7070 lines
440 KiB
XML
7070 lines
440 KiB
XML
<?xml version="1.0"?>
|
||
<doc>
|
||
<assembly>
|
||
<name>Animancer.Lite</name>
|
||
</assembly>
|
||
<members>
|
||
<member name="T:Animancer.AnimancerUtilities">
|
||
<summary>Various extension methods and utilities.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.Wrap01(System.Single)">
|
||
<summary>[Animancer Extension] Loops the `value` so that <c>0 <= value < 1</c>.</summary>
|
||
<remarks>This is more efficient than using <see cref="M:UnityEngine.Mathf.Repeat(System.Single,System.Single)"/> with a length of 1.</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.IsFinite(System.Single)">
|
||
<summary>[Animancer Extension] Returns true as long as the `value` is not NaN or Infinity.</summary>
|
||
<remarks>Newer versions of the .NET framework apparently have a <c>float.IsFinite</c> method.</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.ToStringOrNull(System.Object)">
|
||
<summary>
|
||
If `obj` exists, this method returns <see cref="M:System.Object.ToString"/>.
|
||
Or if it is null, this method returns "null".
|
||
Or if it is an <see cref="T:UnityEngine.Object"/> that has been destroyed, this method returns "Null (ObjectType)".
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.Swap``1(``0[],System.Int32,System.Int32)">
|
||
<summary>[Animancer Extension] Swaps <c>array[a]</c> with <c>array[b]</c>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.AddAnimancerComponent``1(UnityEngine.Animator)">
|
||
<summary>[Animancer Extension]
|
||
Adds the specified type of <see cref="T:Animancer.IAnimancerComponent"/>, links it to the `animator`, and returns it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.GetOrAddAnimancerComponent``1(UnityEngine.Animator)">
|
||
<summary>[Animancer Extension]
|
||
Returns the <see cref="T:Animancer.IAnimancerComponent"/> on the same <see cref="T:UnityEngine.GameObject"/> as the `animator` if
|
||
there is one. Otherwise this method adds a new one and returns it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.IsValid(Animancer.AnimancerNode)">
|
||
<summary>Returns true if the `node` is not null and <see cref="P:Animancer.AnimancerNode.IsValid"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.IsValid(Animancer.ITransitionDetailed)">
|
||
<summary>Returns true if the `node` is not null and <see cref="P:Animancer.ITransitionDetailed.IsValid"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.HasEvent(Animancer.IAnimationClipCollection,System.String)">
|
||
<summary>
|
||
Checks if any <see cref="T:UnityEngine.AnimationClip"/> in the `source` has an animation event with the specified
|
||
`functionName`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.HasEvent(UnityEngine.AnimationClip,System.String)">
|
||
<summary>Checks if the `clip` has an animation event with the specified `functionName`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.CalculateThresholdsFromAverageVelocityXZ(Animancer.MixerState{UnityEngine.Vector2})">
|
||
<summary>[Pro-Only]
|
||
Calculates all thresholds in the `mixer` using the <see cref="P:Animancer.AnimancerState.AverageVelocity"/> of each
|
||
state on the X and Z axes.
|
||
<para></para>
|
||
Note that this method requires the <c>Root Transform Position (XZ) -> Bake Into Pose</c> toggle to be
|
||
disabled in the Import Settings of each <see cref="T:UnityEngine.AnimationClip"/> in the mixer.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.SetDirty(UnityEngine.Object)">
|
||
<summary>[Editor-Conditional] Marks the `target` as dirty.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.IfMultiComponentThenChangeType``1(``0)">
|
||
<summary>[Editor-Conditional]
|
||
If there are multiple components which inherit from <typeparamref name="T"/>, the first one is changed to
|
||
the type of the second and any after the first are destroyed. This allows you to change the type without
|
||
losing the values of any serialized fields they share.
|
||
<para></para>
|
||
The `currentComponent` is used to determine which <see cref="T:UnityEngine.GameObject"/> to examine and the base
|
||
component type <typeparamref name="T"/>.
|
||
</summary>
|
||
<example><code>
|
||
protected void Reset()
|
||
{
|
||
AnimancerUtilities.IfMultiComponentThenChangeType(this);
|
||
}
|
||
</code></example>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.EditModePlay(Animancer.IAnimancerComponent,UnityEngine.AnimationClip,System.Boolean)">
|
||
<summary>[Editor-Conditional]
|
||
Plays the specified `clip` if called in Edit Mode and optionally pauses it immediately.
|
||
</summary>
|
||
<remarks>
|
||
Before Unity 2018.3, playing animations in Edit Mode didn't work properly.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.Gather(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},UnityEngine.AnimationClip)">
|
||
<summary>[Animancer Extension]
|
||
Adds the `clip` to the `clips` if it wasn't there already.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.Gather(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Collections.Generic.IList{UnityEngine.AnimationClip})">
|
||
<summary>[Animancer Extension]
|
||
Calls <see cref="M:Animancer.AnimancerUtilities.Gather(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},UnityEngine.AnimationClip)"/> for each of the `newClips`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.Gather(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Collections.Generic.IEnumerable{UnityEngine.AnimationClip})">
|
||
<summary>[Animancer Extension]
|
||
Calls <see cref="M:Animancer.AnimancerUtilities.Gather(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},UnityEngine.AnimationClip)"/> for each of the `newClips`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.GatherFromAsset(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},UnityEngine.Playables.PlayableAsset)">
|
||
<summary>[Animancer Extension]
|
||
Calls <see cref="M:Animancer.AnimancerUtilities.Gather(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},UnityEngine.AnimationClip)"/> for each clip in the `asset`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.GatherAnimationClips(System.Collections.IEnumerable,System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>Gathers all the animations in the `tracks`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.GatherFromSource(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},Animancer.IAnimationClipSource)">
|
||
<summary>[Animancer Extension]
|
||
Calls <see cref="M:Animancer.AnimancerUtilities.Gather(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},UnityEngine.AnimationClip)"/> for each clip gathered by
|
||
<see cref="!:IAnimationClipSource.GetAnimationClips"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.GatherFromSource(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Object)">
