C# Class UnityEngine.Experimental.Director.AnimatorControllerPlayable

Inheritance: AnimationPlayable, IAnimatorControllerPlayable
Exibir arquivo Open project: randomize/VimConfig Class Usage Examples

Public Methods

Method Description
AddInput ( AnimationPlayable source ) : int
AnimatorControllerPlayable ( RuntimeAnimatorController controller ) : System
CrossFade ( string stateName, float transitionDuration, [ layer, [ normalizedTime ) : void
CrossFadeInFixedTime ( string stateName, float transitionDuration, [ layer, [ fixedTime ) : void
GetBool ( int id ) : bool
GetBool ( string name ) : bool
GetFloat ( int id ) : float
GetFloat ( string name ) : float
GetInteger ( int id ) : int
GetInteger ( string name ) : int
IsParameterControlledByCurve ( int id ) : bool
IsParameterControlledByCurve ( string name ) : bool
Play ( string stateName, [ layer, [ normalizedTime ) : void
PlayInFixedTime ( string stateName, [ layer, [ fixedTime ) : void
RemoveAllInputs ( ) : bool
RemoveInput ( AnimationPlayable playable ) : bool
RemoveInput ( int index ) : bool
ResetTrigger ( int id ) : void
ResetTrigger ( string name ) : void
SetBool ( int id, bool value ) : void
SetBool ( string name, bool value ) : void
SetFloat ( int id, float value ) : void
SetFloat ( string name, float value ) : void
SetInput ( AnimationPlayable source, int index ) : bool
SetInputs ( IEnumerable sources ) : bool
SetInteger ( int id, int value ) : void
SetInteger ( string name, int value ) : void
SetTrigger ( int id ) : void
SetTrigger ( string name ) : void

Private Methods

Method Description
CrossFade ( int stateNameHash, float transitionDuration ) : void
CrossFade ( int stateNameHash, float transitionDuration, [ layer, [ normalizedTime ) : void
CrossFade ( int stateNameHash, float transitionDuration, int layer ) : void
CrossFade ( string stateName, float transitionDuration ) : void
CrossFade ( string stateName, float transitionDuration, int layer ) : void
CrossFadeInFixedTime ( int stateNameHash, float transitionDuration ) : void
CrossFadeInFixedTime ( int stateNameHash, float transitionDuration, [ layer, [ fixedTime ) : void
CrossFadeInFixedTime ( int stateNameHash, float transitionDuration, int layer ) : void
CrossFadeInFixedTime ( string stateName, float transitionDuration ) : void
CrossFadeInFixedTime ( string stateName, float transitionDuration, int layer ) : void
GetAnimatorTransitionInfo ( int layerIndex ) : AnimatorTransitionInfo
GetBoolID ( int id ) : bool
GetBoolString ( string name ) : bool
GetCurrentAnimatorClipInfo ( int layerIndex ) : UnityEngine.AnimatorClipInfo[]
GetCurrentAnimatorStateInfo ( int layerIndex ) : AnimatorStateInfo
GetFloatID ( int id ) : float
GetFloatString ( string name ) : float
GetIntegerID ( int id ) : int
GetIntegerString ( string name ) : int
GetLayerIndex ( string layerName ) : int
GetLayerName ( int layerIndex ) : string
GetLayerWeight ( int layerIndex ) : float
GetNextAnimatorClipInfo ( int layerIndex ) : UnityEngine.AnimatorClipInfo[]
GetNextAnimatorStateInfo ( int layerIndex ) : AnimatorStateInfo
GetParameter ( int index ) : AnimatorControllerParameter
HasState ( int layerIndex, int stateID ) : bool
InstantiateEnginePlayable ( RuntimeAnimatorController controller ) : void
IsInTransition ( int layerIndex ) : bool
IsParameterControlledByCurveID ( int id ) : bool
IsParameterControlledByCurveString ( string name ) : bool
Play ( int stateNameHash ) : void
Play ( int stateNameHash, [ layer, [ normalizedTime ) : void
Play ( int stateNameHash, int layer ) : void
Play ( string stateName ) : void
Play ( string stateName, int layer ) : void
PlayInFixedTime ( int stateNameHash ) : void
PlayInFixedTime ( int stateNameHash, [ layer, [ fixedTime ) : void
PlayInFixedTime ( int stateNameHash, int layer ) : void
PlayInFixedTime ( string stateName ) : void
PlayInFixedTime ( string stateName, int layer ) : void
ResetTriggerID ( int id ) : void
ResetTriggerString ( string name ) : void
ResolveHash ( int hash ) : string
SetBoolID ( int id, bool value ) : void
SetBoolString ( string name, bool value ) : void
SetFloatID ( int id, float value ) : void
SetFloatString ( string name, float value ) : void
SetIntegerID ( int id, int value ) : void
SetIntegerString ( string name, int value ) : void
SetLayerWeight ( int layerIndex, float weight ) : void
SetTriggerID ( int id ) : void
SetTriggerString ( string name ) : void
StringToHash ( string name ) : int

