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Difference between revisions of "Scripting/SAnimator"

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(Added simple example to SetTime StartPlayback Stop StopPlayback Update SetLayerWeight SetFloat Play(3x) CrossFade(3x) CrossFadeInFixedTime(3x) Rebind PlayInFixedTime(3x))
(Replaced content with "This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/sanimator")
 
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This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/sanimator
==Members==
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{{ScriptFunction|void|CrossFade|(string stateName, float transitionDuration);|Creates a dynamic transition between the current state and the destination state.
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stateName: The name of the destination state.
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transitionDuration: The duration of the transition. Value is in source state normalized time.|5=<pre>Space.Host.ExecutingObject.Animator.CrossFade("State Name", 3.0)</pre>}}
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{{ScriptFunction|void|CrossFade|(string stateName, float transitionDuration, int layer);|Creates a dynamic transition between the current state and the destination state.
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stateName: The name of the destination state.
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transitionDuration: The duration of the transition. Value is in source state normalized time.
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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.|5=<pre>Space.Host.ExecutingObject.Animator.CrossFade("State Name", 3.0, 0)</pre>}}
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{{ScriptFunction|void|CrossFade|(string stateName, float transitionDuration, int layer, float normalizedTime);|Creates a dynamic transition between the current state and the destination state.
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stateName: The name of the destination state.
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transitionDuration: The duration of the transition. Value is in source state normalized time.
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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.
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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.
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|5=<pre>Space.Host.ExecutingObject.Animator.CrossFade("State Name", 3.0, 0 , 0.0)</pre>}}
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{{ScriptFunction|void|CrossFadeInFixedTime|(string stateName, float transitionDuration);|Creates a dynamic transition between the current state and the destination state. The duration and offset in the target state are in fixed time.
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stateName: The name of the destination state.
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transitionDuration: The duration of the transition. Value is in seconds.|5=<pre><pre>Space.Host.ExecutingObject.Animator.CrossFadeInFixedTime("State Name", 15.0)</pre></pre>}}
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{{ScriptFunction|void|CrossFadeInFixedTime|(string stateName, float transitionDuration, int layer);|Creates a dynamic transition between the current state and the destination state. The duration and offset in the target state are in fixed time.
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stateName: The name of the destination state.
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transitionDuration: The duration of the transition. Value is in seconds.
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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.|5=<pre><pre>Space.Host.ExecutingObject.Animator.CrossFadeInFixedTime("State Name", 15.0, 0)</pre></pre>}}
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{{ScriptFunction|void|CrossFadeInFixedTime|(string stateName, float transitionDuration, int layer, float fixedTime);|Creates a dynamic transition between the current state and the destination state. The duration and offset in the target state are in fixed time.
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stateName: The name of the destination state.
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transitionDuration: The duration of the transition. Value is in seconds.
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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.
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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.
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|5=<pre>Space.Host.ExecutingObject.Animator.CrossFadeInFixedTime("State Name", 15.0, 0 , 0.0)</pre>}}
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{{ScriptFunction|bool|GetBool|(string name);|Returns the value of the given boolean parameter.
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name: The name of the parameter.|5=<pre>isFlying = Space.Host.ExecutingObject.Animator.GetBool("IsFlying")
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Space.Log(isFlying)</pre>}}
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{{ScriptFunction|bool|GetBool|(int id);|Returns the value of the given boolean parameter.
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id: The id of the parameter.|5=<pre></pre>}}
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{{ScriptFunction|float|GetFloat|(string name);|Returns the value of the given float parameter.
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name: The name of the parameter.|5=<pre>getParam = Space.Host.ExecutingObject.Animator.GetFloat("paramName")
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Space.Log(getParam)</pre>}}
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{{ScriptFunction|float|GetFloat|(int id);|Returns the value of the given float parameter.
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id: The id of the parameter.|5=<pre></pre>}}
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{{ScriptFunction|int|GetInteger|(string name);|Returns the value of the given integer parameter.
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name: The name of the parameter.|5=<pre>getParam = Space.Host.ExecutingObject.Animator.GetInteger("paramName")
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Space.Log(getParam)</pre>}}
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{{ScriptFunction|int|GetInteger|(int id);|Returns the value of the given integer parameter.