|
||
<summary>[Animancer Extension]
|
||
Calls <see cref="M:Animancer.AnimancerUtilities.Gather(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},UnityEngine.AnimationClip)"/> for each clip in the `source`,
|
||
supporting both <see cref="T:Animancer.IAnimationClipSource"/> and <see cref="T:Animancer.IAnimationClipCollection"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerUtilities.GatherFromSources(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Collections.IList)">
|
||
<summary>[Animancer Extension]
|
||
Calls <see cref="M:Animancer.AnimancerUtilities.GatherFromSource(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Object)"/> for each of the `sources`.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.FastComparer">
|
||
<summary>
|
||
An <see cref="T:System.Collections.Generic.IEqualityComparer`1"/> which ignores overloaded equality operators so it is faster than
|
||
<see cref="P:System.Collections.Generic.EqualityComparer`1.Default"/> for types derived from <see cref="T:UnityEngine.Object"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.FastComparer.Instance">
|
||
<summary>Singleton instance.</summary>
|
||
</member>
|
||
<member name="M:Animancer.FastComparer.System#Collections#Generic#IEqualityComparer{System#Object}#Equals(System.Object,System.Object)">
|
||
<summary>Calls <see cref="M:System.Object.Equals(System.Object,System.Object)"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.FastComparer.System#Collections#Generic#IEqualityComparer{System#Object}#GetHashCode(System.Object)">
|
||
<summary>Calls <see cref="M:System.Object.GetHashCode"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.FastReferenceComparer">
|
||
<summary>
|
||
An <see cref="T:System.Collections.Generic.IEqualityComparer`1"/> which uses <see cref="M:System.Object.ReferenceEquals(System.Object,System.Object)"/> to be even faster than
|
||
<see cref="T:Animancer.FastComparer"/>. Unfortunately this means it will not work for boxed value types (such as enums).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.FastReferenceComparer.Instance">
|
||
<summary>Singleton instance.</summary>
|
||
</member>
|
||
<member name="M:Animancer.FastReferenceComparer.System#Collections#Generic#IEqualityComparer{System#Object}#Equals(System.Object,System.Object)">
|
||
<summary>Calls <see cref="M:System.Object.ReferenceEquals(System.Object,System.Object)"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.FastReferenceComparer.System#Collections#Generic#IEqualityComparer{System#Object}#GetHashCode(System.Object)">
|
||
<summary>Calls <see cref="M:System.Object.GetHashCode"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.IKeyHolder">
|
||
<summary>
|
||
An object with a <see cref="T:Animancer.Key"/> so it can be used in a <see cref="T:Animancer.Key.KeyedList`1"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.IKeyHolder.Key">
|
||
<summary>The <see cref="T:Animancer.Key"/> which stores the list index of this object.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Key">
|
||
<summary>
|
||
Stores the index of an object in a <see cref="T:Animancer.Key.KeyedList`1"/> to allow it to be efficiently removed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.IndexOf(Animancer.Key)">
|
||
<summary>Returns location of this object in the list (or -1 if it is not currently in a keyed list).</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.IsInList(Animancer.Key)">
|
||
<summary>Indicates whether the specified object is currently in a keyed list.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Key.Animancer#IKeyHolder#Key">
|
||
<summary>A <see cref="T:Animancer.Key"/> is its own <see cref="T:Animancer.Key"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Key.KeyedList`1">
|
||
<summary>
|
||
A <see cref="T:System.Collections.Generic.List`1"/> which can remove items without needing to search through the entire collection.
|
||
Does not allow nulls to be added.
|
||
</summary>
|
||
|
||
<example>
|
||
To use an object in a Keyed List, it must either inherit from <see cref="T:Animancer.Key"/> or implement
|
||
<see cref="T:Animancer.IKeyHolder"/> like so:
|
||
<code>
|
||
class MyClass : IKeyHolder
|
||
{
|
||
private readonly Key Key = new Key();
|
||
Key IKeyHolder.Key { get { return Key; } }
|
||
}
|
||
</code>
|
||
Note that the <c>Key</c> field can be made <c>public</c> if desired.
|
||
</example>
|
||
|
||
<remarks>
|
||
This class is nested inside <see cref="T:Animancer.Key"/> so it can modify the private <see cref="F:Animancer.Key._Index"/> without
|
||
exposing that capability to anything else.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.#ctor">
|
||
<summary>Creates a new <see cref="T:Animancer.Key.KeyedList`1"/> using the default <see cref="T:System.Collections.Generic.List`1"/> constructor.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.#ctor(System.Int32)">
|
||
<summary>Creates a new <see cref="T:Animancer.Key.KeyedList`1"/> with the specified initial `capacity`.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Key.KeyedList`1.Count">
|
||
<summary>The number of items currently in the list.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Key.KeyedList`1.Capacity">
|
||
<summary>The number of items that this list can contain before resizing is required.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Key.KeyedList`1.Item(System.Int32)">
|
||
<summary>Gets or sets the item at the specified `index`.</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown by the setter if the `value` was already in a keyed list.</exception>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.Add(`0)">
|
||
<summary>Adds the `item` to the end of this list.</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if the `item` was already in a keyed list.</exception>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.AddNew(`0)">
|
||
<summary>Adds the `item` to the end of this list if it wasn't already in one.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.RemoveAt(System.Int32)">
|
||
<summary>Removes the item at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.RemoveAtSwap(System.Int32)">
|
||
<summary>
|
||
Removes the item at the specified `index` by swapping the last item in this list into its place.
|
||
<para></para>
|
||
This does not maintain the order of items, but is more efficient than <see cref="M:Animancer.Key.KeyedList`1.RemoveAt(System.Int32)"/> because
|
||
it avoids the need to move every item after the target down one place.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.Remove(`0)">
|
||
<summary>Removes the `item` from this list.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.RemoveSwap(`0)">
|
||
<summary>
|
||
Removes the `item` by swapping the last item in this list into its place.