Method Details

AddInput() public method

public AddInput ( AnimationPlayable source ) : int
source AnimationPlayable
return int

AnimatorControllerPlayable() public method

public AnimatorControllerPlayable ( RuntimeAnimatorController controller ) : System
controller UnityEngine.RuntimeAnimatorController
return System

CrossFade() public method

public CrossFade ( string stateName, float transitionDuration, [ layer, [ normalizedTime ) : void
stateName string
transitionDuration float
layer [
normalizedTime [
return void

CrossFadeInFixedTime() public method

public CrossFadeInFixedTime ( string stateName, float transitionDuration, [ layer, [ fixedTime ) : void
stateName string
transitionDuration float
layer [
fixedTime [
return void

GetBool() public method

public GetBool ( int id ) : bool
id int
return bool

GetBool() public method

public GetBool ( string name ) : bool
name string
return bool

GetFloat() public method

public GetFloat ( int id ) : float
id int
return float

GetFloat() public method

public GetFloat ( string name ) : float
name string
return float

GetInteger() public method

public GetInteger ( int id ) : int
id int
return int

GetInteger() public method

public GetInteger ( string name ) : int
name string
return int

IsParameterControlledByCurve() public method

public IsParameterControlledByCurve ( int id ) : bool
id int
return bool

IsParameterControlledByCurve() public method

public IsParameterControlledByCurve ( string name ) : bool
name string
return bool

Play() public method

public Play ( string stateName, [ layer, [ normalizedTime ) : void
stateName string
layer [
normalizedTime [
return void

PlayInFixedTime() public method

public PlayInFixedTime ( string stateName, [ layer, [ fixedTime ) : void
stateName string
layer [
fixedTime [
return void

RemoveAllInputs() public method

public RemoveAllInputs ( ) : bool
return bool

RemoveInput() public method

public RemoveInput ( AnimationPlayable playable ) : bool
playable AnimationPlayable
return bool

RemoveInput() public method

public RemoveInput ( int index ) : bool
index int
return bool

ResetTrigger() public method

public ResetTrigger ( int id ) : void
id int
return void

ResetTrigger() public method

public ResetTrigger ( string name ) : void
name string
return void

SetBool() public method

public SetBool ( int id, bool value ) : void
id int
value bool
return void

SetBool() public method

public SetBool ( string name, bool value ) : void
name string
value bool
return void

SetFloat() public method

public SetFloat ( int id, float value ) : void
id int
value float
return void

SetFloat() public method

public SetFloat ( string name, float value ) : void
name string
value float
return void

SetInput() public method

public SetInput ( AnimationPlayable source, int index ) : bool
source AnimationPlayable
index int
return bool

SetInputs() public method

public SetInputs ( IEnumerable sources ) : bool
sources IEnumerable
return bool

SetInteger() public method

public SetInteger ( int id, int value ) : void
id int
value int
return void

SetInteger() public method

public SetInteger ( string name, int value ) : void
name string
value int
return void

SetTrigger() public method

public SetTrigger ( int id ) : void
id int
return void

SetTrigger() public method

public SetTrigger ( string name ) : void
name string
return void