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id: The id of the parameter.|5=<pre></pre>}}
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{{ScriptFunction|int|GetLayerIndex|(string layerName);|Gets the index of the layer with specified name.|5=<pre>layerIndex = Space.Host.ExecutingObject.Animator.GetLayerIndex("Layer Name")
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Space.Log(layerIndex)</pre>}}
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{{ScriptFunction|string|GetLayerName|(int layerIndex);|Gets name of the layer.|5=<pre>layerName = Space.Host.ExecutingObject.Animator.GetLayerName(1)
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  Space.Log(layerName)</pre>}}
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{{ScriptFunction|float|GetLayerWeight|(int layerIndex);|Gets the layer's current weight.|5=<pre>layerWeight = Space.Host.ExecutingObject.Animator.GetLayerWeight(1)
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Space.Log(layerWeight)</pre>}}
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{{ScriptFunction|double|GetLength|(int layer);|Current duration of the state.|5=<pre>layerStateLength = Space.Host.ExecutingObject.Animator.GetLength(1)
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Space.Log(layerStateLength)</pre>}}
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{{ScriptFunction|bool|GetLoop|(int layer);|Is the state looping.|5=<pre>layerStateLoop = Space.Host.ExecutingObject.Animator.GetLoop(0)
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Space.Log(layerStateLoop)</pre>}}
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{{ScriptFunction|double|GetNormalizedTime|(int layer);|Normalized time of the State.
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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.|5=<pre>layerStateNormalizedTime = Space.Host.ExecutingObject.Animator.GetNormalizedTime(0)
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Space.Log(layerStateNormalizedTime)</pre>}}
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{{ScriptFunction|double|GetTime|();|Fixed time of the State.|5=<pre>layerStateTime = Space.Host.ExecutingObject.Animator.GetTime(0)
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Space.Log(layerStateTime)</pre>}}
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{{ScriptFunction|bool|IsInTransition|(int layer);|Is the specified layer in a transition.|5=<pre>layerTransition = Space.Host.ExecutingObject.Animator.IsInTransition(0)
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Space.Log(layerTransition)</pre>}}
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{{ScriptFunction|bool|IsParameterControlledByCurve|(int id);|Returns true if a parameter is controlled by an additional curve on an animation.|5=<pre></pre>}}
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{{ScriptFunction|bool|IsParameterControlledByCurve|(string name);|Returns true if a parameter is controlled by an additional curve on an animation.|5=<pre>paramCurve = Space.Host.ExecutingObject.Animator.IsParameterControlledByCurve("parameterName")
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Space.Log(paramCurve)</pre>}}
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{{ScriptFunction|void|Play|(string stateName);|Plays a state.
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stateName: The name of the state to play.|5=<pre>Space.Host.ExecutingObject.Animator.Play("State Name");</pre>}}
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{{ScriptFunction|void|Play|(string stateName, int layer);|Plays a state.
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stateName: The name of the state to play.
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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.|5=<pre>Space.Host.ExecutingObject.Animator.Play("State Name", 0);</pre>}}
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{{ScriptFunction|void|Play|(string stateName, int layer, float normalizedTime);|Plays a state.
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stateName: The name of the state to play.
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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.
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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.|5=<pre>Space.Host.ExecutingObject.Animator.Play("State Name", 0, 0.0);</pre>}}
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{{ScriptFunction|void|PlayInFixedTime|(string stateName);|Plays a state. The offset in the target state is in fixed time.
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stateName: The name of the state to play.|5=<pre>Space.Host.ExecutingObject.Animator.PlayInFixedTime("State Name")</pre>}}
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{{ScriptFunction|void|PlayInFixedTime|(string stateName, int layer);|Plays a state. The offset in the target state is in fixed time.
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stateName: The name of the state to play.
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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.|5=<pre>Space.Host.ExecutingObject.Animator.PlayInFixedTime("State Name", 0)</pre>}}
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{{ScriptFunction|void|PlayInFixedTime|(string stateName, int layer, float fixedTime);|Plays a state. The offset in the target state is in fixed time.
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stateName: The name of the state to play.
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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.