|
||
<para></para>
|
||
This does not maintain the order of items, but is more efficient than <see cref="M:Animancer.Key.KeyedList`1.Remove(`0)"/> because
|
||
it avoids the need to move every item after the target down one place.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.Clear">
|
||
<summary>Removes all items from this list.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.Contains(`0)">
|
||
<summary>Indicates whether the `item` is currently in this list.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.IndexOf(`0)">
|
||
<summary>Returns the index of the `item` in this list or -1 if it is not in this list.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.Insert(System.Int32,`0)">
|
||
<summary>Adds the `item` to this list at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.CopyTo(`0[],System.Int32)">
|
||
<summary>Copies all the items from this list into the `array`, starting at the specified `arrayIndex`.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Key.KeyedList`1.System#Collections#Generic#ICollection{T}#IsReadOnly">
|
||
<summary>Returns false.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.GetEnumerator">
|
||
<summary>Returns an enumerator that iterates through this list.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Key.KeyedList`1.System#Collections#IEnumerable#GetEnumerator">
|
||
<summary>Returns an enumerator that iterates through this list.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ObjectPool">
|
||
<summary>Convenience methods for accessing <see cref="T:Animancer.ObjectPool`1"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool.Acquire``1">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.ObjectPool`1.Acquire"/> to get a spare item if there are any, or create a new one.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool.Acquire``1(``0@)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.ObjectPool`1.Acquire"/> to get a spare item if there are any, or create a new one.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool.Release``1(``0)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.ObjectPool`1.Release(`0)"/> to add the `item` to the list of spares so it can be reused.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool.Release``1(``0@)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.ObjectPool`1.Release(`0)"/> to add the `item` to the list of spares so it can be reused.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool.AcquireList``1">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.ObjectPool`1.Acquire"/> to get a spare <see cref="T:System.Collections.Generic.List`1"/> if
|
||
there are any or create a new one.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool.Release``1(System.Collections.Generic.List{``0})">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.ObjectPool`1.Release(`0)"/> to clear the `list` and mark it as a spare
|
||
so it can be later returned by <see cref="M:Animancer.ObjectPool.AcquireList``1"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool.AcquireSet``1">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.ObjectPool`1.Acquire"/> to get a spare <see cref="T:System.Collections.Generic.HashSet`1"/> if
|
||
there are any or create a new one.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool.Release``1(System.Collections.Generic.HashSet{``0})">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.ObjectPool`1.Release(`0)"/> to clear the `set` and mark it as a spare
|
||
so it can be later returned by <see cref="M:Animancer.ObjectPool.AcquireSet``1"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.ObjectPool`1">
|
||
<summary>A simple object pooling system.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ObjectPool`1.Count">
|
||
<summary>The number of spare items currently in the pool.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool`1.SetMinCount(System.Int32)">
|
||
<summary>
|
||
If the <see cref="P:Animancer.ObjectPool`1.Count"/> is less than the specified value, this method increases it to that value by
|
||
creating new objects.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ObjectPool`1.Capacity">
|
||
<summary>The <see cref="P:System.Collections.Generic.List`1.Capacity"/> of the internal list of spare items.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool`1.Acquire">
|
||
<summary>Returns a spare item if there are any, or creates a new one.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool`1.Release(`0)">
|
||
<summary>Adds the `item` to the list of spares so it can be reused.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ObjectPool`1.GetDetails">
|
||
<summary>Returns a description of the state of this pool.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ControllerState">
|
||
<summary>[Pro-Only]
|
||
An <see cref="T:Animancer.AnimancerState"/> which plays a <see cref="T:UnityEngine.RuntimeAnimatorController"/>.
|
||
You can control this state very similarly to an <see cref="T:UnityEngine.Animator"/> via its <see cref="P:Animancer.ControllerState.Playable"/> field.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Controller">
|
||
<summary>The <see cref="T:UnityEngine.RuntimeAnimatorController"/> which this state plays.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.MainObject">
|
||
<summary>The <see cref="T:UnityEngine.RuntimeAnimatorController"/> which this state plays.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Playable">
|
||
<summary>The internal system which plays the <see cref="T:UnityEngine.RuntimeAnimatorController"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.KeepStateOnStop">
|
||
<summary>
|
||
If false, <see cref="M:Animancer.ControllerState.Stop"/> will reset all layers to their default state. Default False.
|
||
<para></para>
|
||
If you set this value to false after the constructor, you must assign the <see cref="P:Animancer.ControllerState.DefaultStateHashes"/>
|
||
or call <see cref="M:Animancer.ControllerState.GatherDefaultStates"/> yourself.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.DefaultStateHashes">
|
||
<summary>
|
||
The <see cref="P:UnityEngine.AnimatorStateInfo.shortNameHash"/> of the default state on each layer, used to reset to
|
||
those states when <see cref="M:Animancer.ControllerState.Stop"/> is called.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.#ctor(UnityEngine.RuntimeAnimatorController,System.Boolean)">
|
||
<summary>Constructs a new <see cref="T:Animancer.ControllerState"/> to play the `controller`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.CreatePlayable(UnityEngine.Playables.Playable@)">
|
||
<summary>Creates and assigns the <see cref="P:Animancer.ControllerState.Playable"/> managed by this node.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.StateInfo">
|
||
<summary>
|
||
The current state on layer 0, or the next state if it is currently in a transition.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.RawTime">
|
||
<summary>
|
||
The <see cref="P:UnityEngine.AnimatorStateInfo.normalizedTime"/> * <see cref="P:UnityEngine.AnimatorStateInfo.length"/> of the
|
||
<see cref="P:Animancer.ControllerState.StateInfo"/>
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Length">
|
||
<summary>The current <see cref="P:UnityEngine.AnimatorStateInfo.length"/> (on layer 0).</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.IsLooping">
|
||
<summary>
|
||
Indicates whether the current state on layer 0 will loop back to the start when it reaches the end.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.GatherDefaultStates">
|
||
<summary>
|
||
Gathers the <see cref="P:Animancer.ControllerState.DefaultStateHashes"/> from the current states.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Stop">
|
||
<summary>
|
||
Calls the base <see cref="M:Animancer.AnimancerState.Stop"/> and if <see cref="P:Animancer.ControllerState.KeepStateOnStop"/> is false it also
|
||
calls <see cref="M:Animancer.ControllerState.ResetToDefaultStates"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.ResetToDefaultStates">
|
||
<summary>
|
||
Resets all layers to their default state.
