.GetBool("IsFlying") Space.Log(isFlying)
--clicking the object will toggle it's "isFlying" bool parameter between true and false thisObject = Space.Host.ExecutingObject OnClick = function() if thisObject.Animator.GetBool("isFlying") == true then thisObject.Animator.SetBool("isFlying", false) else thisObject.Animator.SetBool("isFlying", true) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Returns the value of the given boolean parameter. id: The id of the parameter.
ID = Space.Host.ExecutingObject.Animator.StringToHash("isFlying") Space.Host.ExecutingObject.Animator.GetBool(ID)
--clicking the object will toggle it's "isFlying" bool parameter between true and false --this script uses parameter ID instead of string (StringToHash function gets the ID) thisObject = Space.Host.ExecutingObject OnClick = function() parameterID = thisObject.Animator.StringToHash("isFlying") if thisObject.Animator.GetBool(parameterID) == true then thisObject.Animator.SetBool(parameterID, false) else thisObject.Animator.SetBool(parameterID, true) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Returns the value of the given float parameter. name: The name of the parameter.
getParam = Space.Host.ExecutingObject.Animator.GetFloat("paramName") Space.Log(getParam)
--clicking the object will toggle it's Animator's "flySpeed" float parameter between 0.0 and 5.0 thisObject = Space.Host.ExecutingObject OnClick = function() if thisObject.Animator.GetFloat("flySpeed") == 0.0 then thisObject.Animator.SetFloat("flySpeed", 5.0) else thisObject.Animator.SetFloat("flySpeed", 0.0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Returns the value of the given float parameter. id: The id of the parameter.
--clicking the object will toggle it's Animator's "flySpeed" float parameter between 0.0 and 5.0 --this script uses parameter ID instead of string (StringToHash function gets the ID) thisObject = Space.Host.ExecutingObject paramID = thisObject.Animator.StringToHash("flySpeed") OnClick = function() if thisObject.Animator.GetFloat(paramID) == 0.0 then thisObject.Animator.SetFloat(paramID, 5.0) else thisObject.Animator.SetFloat(paramID, 0.0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Returns the value of the given integer parameter. name: The name of the parameter.
getParam = Space.Host.ExecutingObject.Animator.GetInteger("paramName") Space.Log(getParam)
--clicking the object will toggle it's Animator's "jumpHeight" int parameter between 0 and 5 thisObject = Space.Host.ExecutingObject OnClick = function() if thisObject.Animator.GetInteger("jumpHeight") == 0 then thisObject.Animator.SetInteger("jumpHeight", 1) else thisObject.Animator.SetInteger("jumpHeight", 0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Returns the value of the given integer parameter. id: The id of the parameter.
--clicking the object will toggle it's Animator's "jumpHeight" int parameter between 0 and 5 --this script uses parameter ID instead of string (StringToHash function gets the ID) thisObject = Space.Host.ExecutingObject paramID = thisObject.Animator.StringToHash("jumpHeight") OnClick = function() if thisObject.Animator.GetInteger(paramID ) == 0 then thisObject.Animator.SetInteger(paramID , 1) else thisObject.Animator.SetInteger(paramID , 0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Gets the index of the layer with specified name.
layerIndex = Space.Host.ExecutingObject.Animator.GetLayerIndex("Layer Name") Space.Log(layerIndex)
Gets name of the layer.
layerName = Space.Host.ExecutingObject.Animator.GetLayerName(1) Space.Log(layerName)
Gets the layer's current weight.
layerWeight = Space.Host.ExecutingObject.Animator.GetLayerWeight(1) Space.Log(layerWeight)
--clicking the object will toggle the Layer Weight of your second layer (index 1) between 0.0 and 1.0 thisObject = Space.Host.ExecutingObject OnClick = function() if thisObject.Animator.GetLayerWeight(1) == 0 then thisObject.Animator.SetLayerWeight(1, 1.0) else thisObject.Animator.SetLayerWeight(1, 0.0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Current duration of the state.
layerStateLength = Space.Host.ExecutingObject.Animator.GetLength(1) Space.Log(layerStateLength)
Is the state looping.
layerStateLoop = Space.Host.ExecutingObject.Animator.GetLoop(0) Space.Log(layerStateLoop)
Normalized time of the State. The integer part is the number of time a state has been looped. The fractional part is the % (0-1) of progress in the current loop.
layerStateNormalizedTime = Space.Host.ExecutingObject.Animator.GetNormalizedTime(0) Space.Log(layerStateNormalizedTime)
Fixed time of the State.
layerStateTime = Space.Host.ExecutingObject.Animator.GetTime(0) Space.Log(layerStateTime)
Is the specified layer in a transition.
layerTransition = Space.Host.ExecutingObject.Animator.IsInTransition(0) Space.Log(layerTransition)
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.
paramCurve = Space.Host.ExecutingObject.Animator.IsParameterControlledByCurve("parameterName") Space.Log(paramCurve)
Plays a state. stateName: The name of the state to play.
