(Created page with "=Members= {{ScriptFunction|bool|isName|(string name)|Does name match the name of the active state in the statemachine?|5=<pre></pre>}} {{ScriptFunction|bool|isTag|(string t...") |
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− | {{ScriptFunction|bool|isName|(string name)|Does name match the name of the active state in the statemachine?|5=<pre></pre>}} | + | {{ScriptFunction|bool|isName|(string name)|Does name match the name of the active state in the statemachine?|5=<pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) |
+ | AnimationStateInfo.isName("aStateName")</pre>}} | ||
− | {{ScriptFunction|bool|isTag|(string tag)|Does tag match the tag of the active state in the statemachine.|5=<pre></pre>}} | + | {{ScriptFunction|bool|isTag|(string tag)|Does tag match the tag of the active state in the statemachine.|5=<pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) |
+ | AnimationStateInfo.isTag("aStateTag")</pre>}} | ||
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− | {{ScriptFunction|int|fullPathHash|{ get; }|The full path hash for this state.|5= <pre></pre>}} | + | {{ScriptFunction|int|fullPathHash|{ get; }|The full path hash for this state. The hash is generated using Animator.StringToHash.|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) |
+ | fullPathHash = AnimationStateInfo.fullPathHash</pre>}} | ||
− | {{ScriptFunction|int|nameHash|{ get; }|The hashed name of the State.|5= <pre></pre>}} | + | {{ScriptFunction|int|nameHash|{ get; }|The hashed name of the State.|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) |
+ | nameHash= AnimationStateInfo.nameHash</pre>}} | ||
− | {{ScriptFunction|int|shortNameHash|{ get; }|The hash is generated using SAnimator.StringToHash. The hash does not include the name of the parent layer.|5= <pre></pre>}} | + | {{ScriptFunction|int|shortNameHash|{ get; }|The hash is generated using SAnimator.StringToHash. The hash does not include the name of the parent layer.|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) |
+ | shortNameHash= AnimationStateInfo.shortNameHash</pre>}} | ||
− | {{ScriptFunction|float|normalizedTime|{ get; }|Normalized time of the State.|5= <pre></pre>}} | + | {{ScriptFunction|float|normalizedTime|{ get; }|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.|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) |
+ | normalizedTime= AnimationStateInfo.normalizedTime</pre>}} | ||
− | {{ScriptFunction|float|length|{ get; }|Current duration of the state.|5= <pre></pre>}} | + | {{ScriptFunction|float|length|{ get; }|Current duration of the state. In seconds Can vary when the State contains a Blend Tree.|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) |
+ | length= AnimationStateInfo.length</pre>}} | ||
− | {{ScriptFunction|float|speed|{ get; }|The playback speed of the animation. 1 is the normal playback speed.|5= <pre></pre>}} | + | {{ScriptFunction|float|speed|{ get; }|The playback speed of the animation. 1 is the normal playback speed. A negative playback speed will play the animation from the end.|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) |
+ | speed= AnimationStateInfo.speed</pre>}} | ||
− | {{ScriptFunction|float|speedMultiplier|{ get; }|The speed multiplier for this state. | + | {{ScriptFunction|float|speedMultiplier|{ get; }|The speed multiplier for this state. |
− | + | A negative speed multiplier will play the animation backwards. If no speed parameter as been set for this SAnimatorState, the default value will be 1.|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) | |
+ | speedMultiplier= AnimationStateInfo.speedMultiplier</pre>}} | ||
− | {{ScriptFunction| | + | {{ScriptFunction|int|tagHash|{ get; }|The Tag of the State. |
− | {{ScriptFunction|float|Length|{ get; }|Current duration of the state.|5= <pre></pre>}} | + | The hash is generated using SAnimator.StringToHash.|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) |
+ | tagHash= AnimationStateInfo.tagHash</pre>}} | ||
+ | |||
+ | {{ScriptFunction|bool|loop|{ get; }|Is the state looping. All animations in the state must be looping.|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) | ||
+ | loop= AnimationStateInfo.loop</pre>}} | ||
+ | |||
+ | {{ScriptFunction|float|Length|{ get; }|Current duration of the state. In seconds Can vary when the State contains a Blend Tree|5= <pre>AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) | ||
+ | Length= AnimationStateInfo.Length</pre>}} | ||
Does name match the name of the active state in the statemachine?
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) AnimationStateInfo.isName("aStateName")
Does tag match the tag of the active state in the statemachine.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) AnimationStateInfo.isTag("aStateTag")
The full path hash for this state. The hash is generated using Animator.StringToHash.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) fullPathHash = AnimationStateInfo.fullPathHash
The hashed name of the State.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) nameHash= AnimationStateInfo.nameHash
The hash is generated using SAnimator.StringToHash. The hash does not include the name of the parent layer.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) shortNameHash= AnimationStateInfo.shortNameHash
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.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) normalizedTime= AnimationStateInfo.normalizedTime
Current duration of the state. In seconds Can vary when the State contains a Blend Tree.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) length= AnimationStateInfo.length
The playback speed of the animation. 1 is the normal playback speed. A negative playback speed will play the animation from the end.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) speed= AnimationStateInfo.speed
The speed multiplier for this state.
A negative speed multiplier will play the animation backwards. If no speed parameter as been set for this SAnimatorState, the default value will be 1.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) speedMultiplier= AnimationStateInfo.speedMultiplier
The Tag of the State.
The hash is generated using SAnimator.StringToHash.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) tagHash= AnimationStateInfo.tagHash
Is the state looping. All animations in the state must be looping.
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) loop= AnimationStateInfo.loop
Current duration of the state. In seconds Can vary when the State contains a Blend Tree
AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0) Length= AnimationStateInfo.Length
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