|
||
</summary>
|
||
<exception cref="T:System.NullReferenceException">Thrown if <see cref="P:Animancer.ControllerState.DefaultStateHashes"/> is null.</exception>
|
||
<exception cref="T:System.IndexOutOfRangeException">
|
||
Thrown if the size of <see cref="P:Animancer.ControllerState.DefaultStateHashes"/> is larger than the number of layers in the
|
||
<see cref="P:Animancer.ControllerState.Controller"/>.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.ToString">
|
||
<summary>
|
||
Returns a string describing the type of this state and the name of the <see cref="P:Animancer.ControllerState.Controller"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>[<see cref="T:Animancer.IAnimationClipCollection"/>]
|
||
Gathers all the animations in this state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Destroy">
|
||
<summary>Destroys the <see cref="P:Animancer.ControllerState.Playable"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ControllerState.Parameter">
|
||
<summary>
|
||
A wrapper for the name and hash of an <see cref="T:UnityEngine.AnimatorControllerParameter"/> to allow easy access.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Parameter.Name">
|
||
<summary>
|
||
The name of the wrapped parameter. This will be null if the <see cref="P:Animancer.ControllerState.Parameter.Hash"/> was assigned directly.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Parameter.Hash">
|
||
<summary>
|
||
The name hash of the wrapped parameter.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Parameter.#ctor(System.String)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.ControllerState.Parameter"/> with the specified <see cref="P:Animancer.ControllerState.Parameter.Name"/> and uses
|
||
<see cref="M:UnityEngine.Animator.StringToHash(System.String)"/> to calculate the <see cref="P:Animancer.ControllerState.Parameter.Hash"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Parameter.#ctor(System.Int32)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.ControllerState.Parameter"/> with the specified <see cref="P:Animancer.ControllerState.Parameter.Hash"/> and leaves the
|
||
<see cref="P:Animancer.ControllerState.Parameter.Name"/> null.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Parameter.op_Implicit(System.String)~Animancer.ControllerState.Parameter">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.ControllerState.Parameter"/> with the specified <see cref="P:Animancer.ControllerState.Parameter.Name"/> and uses
|
||
<see cref="M:UnityEngine.Animator.StringToHash(System.String)"/> to calculate the <see cref="P:Animancer.ControllerState.Parameter.Hash"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Parameter.op_Implicit(System.Int32)~Animancer.ControllerState.Parameter">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.ControllerState.Parameter"/> with the specified <see cref="P:Animancer.ControllerState.Parameter.Hash"/> and leaves the
|
||
<see cref="P:Animancer.ControllerState.Parameter.Name"/> null.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Parameter.op_Implicit(Animancer.ControllerState.Parameter)~System.Int32">
|
||
<summary>Returns the <see cref="P:Animancer.ControllerState.Parameter.Hash"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Parameter.ValidateHasParameter(UnityEngine.RuntimeAnimatorController,UnityEngine.AnimatorControllerParameterType)">
|
||
<summary>[Editor-Conditional]
|
||
Throws if the `controller` doesn't have a parameter with the specified <see cref="P:Animancer.ControllerState.Parameter.Hash"/>
|
||
and `type`.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException"/>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Parameter.ToString">
|
||
<summary>Returns a string containing the <see cref="P:Animancer.ControllerState.Parameter.Name"/> and <see cref="P:Animancer.ControllerState.Parameter.Hash"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.ParameterCount">
|
||
<summary>The number of parameters being wrapped by this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.GetParameterHash(System.Int32)">
|
||
<summary>Returns the hash of a parameter being wrapped by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't wrap any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.GetDrawer">
|
||
<summary>[Editor-Only] Returns a <see cref="T:Animancer.ControllerState.Drawer"/> for this state.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ControllerState.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for an <see cref="T:Animancer.ControllerState"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Drawer.#ctor(Animancer.ControllerState)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.ControllerState.Drawer"/> to manage the Inspector GUI for the `state`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Drawer.DoDetailsGUI(Animancer.IAnimancerComponent)">
|
||
<summary> Draws the details of the target state in the GUI.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Drawer.GatherParameters">
|
||
<summary>
|
||
Fills the <see cref="F:Animancer.ControllerState.Drawer.Parameters"/> list with the current parameter details.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Drawer.ParameterCount">
|
||
<summary>The number of parameters being managed by the target state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Drawer.GetParameterName(System.Int32)">
|
||
<summary>Returns the name of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Drawer.GetParameterType(System.Int32)">
|
||
<summary>Returns the type of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Drawer.GetParameterValue(System.Int32)">
|
||
<summary>Returns the value of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Drawer.SetParameterValue(System.Int32,System.Object)">
|
||
<summary>Sets the value of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="T:Animancer.ControllerState.Transition`1">
|
||
<summary>
|
||
Base class for serializable <see cref="T:Animancer.ITransition"/>s which can create a particular type of
|
||
<see cref="T:Animancer.ControllerState"/> when passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
<para></para>
|
||
Even though it has the <see cref="T:System.SerializableAttribute"/>, this class won't actually get serialized
|
||
by Unity because it's generic and abstract. Each child class still needs to include the attribute.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Transition`1.Controller">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.ControllerState.Controller"/> that will be used for the created state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Transition`1.KeepStateOnStop">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
If false, <see cref="M:Animancer.ControllerState.Stop"/> will reset all layers to their default state.
|
||
<para></para>
|
||
If you set this value to false after the constructor, you must assign the <see cref="P:Animancer.ControllerState.DefaultStateHashes"/>
|
||
or call <see cref="M:Animancer.ControllerState.GatherDefaultStates"/> yourself.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Transition`1.MaximumDuration">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>]
|
||
The maximum amount of time the animation is expected to take (in seconds).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ControllerState.Transition`1.IsValid">
|
||
<summary>Indicates whether this transition can create a valid <see cref="T:Animancer.AnimancerState"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition`1.op_Implicit(Animancer.ControllerState.Transition{`0})~UnityEngine.RuntimeAnimatorController">
|
||
<summary>Returns the <see cref="P:Animancer.ControllerState.Transition`1.Controller"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition`1.Animancer#IAnimationClipCollection#GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>Adds all clips in the <see cref="P:Animancer.ControllerState.Transition`1.Controller"/> to the collection.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ControllerState.Transition">
|
||
<summary>
|
||
A serializable <see cref="T:Animancer.ITransition"/> which can create a <see cref="T:Animancer.ControllerState"/> when
|
||
passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
<para></para>
|
||
This class can be implicitly cast to and from <see cref="T:UnityEngine.RuntimeAnimatorController"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ControllerState"/> connected to the `layer`.
|
||
<para></para>
|
||
This method also assigns it as the <see cref="P:Animancer.AnimancerState.Transition`1.State"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.ControllerState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition.#ctor(UnityEngine.RuntimeAnimatorController)">
|
||
<summary>Constructs a new <see cref="T:Animancer.ControllerState.Transition"/> with the specified Animator Controller.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition.op_Implicit(UnityEngine.RuntimeAnimatorController)~Animancer.ControllerState.Transition">
|
||
<summary>Constructs a new <see cref="T:Animancer.ControllerState.Transition"/> with the specified Animator Controller.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ControllerState.Transition.Drawer">
|
||
<summary>
|
||
[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.ControllerState.Transition`1"/> or
|
||
<see cref="T:Animancer.ControllerState.Transition"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition.Drawer.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.ControllerState.Transition.Drawer"/> without any parameters.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition.Drawer.#ctor(System.String[])">
|
||
<summary>Constructs a new <see cref="T:Animancer.ControllerState.Transition.Drawer"/> and sets the <see cref="F:Animancer.ControllerState.Transition.Drawer.Parameters"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition.Drawer.DoPropertyGUI(UnityEngine.Rect@,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>
|
||
Draws the `property` GUI in relation to the `rootProperty` which was passed into
|
||
<see cref="M:Animancer.Editor.TransitionDrawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ControllerState.Transition.Drawer.DoParameterGUI(UnityEngine.Rect,UnityEditor.Animations.AnimatorController,UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Draws a dropdown menu to select the name of a parameter in the `controller`.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Float1ControllerState">
|
||
<summary>[Pro-Only]
|
||
A <see cref="T:Animancer.ControllerState"/> which manages one float parameter.
|
||
</summary>
|
||
<remarks>
|
||
See also: <see cref="T:Animancer.Float2ControllerState"/> and <see cref="T:Animancer.Float3ControllerState"/>.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.Float1ControllerState.ParameterName">
|
||
<summary>
|
||
The name of the parameter which <see cref="P:Animancer.Float1ControllerState.Parameter"/> will get and set.
