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Scripting/SAnimatorStateInfo

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Members

isName

bool isName (string name)

Does name match the name of the active state in the statemachine?

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
AnimationStateInfo.isName("aStateName")


isTag

bool isTag (string tag)

Does tag match the tag of the active state in the statemachine.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
AnimationStateInfo.isTag("aStateTag")



Properties

fullPathHash

int fullPathHash { get; }

The full path hash for this state. The hash is generated using Animator.StringToHash.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
fullPathHash = AnimationStateInfo.fullPathHash


nameHash

int nameHash { get; }

The hashed name of the State.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
nameHash= AnimationStateInfo.nameHash


shortNameHash

int shortNameHash { get; }

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


normalizedTime

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.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
normalizedTime= AnimationStateInfo.normalizedTime


length

float length { get; }

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


speed

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.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
speed= AnimationStateInfo.speed


speedMultiplier

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.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
speedMultiplier= AnimationStateInfo.speedMultiplier


tagHash

int tagHash { get; }

The Tag of the State.

The hash is generated using SAnimator.StringToHash.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
tagHash= AnimationStateInfo.tagHash


loop

bool loop { get; }

Is the state looping. All animations in the state must be looping.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
loop= AnimationStateInfo.loop


Length

float Length { get; }

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