Animator
More information can be found in the Unity API Reference
Constructors
Constructor |
Description |
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Members
Member |
Description |
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Methods
Static methods
Method |
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Details
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class Animator
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bool applyRootMotion
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Quaternion bodyRotation
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AnimatorCullingMode cullingMode
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const Quaternion deltaRotation
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bool enabled
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float feetPivotActive
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bool fireEvents
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const GameObject gameObject
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const float gravityWeight
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const bool hasBoundPlayables
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const bool hasRootMotion
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const bool hasTransformHierarchy
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const float humanScale
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const bool isActiveAndEnabled
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const bool isHuman
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const bool isInitialized
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const bool isMatchingTarget
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const bool isOptimizable
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bool keepAnimatorStateOnDisable
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const int layerCount
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bool layersAffectMassCenter
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const float leftFeetBottomHeight
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bool logWarnings
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string name
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const int parameterCount
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const float pivotWeight
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float playbackTime
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float recorderStartTime
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float recorderStopTime
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const float rightFeetBottomHeight
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Quaternion rootRotation
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RuntimeAnimatorController runtimeAnimatorController
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float speed
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bool stabilizeFeet
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string tag
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const Quaternion targetRotation
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AnimatorUpdateMode updateMode
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bool writeDefaultValuesOnDisable
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void ApplyBuiltinRootMotion()
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bool CompareTag(string tag)
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void CrossFade(string stateName, float normalizedTransitionDuration)
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void CrossFade(int stateHashName, float normalizedTransitionDuration)
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void CrossFade(string stateName, float normalizedTransitionDuration, int layer)
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void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer)
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void CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset)
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void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset)
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void CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset, float normalizedTransitionTime)
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void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset, float normalizedTransitionTime)
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void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration)
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void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration)
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void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer)
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void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer)
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void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset)
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void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset)
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void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset, float normalizedTransitionTime)
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void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset, float normalizedTransitionTime)
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Transform GetBoneTransform(HumanBodyBones humanBoneId)
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bool GetBool(string name)
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bool GetBool(int id)
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int GetCurrentAnimatorClipInfoCount(int layerIndex)
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float GetFloat(string name)
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float GetFloat(int id)
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int GetHashCode()
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Vector3 GetIKHintPosition(AvatarIKHint hint)
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float GetIKHintPositionWeight(AvatarIKHint hint)
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Vector3 GetIKPosition(AvatarIKGoal goal)
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float GetIKPositionWeight(AvatarIKGoal goal)
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Quaternion GetIKRotation(AvatarIKGoal goal)
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float GetIKRotationWeight(AvatarIKGoal goal)
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int GetInteger(string name)
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int GetInteger(int id)
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int GetLayerIndex(string layerName)
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string GetLayerName(int layerIndex)
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float GetLayerWeight(int layerIndex)
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int GetNextAnimatorClipInfoCount(int layerIndex)
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bool HasState(int layerIndex, int stateID)
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void InterruptMatchTarget()
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void InterruptMatchTarget(bool completeMatch)
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bool IsInTransition(int layerIndex)
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bool IsParameterControlledByCurve(string name)
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bool IsParameterControlledByCurve(int id)
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void Play(string stateName)
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void Play(int stateNameHash)
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void Play(string stateName, int layer)
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void Play(int stateNameHash, int layer)
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void Play(string stateName, int layer, float normalizedTime)
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void Play(int stateNameHash, int layer, float normalizedTime)
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void PlayInFixedTime(string stateName)
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void PlayInFixedTime(int stateNameHash)
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void PlayInFixedTime(string stateName, int layer)
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void PlayInFixedTime(int stateNameHash, int layer)
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void PlayInFixedTime(string stateName, int layer, float fixedTime)
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void PlayInFixedTime(int stateNameHash, int layer, float fixedTime)
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void Rebind()
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void ResetTrigger(string name)
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void ResetTrigger(int id)
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void SetBoneLocalRotation(HumanBodyBones humanBoneId, Quaternion rotation)
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void SetBool(string name, bool value)
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void SetBool(int id, bool value)
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void SetFloat(string name, float value)
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void SetFloat(int id, float value)
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void SetFloat(string name, float value, float dampTime, float deltaTime)
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void SetFloat(int id, float value, float dampTime, float deltaTime)
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void SetIKHintPosition(AvatarIKHint hint, Vector3 hintPosition)
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void SetIKHintPositionWeight(AvatarIKHint hint, float value)
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void SetIKPosition(AvatarIKGoal goal, Vector3 goalPosition)
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void SetIKPositionWeight(AvatarIKGoal goal, float value)
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void SetIKRotation(AvatarIKGoal goal, Quaternion goalRotation)
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void SetIKRotationWeight(AvatarIKGoal goal, float value)
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void SetInteger(string name, int value)
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void SetInteger(int id, int value)
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void SetLayerWeight(int layerIndex, float weight)
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void SetLookAtWeight(float weight)
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void SetLookAtWeight(float weight, float bodyWeight)
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void SetLookAtWeight(float weight, float bodyWeight, float headWeight)
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void SetLookAtWeight(float weight, float bodyWeight, float headWeight, float eyesWeight)
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void SetLookAtWeight(float weight, float bodyWeight, float headWeight, float eyesWeight, float clampWeight)
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void SetTrigger(string name)
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void SetTrigger(int id)
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void StartPlayback()
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void StartRecording(int frameCount)
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void StopPlayback()
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void StopRecording()
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string ToString()
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void Update(float deltaTime)
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void WriteDefaultValues()
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static int StringToHash(string name)
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bool applyRootMotion