|
||
This will be null if the <see cref="P:Animancer.Float1ControllerState.ParameterHash"/> was assigned directly.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float1ControllerState.ParameterHash">
|
||
<summary>
|
||
The name hash of the parameter which <see cref="P:Animancer.Float1ControllerState.Parameter"/> will get and set.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float1ControllerState.Parameter">
|
||
<summary>
|
||
Gets and sets a float parameter in the <see cref="P:Animancer.ControllerState.Controller"/> using the
|
||
<see cref="P:Animancer.Float1ControllerState.ParameterHash"/> as the id.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float1ControllerState.#ctor(UnityEngine.RuntimeAnimatorController,Animancer.ControllerState.Parameter,System.Boolean)">
|
||
<summary>Constructs a new <see cref="T:Animancer.Float1ControllerState"/> to play the `controller`.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float1ControllerState.ParameterCount">
|
||
<summary>The number of parameters being wrapped by this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float1ControllerState.GetParameterHash(System.Int32)">
|
||
<summary>Returns the hash of a parameter being wrapped by this state.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Float1ControllerState.Transition">
|
||
<summary>
|
||
A serializable <see cref="T:Animancer.ITransition"/> which can create a <see cref="T:Animancer.Float1ControllerState"/>
|
||
when passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.Float1ControllerState.Transition.ParameterName">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.Float1ControllerState.ParameterName"/> that will be used for the created state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float1ControllerState.Transition.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.Float1ControllerState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float1ControllerState.Transition.#ctor(UnityEngine.RuntimeAnimatorController,System.String)">
|
||
<summary>Constructs a new <see cref="T:Animancer.Float1ControllerState.Transition"/> with the specified Animator Controller and parameter.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float1ControllerState.Transition.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.Float1ControllerState"/> connected to the `layer`.
|
||
<para></para>
|
||
This method also assigns it as the <see cref="P:Animancer.AnimancerState.Transition`1.State"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Float1ControllerState.Transition.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.Float1ControllerState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float1ControllerState.Transition.Drawer.#ctor">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Float1ControllerState.Transition.Drawer"/> and sets the
|
||
<see cref="F:Animancer.ControllerState.Transition.Drawer.Parameters"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Float2ControllerState">
|
||
<summary>[Pro-Only]
|
||
A <see cref="T:Animancer.ControllerState"/> which manages two float parameters.
|
||
</summary>
|
||
<remarks>
|
||
See also: <see cref="T:Animancer.Float1ControllerState"/> and <see cref="T:Animancer.Float3ControllerState"/>.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.ParameterNameX">
|
||
<summary>
|
||
The name of the parameter which <see cref="P:Animancer.Float2ControllerState.ParameterX"/> will get and set.
|
||
This will be null if the <see cref="P:Animancer.Float2ControllerState.ParameterHashX"/> was assigned directly.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.ParameterHashX">
|
||
<summary>
|
||
The name hash of the parameter which <see cref="P:Animancer.Float2ControllerState.ParameterX"/> will get and set.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.ParameterX">
|
||
<summary>
|
||
Gets and sets a float parameter in the <see cref="P:Animancer.ControllerState.Controller"/> using the
|
||
<see cref="P:Animancer.Float2ControllerState.ParameterHashX"/> as the id.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.ParameterNameY">
|
||
<summary>
|
||
The name of the parameter which <see cref="P:Animancer.Float2ControllerState.ParameterY"/> will get and set.
|
||
This will be null if the <see cref="P:Animancer.Float2ControllerState.ParameterHashY"/> was assigned directly.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.ParameterHashY">
|
||
<summary>
|
||
The name hash of the parameter which <see cref="P:Animancer.Float2ControllerState.ParameterY"/> will get and set.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.ParameterY">
|
||
<summary>
|
||
Gets and sets a float parameter in the <see cref="P:Animancer.ControllerState.Controller"/> using the
|
||
<see cref="P:Animancer.Float2ControllerState.ParameterHashY"/> as the id.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.Parameter">
|
||
<summary>
|
||
Gets and sets <see cref="P:Animancer.Float2ControllerState.ParameterX"/> and <see cref="P:Animancer.Float2ControllerState.ParameterY"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float2ControllerState.#ctor(UnityEngine.RuntimeAnimatorController,Animancer.ControllerState.Parameter,Animancer.ControllerState.Parameter,System.Boolean)">
|
||
<summary>Constructs a new <see cref="T:Animancer.Float2ControllerState"/> to play the `controller`.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.ParameterCount">
|
||
<summary>The number of parameters being wrapped by this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float2ControllerState.GetParameterHash(System.Int32)">
|
||
<summary>Returns the hash of a parameter being wrapped by this state.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Float2ControllerState.Transition">
|
||
<summary>
|
||
A serializable <see cref="T:Animancer.ITransition"/> which can create a <see cref="T:Animancer.Float2ControllerState"/>
|
||
when passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.Transition.ParameterNameX">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.Float2ControllerState.ParameterNameX"/> that will be used for the created state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float2ControllerState.Transition.ParameterNameY">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.Float2ControllerState.ParameterNameY"/> that will be used for the created state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float2ControllerState.Transition.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.Float2ControllerState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float2ControllerState.Transition.#ctor(UnityEngine.RuntimeAnimatorController,System.String,System.String)">
|
||
<summary>Constructs a new <see cref="T:Animancer.Float2ControllerState.Transition"/> with the specified Animator Controller and parameters.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float2ControllerState.Transition.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.Float2ControllerState"/> connected to the `layer`.
|
||
<para></para>
|
||
This method also assigns it as the <see cref="P:Animancer.AnimancerState.Transition`1.State"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Float2ControllerState.Transition.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.Float2ControllerState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float2ControllerState.Transition.Drawer.#ctor">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Float2ControllerState.Transition.Drawer"/> and sets the
|
||
<see cref="F:Animancer.ControllerState.Transition.Drawer.Parameters"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Float3ControllerState">
|
||
<summary>[Pro-Only]
|
||
A <see cref="T:Animancer.ControllerState"/> which manages three float parameters.
|
||
</summary>
|
||
<remarks>
|
||
See also: <see cref="T:Animancer.Float1ControllerState"/> and <see cref="T:Animancer.Float2ControllerState"/>.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterNameX">
|
||
<summary>
|
||
The name of the parameter which <see cref="P:Animancer.Float3ControllerState.ParameterX"/> will get and set.
|
||
This will be null if the <see cref="P:Animancer.Float3ControllerState.ParameterHashX"/> was assigned directly.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterHashX">
|
||
<summary>
|
||
The name hash of the parameter which <see cref="P:Animancer.Float3ControllerState.ParameterX"/> will get and set.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterX">
|
||
<summary>
|
||
Gets and sets a float parameter in the <see cref="P:Animancer.ControllerState.Controller"/> using the
|
||
<see cref="P:Animancer.Float3ControllerState.ParameterHashX"/> as the id.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterNameY">
|
||
<summary>
|
||
The name of the parameter which <see cref="P:Animancer.Float3ControllerState.ParameterY"/> will get and set.