Space.Host.ExecutingObject.Animator.Play("State Name")
--clicking the object will make it's animator play the "Second State" when clicked --Object needs an Animator component linked to an Animator Controller with a state called "Second State" thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.Play("Second State") end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
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.
Space.Host.ExecutingObject.Animator.Play("State Name", 0);
--clicking the object will make it's animator play the "Second State" on the second Layer when clicked thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.Play("Second State",1) --add "Second State" to the second Layer in Animator Controller end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
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.
Space.Host.ExecutingObject.Animator.Play("State Name", 0, 0.0)
--clicking the object will make it's animator play the "Second State", on the second Layer, and starting half-way through when clicked thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.Play("Second State",1,0.5) --add "Second State" to the second Layer in Animator Controller end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Plays a state. The offset in the target state is in fixed time. stateName: The name of the state to play.
Space.Host.ExecutingObject.Animator.PlayInFixedTime("State Name")
--clicking the object will make it's animator play the "Second State" when clicked --Object needs an Animator component linked to an Animator Controller with a state called "Second State" thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.PlayInFixedTime("Second State") end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
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.
Space.Host.ExecutingObject.Animator.PlayInFixedTime("State Name", 0)
--clicking the object will make it's animator play the "Second State" on the second Layer when clicked thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.PlayInFixedTime("Second State",1) --add "Second State" to the second Layer in Animator Controller end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
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.
Space.Host.ExecutingObject.Animator.PlayInFixedTime("State Name", 0, 0.0)
--clicking the object will make it's animator play the "Second State", on the second Layer, and starting half a second in thisObject = Space.Host.ExecutingObject OnClick = function() thisObject.Animator.PlayInFixedTime("Second State",1,0.5) --add "Second State" to the second Layer in Animator Controller end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Rebind all the animated properties and mesh data with the Animator.
Space.Host.ExecutingObject.Animator.Rebind()
Resets the trigger parameter to false.
Resets the trigger parameter to false.
Space.Host.ExecutingObject.Animator.ResetTrigger("parameterName")
Sets the value of a boolean parameter.
--clicking the object will toggle it's "isFlying" bool parameter between true and false --this script uses parameter ID instead of string (StringToHash function gets the ID) thisObject = Space.Host.ExecutingObject OnClick = function() parameterID = thisObject.Animator.StringToHash("isFlying") if thisObject.Animator.GetBool(parameterID) == true then thisObject.Animator.SetBool(parameterID, false) else thisObject.Animator.SetBool(parameterID, true) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Sets the value of a boolean parameter.
Space.Host.ExecutingObject.Animator.SetBool("IsFlying", true)
--clicking the object will toggle it's "isFlying" bool parameter between true and false thisObject = Space.Host.ExecutingObject OnClick = function() if thisObject.Animator.GetBool("isFlying") == true then thisObject.Animator.SetBool("isFlying", false) else thisObject.Animator.SetBool("isFlying", true) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Sets the value of a float parameter.
--clicking the object will toggle it's Animator's "flySpeed" float parameter between 0.0 and 5.0 --this script uses parameter ID instead of string (StringToHash function gets the ID) thisObject = Space.Host.ExecutingObject paramID = thisObject.Animator.StringToHash("flySpeed") OnClick = function() if thisObject.Animator.GetFloat(paramID) == 0.0 then thisObject.Animator.SetFloat(paramID, 5.0) else thisObject.Animator.SetFloat(paramID, 0.0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Send float values to the Animator to affect transitions. dampTime: The damper total time. deltaTime: The delta time to give to the damper.
--clicking the object will make it's Animator damp transition it's "danceSpeed" property from 0.0 to 5.0 --this script uses parameter ID instead of string (StringToHash function gets the ID) thisObject = Space.Host.ExecutingObject paramID = thisObject.Animator.StringToHash("danceSpeed") OnClick = function() Space.Host.StartCoroutine(function() while thisObject.Animator.GetFloat(paramID ) < 5.0 do thisObject.Animator.SetFloat(paramID , 5.0, 1.0, Space.DeltaTime) coroutine.yield(0) end end) end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Sets the value of a float parameter.
Space.Host.ExecutingObject.Animator.SetFloat("parameterName", 2.2)
--clicking the object will toggle it's Animator's "flySpeed" float parameter between 0.0 and 5.0 thisObject = Space.Host.ExecutingObject OnClick = function() if thisObject.Animator.GetFloat("flySpeed") == 0.0 then thisObject.Animator.SetFloat("flySpeed", 5.0) else thisObject.Animator.SetFloat("flySpeed", 0.0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Send float values to the Animator to affect transitions. dampTime: The damper total time. deltaTime: The delta time to give to the damper.
Space.Host.ExecutingObject.Animator.SetFloat("parameterName", 2.2,2.0,Space.DeltaTime)
--clicking the object will make it's Animator damp transition it's "danceSpeed" property from 0.0 to 5.0 thisObject = Space.Host.ExecutingObject OnClick = function() Space.Host.StartCoroutine(function() while thisObject.Animator.GetFloat("danceSpeed") < 5.0 do thisObject.Animator.SetFloat("danceSpeed", 5.0, 1.0, Space.DeltaTime) coroutine.yield(0) end end) end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Sets the value of the given integer parameter.