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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.|5=<pre>Space.Host.ExecutingObject.Animator.PlayInFixedTime("State Name", 0, 0.0)</pre>}}
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{{ScriptFunction|void|Rebind|();|Rebind all the animated properties and mesh data with the Animator.|5=<pre>Space.Host.ExecutingObject.Animator.Rebind()</pre>}}
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{{ScriptFunction|void|ResetTrigger|(int id);|Resets the trigger parameter to false.|5=<pre></pre>}}
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{{ScriptFunction|void|ResetTrigger|(string name);|Resets the trigger parameter to false.|5=<pre> Space.Host.ExecutingObject.Animator.ResetTrigger("parameterName")</pre>}}
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{{ScriptFunction|void|SetBool|(int id, bool value);|Sets the value of a boolean parameter.|5=<pre></pre>}}
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{{ScriptFunction|void|SetBool|(string name, bool value);|Sets the value of a boolean parameter.|5=<pre>Space.Host.ExecutingObject.Animator.SetBool("IsFlying", true)</pre>}}
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{{ScriptFunction|void|SetFloat|(int id, float value);|Sets the value of a float parameter.|5=<pre></pre>}}
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{{ScriptFunction|void|SetFloat|(int id, float value, float dampTime, float deltaTime);|Send float values to the Animator to affect transitions.
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dampTime: The damper total time.
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deltaTime: The delta time to give to the damper.|5=<pre></pre>}}
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{{ScriptFunction|void|SetFloat|(string name, float value);|Sets the value of a float parameter.|5=<pre><pre>Space.Host.ExecutingObject.Animator.SetFloat("parameterName", 2.2)</pre>}}
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{{ScriptFunction|void|SetFloat|(string name, float value, float dampTime, float deltaTime);|Send float values to the Animator to affect transitions.
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dampTime: The damper total time.
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deltaTime: The delta time to give to the damper.|5=<pre>Space.Host.ExecutingObject.Animator.SetFloat("parameterName", 2.2,2.0,Space.DeltaTime)</pre>}}
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{{ScriptFunction|void|SetInteger|(int id, int value);|Sets the value of the given integer parameter.|5=<pre></pre>}}
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{{ScriptFunction|void|SetInteger|(string name, int value);|Sets the value of the given integer parameter.|5=<pre>Space.Host.ExecutingObject.Animator.SetInteger("iParam", 2)</pre>}}
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{{ScriptFunction|void|SetLayerWeight|(int layerIndex, float weight);|Sets the weight of the layer at the given index.|5=<pre>Space.Host.ExecutingObject.Animator.SetLayerWeight(0,2.0)</pre>}}
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{{ScriptFunction|void|SetTime|(double time);|Sets the Player's local time.|5=<pre>Space.Host.ExecutingObject.Animator.SetTime(1.0)</pre>}}
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{{ScriptFunction|void|SetTrigger|(int id);|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.|5=<pre></pre>}}
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{{ScriptFunction|void|SetTrigger|(string trigger);|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.|5=<pre>Space.Host.ExecutingObject.Animator.SetTrigger("parameterName")</pre>}}
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{{ScriptFunction|void|StartPlayback|();|Sets the animator in playback mode.|5=<pre>Space.Host.ExecutingObject.Animator.StartPlayback()</pre>}}
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{{ScriptFunction|void|Stop|();|Stop the Animator.|5=<pre>Space.Host.ExecutingObject.Animator.Stop()</pre>}}
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{{ScriptFunction|void|StopPlayback|();|Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.|5=<pre>Space.Host.ExecutingObject.Animator.StopPlayback()</pre>}}
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{{ScriptFunction|void|Update|(float deltaTime);|Evaluates the animator based on deltaTime.|5=<pre>Space.Host.ExecutingObject.Animator.Update(Space.DeltaTime)</pre>}}
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==Properties==
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{{ScriptFunction|bool|ApplyRootMotion|{ get;set; }|Should root motion be applied?
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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.|5=<pre>Space.Host.ExecutingObject.Animator.ApplyRootMotion = true</pre>}}
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{{ScriptFunction|SResource|Controller|{ get;set; }|The Animator Controller resource of this Animator|5=<pre>Space.Host.ExecutingObject.Animator.Controller = Space.GetResource("newController")</pre>}}
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{{ScriptFunction|bool|Enabled|{ get;set; }|Whether this is visually visible or not.|5=<pre>Space.Host.ExecutingObject.Animator.Enabled = true</pre>}}
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{{ScriptFunction|string[]|Parameters|{ get;set; }|The AnimatorControllerParameter list used by the animator.|5=<pre>parameters = Space.Host.ExecutingObject.Animator.Parameters
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for i=1,#parameters do Space.Log(parameters[i]) end --prints all parameters</pre>}}
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{{Scripting Navbox}}
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Latest revision as of 05:05, 19 September 2022

This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/sanimator