|
||
This will be null if the <see cref="P:Animancer.Float3ControllerState.ParameterHashY"/> was assigned directly.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterHashY">
|
||
<summary>
|
||
The name hash of the parameter which <see cref="P:Animancer.Float3ControllerState.ParameterY"/> will get and set.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterY">
|
||
<summary>
|
||
Gets and sets a float parameter in the <see cref="P:Animancer.ControllerState.Controller"/> using the
|
||
<see cref="P:Animancer.Float3ControllerState.ParameterHashY"/> as the id.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterNameZ">
|
||
<summary>
|
||
The name of the parameter which <see cref="P:Animancer.Float3ControllerState.ParameterZ"/> will get and set.
|
||
This will be null if the <see cref="P:Animancer.Float3ControllerState.ParameterHashZ"/> was assigned directly.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterHashZ">
|
||
<summary>
|
||
The name hash of the parameter which <see cref="P:Animancer.Float3ControllerState.ParameterZ"/> will get and set.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterZ">
|
||
<summary>
|
||
Gets and sets a float parameter in the <see cref="P:Animancer.ControllerState.Controller"/> using the
|
||
<see cref="P:Animancer.Float3ControllerState.ParameterHashZ"/> as the id.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.Parameter">
|
||
<summary>
|
||
Gets and sets <see cref="P:Animancer.Float3ControllerState.ParameterX"/>, <see cref="P:Animancer.Float3ControllerState.ParameterY"/>, and <see cref="P:Animancer.Float3ControllerState.ParameterZ"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float3ControllerState.#ctor(UnityEngine.RuntimeAnimatorController,Animancer.ControllerState.Parameter,Animancer.ControllerState.Parameter,Animancer.ControllerState.Parameter,System.Boolean)">
|
||
<summary>Constructs a new <see cref="T:Animancer.Float3ControllerState"/> to play the `controller`.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.ParameterCount">
|
||
<summary>The number of parameters being wrapped by this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float3ControllerState.GetParameterHash(System.Int32)">
|
||
<summary>Returns the hash of a parameter being wrapped by this state.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Float3ControllerState.Transition">
|
||
<summary>
|
||
A serializable <see cref="T:Animancer.ITransition"/> which can create a <see cref="T:Animancer.Float3ControllerState"/>
|
||
when passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.Transition.ParameterNameX">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.Float3ControllerState.ParameterNameX"/> that will be used for the created state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.Transition.ParameterNameY">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.Float3ControllerState.ParameterNameY"/> that will be used for the created state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Float3ControllerState.Transition.ParameterNameZ">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.Float3ControllerState.ParameterNameZ"/> that will be used for the created state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float3ControllerState.Transition.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.Float3ControllerState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float3ControllerState.Transition.#ctor(UnityEngine.RuntimeAnimatorController,System.String,System.String,System.String)">
|
||
<summary>Constructs a new <see cref="T:Animancer.Float3ControllerState.Transition"/> with the specified Animator Controller and parameters.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float3ControllerState.Transition.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.Float3ControllerState"/> connected to the `layer`.
|
||
<para></para>
|
||
This method also assigns it as the <see cref="P:Animancer.AnimancerState.Transition`1.State"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Float3ControllerState.Transition.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.Float3ControllerState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Float3ControllerState.Transition.Drawer.#ctor">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Float3ControllerState.Transition.Drawer"/> and sets the
|
||
<see cref="F:Animancer.ControllerState.Transition.Drawer.Parameters"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerEvent">
|
||
<summary>
|
||
A <see cref="F:Animancer.AnimancerEvent.callback"/> delegate paired with a <see cref="F:Animancer.AnimancerEvent.normalizedTime"/> to determine when to invoke it.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.normalizedTime">
|
||
<summary>The <see cref="P:Animancer.AnimancerState.NormalizedTime"/> at which to invoke the <see cref="F:Animancer.AnimancerEvent.callback"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.callback">
|
||
<summary>The delegate to invoke when the <see cref="F:Animancer.AnimancerEvent.normalizedTime"/> passes.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.AlmostOne">
|
||
<summary>The largest possible float value less than 1.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.#ctor(System.Single,System.Action)">
|
||
<summary>Constructs a new <see cref="T:Animancer.AnimancerEvent"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.ToString">
|
||
<summary>Returns "AnimancerEvent(normalizedTime, callbackTarget.CallbackMethod)".</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.AppendDetails(System.Text.StringBuilder,System.String,System.String)">
|
||
<summary>Appends the details of this event to the `text`.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.CurrentState">
|
||
<summary>The <see cref="T:Animancer.AnimancerState"/> currently triggering an event using <see cref="M:Animancer.AnimancerEvent.Invoke(Animancer.AnimancerState)"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.CurrentEvent">
|
||
<summary>The <see cref="T:Animancer.AnimancerEvent"/> currently being triggered by <see cref="M:Animancer.AnimancerEvent.Invoke(Animancer.AnimancerState)"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Invoke(Animancer.AnimancerState)">
|
||
<summary>
|
||
Sets the static <see cref="P:Animancer.AnimancerEvent.CurrentState"/> and <see cref="P:Animancer.AnimancerEvent.CurrentEvent"/> then invokes the <see cref="F:Animancer.AnimancerEvent.callback"/>.
|
||
<para></para>
|
||
This method catches and logs any exception thrown by the <see cref="F:Animancer.AnimancerEvent.callback"/>.
|
||
</summary>
|
||
<exception cref="T:System.NullReferenceException">Thrown if the <see cref="F:Animancer.AnimancerEvent.callback"/> is null.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.GetFadeOutDuration(System.Single)">
|
||
<summary>
|
||
Returns either the `minDuration` or the <see cref="P:Animancer.AnimancerState.RemainingDuration"/> of the
|
||
<see cref="P:Animancer.AnimancerEvent.CurrentState"/> state (whichever is higher).
