C# Class UnityEngine.StateMachineBehaviour

Inheritance: ScriptableObject
Afficher le fichier Open project: CarlosHBC/UnityDecompiled Class Usage Examples

Méthodes publiques

Méthode Description
OnStateEnter ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
OnStateEnter ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void
OnStateExit ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
OnStateExit ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void
OnStateIK ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
OnStateIK ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void
OnStateMachineEnter ( Animator animator, int stateMachinePathHash ) : void

Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state.

OnStateMachineEnter ( Animator animator, int stateMachinePathHash, AnimatorControllerPlayable controller ) : void
OnStateMachineExit ( Animator animator, int stateMachinePathHash ) : void

Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state.

OnStateMachineExit ( Animator animator, int stateMachinePathHash, AnimatorControllerPlayable controller ) : void
OnStateMove ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
OnStateMove ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void
OnStateUpdate ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
OnStateUpdate ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void

Méthodes protégées

Méthode Description
StateMachineBehaviour ( ) : System

Method Details

OnStateEnter() public méthode

public OnStateEnter ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
Résultat void

OnStateEnter() public méthode

public OnStateEnter ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
controller UnityEngine.Experimental.Director.AnimatorControllerPlayable
Résultat void

OnStateExit() public méthode

public OnStateExit ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
Résultat void

OnStateExit() public méthode

public OnStateExit ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
controller UnityEngine.Experimental.Director.AnimatorControllerPlayable
Résultat void

OnStateIK() public méthode

public OnStateIK ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
Résultat void

OnStateIK() public méthode

public OnStateIK ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
controller UnityEngine.Experimental.Director.AnimatorControllerPlayable
Résultat void

OnStateMachineEnter() public méthode

Called on the first Update frame when making a transition to a StateMachine. This is not called when making a transition into a StateMachine sub-state.

public OnStateMachineEnter ( Animator animator, int stateMachinePathHash ) : void
animator Animator The Animator playing this state machine.
stateMachinePathHash int The full path hash for this state machine.
Résultat void

OnStateMachineEnter() public méthode

public OnStateMachineEnter ( Animator animator, int stateMachinePathHash, AnimatorControllerPlayable controller ) : void
animator Animator
stateMachinePathHash int
controller UnityEngine.Experimental.Director.AnimatorControllerPlayable
Résultat void

OnStateMachineExit() public méthode

Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state.

public OnStateMachineExit ( Animator animator, int stateMachinePathHash ) : void
animator Animator The Animator playing this state machine.
stateMachinePathHash int The full path hash for this state machine.
Résultat void

OnStateMachineExit() public méthode

public OnStateMachineExit ( Animator animator, int stateMachinePathHash, AnimatorControllerPlayable controller ) : void
animator Animator
stateMachinePathHash int
controller UnityEngine.Experimental.Director.AnimatorControllerPlayable
Résultat void

OnStateMove() public méthode

public OnStateMove ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
Résultat void

OnStateMove() public méthode

public OnStateMove ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
controller UnityEngine.Experimental.Director.AnimatorControllerPlayable
Résultat void

OnStateUpdate() public méthode

public OnStateUpdate ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
Résultat void

OnStateUpdate() public méthode

public OnStateUpdate ( Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller ) : void
animator Animator
stateInfo AnimatorStateInfo
layerIndex int
controller UnityEngine.Experimental.Director.AnimatorControllerPlayable
Résultat void

StateMachineBehaviour() protected méthode

protected StateMachineBehaviour ( ) : System
Résultat System