interface in UnityEngine.Experimental.Director
Interface for objects that can control an AnimatorController.
layerCount | The AnimatorController layer count. |
parameterCount | The number of AnimatorControllerParameters used by the AnimatorController. |
CrossFade | Creates a dynamic transition between the current state and the destination state. |
CrossFadeInFixedTime | Same as IAnimatorControllerPlayable.CrossFade, but the duration and offset in the target state are in fixed time. |
GetAnimatorTransitionInfo | Gets the Transition information on a specified AnimatorController layer. |
GetBool | See IAnimatorControllerPlayable.GetBool. |
GetCurrentAnimatorClipInfo | Gets the list of AnimatorClipInfo currently played by the current state. |
GetCurrentAnimatorClipInfoCount | This function should be used when you want to use the allocation-free method IAnimatorControllerPlayable.GetCurrentAnimatorClipInfo. |
GetCurrentAnimatorStateInfo | Gets the current State information on a specified AnimatorController layer. |
GetFloat | Gets the value of a float parameter. |
GetInteger | Gets the value of an integer parameter. |
GetLayerIndex | Gets the index of the layer with specified name. |
GetLayerName | Gets name of the layer. |
GetLayerWeight | Gets the layer's current weight. |
GetNextAnimatorClipInfo | Gets the list of AnimatorClipInfo currently played by the next state. |
GetNextAnimatorClipInfoCount | This function should be used when you want to use the allocation-free method IAnimatorControllerPlayable.GetNextAnimatorClipInfo. |
GetNextAnimatorStateInfo | Gets the next State information on a specified AnimatorController layer. |
GetParameter | Read only access to the AnimatorControllerParameters used by the animator. |
HasState | Returns true if the AnimatorState is present in the Animator's controller. For a state named State in sub state machine SubStateMachine of state machine StateMachine, the shortNameHash can be generated using Animator.StringToHash("State"), and the fullPathHash can be generated using Animator.StringToHash("StateMachine.SubStateMachine.State"). Typically, the name of the top level state machine is the name of the Layer. |
IsInTransition | Is the specified AnimatorController layer in a transition. |
IsParameterControlledByCurve | Returns true if a parameter is controlled by an additional curve on an animation. |
Play | Plays a state. |
PlayInFixedTime | Same as IAnimatorControllerPlayable.Play, but the offset in the target state is in fixed time. |
ResetTrigger | Resets the trigger parameter to false. |
SetBool | See IAnimatorControllerPlayable.SetBool. |
SetFloat | Sets the value of a float parameter. |
SetInteger | Sets the value of an integer parameter. |
SetLayerWeight | Sets the layer's current weight. |
SetTrigger | Sets a trigger parameter to active. A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter. |