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerEvent.Sequence">
|
||
<summary>
|
||
A variable-size list of <see cref="T:Animancer.AnimancerEvent"/>s which keeps itself sorted by
|
||
<see cref="F:Animancer.AnimancerEvent.normalizedTime"/>.
|
||
<para></para>
|
||
Animancer Lite does not allow the use of events in a runtime build, except for <see cref="P:Animancer.AnimancerEvent.Sequence.OnEnd"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence.EmptyArray">
|
||
<summary>
|
||
A zero length array of <see cref="T:Animancer.AnimancerEvent"/>s which is used by all lists before any elements are
|
||
added to them (unless their <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> is set manually).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence.DefaultCapacity">
|
||
<summary>The initial <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> that will be used if another value is not specified.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence.endEvent">
|
||
<summary>
|
||
An <see cref="T:Animancer.AnimancerEvent"/> which denotes the end of the animation. Its values can be accessed via
|
||
<see cref="P:Animancer.AnimancerEvent.Sequence.OnEnd"/> and <see cref="P:Animancer.AnimancerEvent.Sequence.NormalizedEndTime"/>.
|
||
<para></para>
|
||
By default, the <see cref="F:Animancer.AnimancerEvent.normalizedTime"/> will be <see cref="F:System.Single.NaN"/> so that it can choose the
|
||
correct value based on the current play direction: forwards ends at 1 and backwards ends at 0.
|
||
<para></para>
|
||
Animancer Lite does not allow the <see cref="F:Animancer.AnimancerEvent.normalizedTime"/> to be changed in a runtime build.
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.Play(clip);
|
||
state.Events.OnEnd = OnAnimationEnd;
|
||
state.Events.NormalizedEndTime = 0.75f;
|
||
|
||
// Or set the time and callback at the same time:
|
||
state.Events.endEvent = new AnimancerEvent(0.75f, OnAnimationEnd);
|
||
}
|
||
|
||
void OnAnimationEnd()
|
||
{
|
||
Debug.Log("Animation ended");
|
||
}
|
||
</code>
|
||
</example>
|
||
|
||
<remarks>
|
||
See the documentation for more information about
|
||
<see href="https://kybernetik.com.au/animancer/docs/manual/events/end">
|
||
End Events</see>.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence._Events">
|
||
<summary>The internal array in which the events are stored (excluding the <see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/>).</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.Count">
|
||
<summary>[Pro-Only] The number of events in this sequence (excluding the <see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/>).</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.Version">
|
||
<summary>[Pro-Only]
|
||
The number of times the contents of this sequence have been modified. This applies to general events,
|
||
but not the <see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.#ctor">
|
||
<summary>
|
||
Creates a new <see cref="T:Animancer.AnimancerEvent.Sequence"/> which starts at 0 <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/>.
|
||
<para></para>
|
||
Adding anything to the list will set the <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> = <see cref="F:Animancer.AnimancerEvent.Sequence.DefaultCapacity"/>
|
||
and then double it whenever the <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> would exceed the <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.#ctor(System.Int32)">
|
||
<summary>[Pro-Only]
|
||
Creates a new <see cref="T:Animancer.AnimancerEvent.Sequence"/> which starts with the specified <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/>. It will be
|
||
initially empty, but will have room for the given number of elements before any reallocations are
|
||
required.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.#ctor(Animancer.AnimancerEvent.Sequence)">
|
||
<summary>
|
||
Creates a new <see cref="T:Animancer.AnimancerEvent.Sequence"/>, copying the contents of `copyFrom` into it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.#ctor(System.Collections.Generic.ICollection{Animancer.AnimancerEvent})">
|
||
<summary>[Pro-Only]
|
||
Creates a new <see cref="T:Animancer.AnimancerEvent.Sequence"/>, copying and sorting the contents of the `collection` into it.
|
||
The <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> and <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> will be equal to the
|
||
<see cref="P:System.Collections.Generic.ICollection`1.Count"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.#ctor(System.Collections.Generic.IEnumerable{Animancer.AnimancerEvent})">
|
||
<summary>[Pro-Only]
|
||
Creates a new <see cref="T:Animancer.AnimancerEvent.Sequence"/>, copying and sorting the contents of the `enumerable` into it.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.IsEmpty">
|
||
<summary>
|
||
Indicates whether the list has any events in it or the <see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/> event's
|
||
<see cref="F:Animancer.AnimancerEvent.normalizedTime"/> is not at the default value (1).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.Capacity">
|
||
<summary>[Pro-Only]
|
||
The size of the internal array used to hold events.
|
||
<para></para>
|
||
When set, the array is reallocated to the given size.
|
||
<para></para>
|
||
By default, the <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> starts at 0 and increases to the <see cref="F:Animancer.AnimancerEvent.Sequence.DefaultCapacity"/>
|
||
when the first event is added.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.Item(System.Int32)">
|
||
<summary>[Pro-Only] Gets the event at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.AssertNormalizedTimes">
|
||
<summary>[Assert]
|
||
Throws an <see cref="T:System.ArgumentOutOfRangeException"/> if the <see cref="F:Animancer.AnimancerEvent.normalizedTime"/> of any events
|
||
is less than 0 or greater than or equal to 1.
|
||
<para></para>
|
||
This does not include the <see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/> since it works differently to other events.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.AssertNormalizedTimes(System.Boolean)">
|
||
<summary>[Assert]
|
||
Calls <see cref="M:Animancer.AnimancerEvent.Sequence.AssertNormalizedTimes"/> if `isLooping` is true.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.DeepToString(System.Boolean)">
|
||
<summary>Returns a string containing the details of all events in this sequence.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.GetEnumerator">
|
||
<summary>[Pro-Only] Returns an <see cref="T:Animancer.AnimancerEvent.Sequence.Enumerator"/> for this sequence.</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerEvent.Sequence.Enumerator">
|
||
<summary>[Pro-Only]
|
||
An iterator that can cycle through every event in a <see cref="F:Animancer.AnimancerEvent.Sequence.Enumerator.Sequence"/> except for the
|
||
<see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence.Enumerator.Sequence">
|
||
<summary>The target <see cref="T:Animancer.AnimancerEvent.Sequence"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.Enumerator.Current">
|
||
<summary>The event this iterator is currently pointing to.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.Enumerator.System#Collections#IEnumerator#Current">
|
||
<summary>The event this iterator is currently pointing to.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Enumerator.#ctor(Animancer.AnimancerEvent.Sequence)">
|
||
<summary>Creates a new <see cref="T:Animancer.AnimancerEvent.Sequence.Enumerator"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Enumerator.MoveNext">
|
||
<summary>
|
||
Moves to the next event in the <see cref="F:Animancer.AnimancerEvent.Sequence.Enumerator.Sequence"/> and returns true if there is one.
|
||
</summary>
|
||
<exception cref="T:System.InvalidOperationException">
|
||
Thrown if the <see cref="P:Animancer.AnimancerEvent.Sequence.Version"/> has changed since this iterator was created.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Enumerator.System#Collections#IEnumerator#Reset">
|
||
<summary>
|
||
Returns this iterator to the start of the <see cref="F:Animancer.AnimancerEvent.Sequence.Enumerator.Sequence"/>.
|
||
</summary>
|
||
<exception cref="T:System.InvalidOperationException">
|
||
Thrown if the <see cref="P:Animancer.AnimancerEvent.Sequence.Version"/> has changed since this iterator was created.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Add(Animancer.AnimancerEvent)">
|
||
<summary>[Pro-Only]
|
||
Adds the given event to this list. The <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> is increased by one and if required, the
|
||
<see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> is doubled to fit the new event.