--clicking the object will toggle it's Animator's "jumpHeight" int parameter between 0 and 5 --this script uses parameter ID instead of string (StringToHash function gets the ID) thisObject = Space.Host.ExecutingObject paramID = thisObject.Animator.StringToHash("jumpHeight") OnClick = function() if thisObject.Animator.GetInteger(paramID ) == 0 then thisObject.Animator.SetInteger(paramID , 1) else thisObject.Animator.SetInteger(paramID , 0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Generates an parameter id from a string. Ids are used for optimized setters and getters on parameters.
ID = Space.Host.ExecutingObject.Animator.StringToHash("isFlying")
--clicking the object will toggle it's "isFlying" bool parameter between true and false --this script uses parameter ID instead of string (StringToHash function gets the ID) thisObject = Space.Host.ExecutingObject OnClick = function() parameterID = thisObject.Animator.StringToHash("isFlying") if thisObject.Animator.GetBool(parameterID) == true then thisObject.Animator.SetBool(parameterID, false) else thisObject.Animator.SetBool(parameterID, true) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Sets the value of the given integer parameter.
Space.Host.ExecutingObject.Animator.SetInteger("iParam", 2)
--clicking the object will toggle it's Animator's "jumpHeight" int parameter between 0 and 5 thisObject = Space.Host.ExecutingObject OnClick = function() if thisObject.Animator.GetInteger("jumpHeight") == 0 then thisObject.Animator.SetInteger("jumpHeight", 1) else thisObject.Animator.SetInteger("jumpHeight", 0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Sets the weight of the layer at the given index.
Space.Host.ExecutingObject.Animator.SetLayerWeight(0,2.0)
--clicking the object will toggle the Layer Weight of your second layer (index 1) between 0.0 and 1.0 thisObject = Space.Host.ExecutingObject OnClick = function() if thisObject.Animator.GetLayerWeight(1) == 0 then thisObject.Animator.SetLayerWeight(1, 1.0) else thisObject.Animator.SetLayerWeight(1, 0.0) end end thisObject.AddClickable() thisObject.Clickable.OnClick(OnClick)
Sets the Player's local time.
Space.Host.ExecutingObject.Animator.SetTime(1.0)
Sets a trigger parameter to active. A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter.
Sets a trigger parameter to active. A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter.
Space.Host.ExecutingObject.Animator.SetTrigger("parameterName")
Sets the animator in playback mode.
Space.Host.ExecutingObject.Animator.StartPlayback()
Stop the Animator.
Space.Host.ExecutingObject.Animator.Stop()
Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.
Space.Host.ExecutingObject.Animator.StopPlayback()
Sets the animator in recording mode. The recording will continue until the user calls StopRecording. Maximum 10,000 frames. Note it is not possible to start playback until a call to StopRecording is made
Space.Host.ExecutingObject.Animator.StartRecording()
Stops animator record mode.
Space.Host.ExecutingObject.Animator.StopRecording()
Evaluates the animator based on deltaTime.
Space.Host.ExecutingObject.Animator.Update(Space.DeltaTime)
Returns an SAnimatorStateInfo with the information on the current state..
Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
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.
Space.Host.ExecutingObject.Animator.ApplyRootMotion = true
--clicking this object will Enable/Disable it's Root Motion thisGameObject = Space.Host.ExecutingObject animator = thisGameObject.Animator OnClick = function() animator.ApplyRootMotion = not animator.ApplyRootMotion end thisGameObject.AddClickable() thisGameObject.Clickable.OnClick(OnClick)
The Animator Controller resource of this Animator
Space.Host.ExecutingObject.Animator.Controller = Space.GetResource("newController")
--this script will make a button toggle an object between two different Animator Controllers --[UIButton object needs to be added to the Scripting Runtime references with name "Button"] --[You need to add an Animator Controller to the Scripting Runtime's resources with name "newController"] --[GameObject needs to have Animator Component] thisObject = Space.Host.ExecutingObject button = Space.Host.GetReference("Button").UIButton defaultController = thisObject.Animator.Controller newController = Space.GetResource("newController") isNewController = false OnClick = function() if isNewController then thisObject.Animator.Controller = defaultController isNewController = false else thisObject.Animator.Controller = newController isNewController = true end end button.OnClick(OnClick)
Wether the Animator component is enabled or not
Space.Host.ExecutingObject.Animator.Enabled = true
--clicking this object will Enable/Disable it's Animator component thisGameObject = Space.Host.ExecutingObject animator = thisGameObject.Animator OnClick = function() animator.Enabled = not animator.Enabled end thisGameObject.AddClickable() thisGameObject.Clickable.OnClick(OnClick)
The AnimatorControllerParameter list used by the animator.
parameters = Space.Host.ExecutingObject.Animator.Parameters for i=1,#parameters do Space.Log(parameters[i]) end --prints all parameters
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