C# 클래스 UnityEngine.StateMachineBehaviour

상속: ScriptableObject
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

공개 메소드들

메소드 설명
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

보호된 메소드들

메소드 설명
StateMachineBehaviour ( ) : System

메소드 상세

OnStateEnter() 공개 메소드

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

OnStateEnter() 공개 메소드

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

OnStateExit() 공개 메소드

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

OnStateExit() 공개 메소드

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

OnStateIK() 공개 메소드

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

OnStateIK() 공개 메소드

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

OnStateMachineEnter() 공개 메소드

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.
리턴 void

OnStateMachineEnter() 공개 메소드

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

OnStateMachineExit() 공개 메소드

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.
리턴 void

OnStateMachineExit() 공개 메소드

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

OnStateMove() 공개 메소드

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

OnStateMove() 공개 메소드

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

OnStateUpdate() 공개 메소드

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

OnStateUpdate() 공개 메소드

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

StateMachineBehaviour() 보호된 메소드

protected StateMachineBehaviour ( ) : System
리턴 System