|
||
<para></para>
|
||
This methods returns the index at which the event is added, which is determined by its
|
||
<see cref="F:Animancer.AnimancerEvent.normalizedTime"/> in order to keep the list sorted in ascending order. If there are already
|
||
any events with the same <see cref="F:Animancer.AnimancerEvent.normalizedTime"/>, the new event is added immediately after them.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Add(System.Single,System.Action)">
|
||
<summary>[Pro-Only]
|
||
Adds the given event to this list. The <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> is increased by one and if required, the
|
||
<see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> is doubled to fit the new event.
|
||
<para></para>
|
||
This methods returns the index at which the event is added, which is determined by its
|
||
<see cref="F:Animancer.AnimancerEvent.normalizedTime"/> in order to keep the list sorted in ascending order. If there are already
|
||
any events with the same <see cref="F:Animancer.AnimancerEvent.normalizedTime"/>, the new event is added immediately after them.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Add(System.Int32,Animancer.AnimancerEvent)">
|
||
<summary>[Pro-Only]
|
||
Adds the given event to this list. The <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> is increased by one and if required, the
|
||
<see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> is doubled to fit the new event.
|
||
<para></para>
|
||
This methods returns the index at which the event is added, which is determined by its
|
||
<see cref="F:Animancer.AnimancerEvent.normalizedTime"/> in order to keep the list sorted in ascending order. If there are already
|
||
any events with the same <see cref="F:Animancer.AnimancerEvent.normalizedTime"/>, the new event is added immediately after them.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Add(System.Int32,System.Single,System.Action)">
|
||
<summary>[Pro-Only]
|
||
Adds the given event to this list. The <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> is increased by one and if required, the
|
||
<see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> is doubled to fit the new event.
|
||
<para></para>
|
||
This methods returns the index at which the event is added, which is determined by its
|
||
<see cref="F:Animancer.AnimancerEvent.normalizedTime"/> in order to keep the list sorted in ascending order. If there are already
|
||
any events with the same <see cref="F:Animancer.AnimancerEvent.normalizedTime"/>, the new event is added immediately after them.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.AddRange(System.Collections.Generic.IEnumerable{Animancer.AnimancerEvent})">
|
||
<summary>[Pro-Only]
|
||
Adds every event in the `enumerable` to this list. The <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> is increased by one and if
|
||
required, the <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> is doubled to fit the new event.
|
||
<para></para>
|
||
This methods returns the index at which the event is added, which is determined by its
|
||
<see cref="F:Animancer.AnimancerEvent.normalizedTime"/> in order to keep the list sorted in ascending order. If there are already
|
||
any events with the same <see cref="F:Animancer.AnimancerEvent.normalizedTime"/>, the new event is added immediately after them.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.SetCallback(System.Int32,System.Action)">
|
||
<summary>[Pro-Only]
|
||
Replaces the <see cref="F:Animancer.AnimancerEvent.callback"/> of the event at the specified `index`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Insert(System.Single)">
|
||
<summary>[Pro-Only]
|
||
Determines the index where a new event with the specified `normalizedTime` should be added in order to
|
||
keep this list sorted, increases the <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> by one, doubles the <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> if
|
||
required, moves any existing events to open up the chosen index, and returns that index.
|
||
<para></para>
|
||
This overload starts searching for the desired index from the end of the list, using the assumption
|
||
that elements will usually be added in order.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Insert(System.Int32,System.Single)">
|
||
<summary>[Pro-Only]
|
||
Determines the index where a new event with the specified `normalizedTime` should be added in order to
|
||
keep this list sorted, increases the <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> by one, doubles the <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> if
|
||
required, moves any existing events to open up the chosen index, and returns that index.
|
||
<para></para>
|
||
This overload starts searching for the desired index from the `hint`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Insert(System.Int32)">
|
||
<summary>[Pro-Only]
|
||
Increases the <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> by one, doubles the <see cref="P:Animancer.AnimancerEvent.Sequence.Capacity"/> if required, and moves any
|
||
existing events to open up the `index`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Remove(System.Int32)">
|
||
<summary>[Pro-Only]
|
||
Removes the event at the specified `index` from this list by decrementing the <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> and
|
||
copying all events after the removed one down one place.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Remove(Animancer.AnimancerEvent)">
|
||
<summary>[Pro-Only]
|
||
Removes the `animancerEvent` from this list by decrementing the <see cref="P:Animancer.AnimancerEvent.Sequence.Count"/> and copying all
|
||
events after the removed one down one place. Returns true if the event was found and removed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.RemoveAll">
|
||
<summary>[Pro-Only]
|
||
Removes all events except the <see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/>.
|
||
<seealso cref="M:Animancer.AnimancerEvent.Sequence.Clear"/>
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Clear">
|
||
<summary>
|
||
Removes all events, including the <see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/>.
|
||
<seealso cref="M:Animancer.AnimancerEvent.Sequence.RemoveAll"/>
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.OnEnd">
|
||
<summary>
|
||
Shorthand for the <c>endEvent.callback</c>. This callback is triggered when the animation passes the
|
||
<see cref="P:Animancer.AnimancerEvent.Sequence.NormalizedEndTime"/> (not when the state is interrupted or exited for whatever reason).
|
||
<para></para>
|
||
Unlike regular events, this callback will be triggered every frame while it is past the end so if you
|
||
want to ensure that your callback only occurs once, you will need to clear it as part of that callback.
|
||
<para></para>
|
||
This callback is automatically cleared by <see cref="M:Animancer.AnimancerState.Play"/>,
|
||
<see cref="M:Animancer.AnimancerState.OnStartFade"/>, and <see cref="M:Animancer.AnimancerState.Stop"/>.
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.Play(clip);
|
||
state.Events.OnEnd = OnAnimationEnd;
|
||
state.Events.NormalizedEndTime = 0.75f;
|
||
|
||
// Or set the time and callback at the same time:
|
||
state.Events.endEvent = new AnimancerEvent(0.75f, OnAnimationEnd);
|
||
}
|
||
|
||
void OnAnimationEnd()
|
||
{
|
||
Debug.Log("Animation ended");
|
||
}
|
||
</code>
|
||
</example>
|
||
|
||
<remarks>
|
||
See the documentation for more information about
|
||
<see href="https://kybernetik.com.au/animancer/docs/manual/events/end">
|
||
End Events</see>.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.NormalizedEndTime">
|
||
<summary>[Pro-Only]
|
||
Shorthand for <c>endEvent.normalizedTime</c>.
|
||
<para></para>
|
||
By default, this value will be <see cref="F:System.Single.NaN"/> so that it can choose the correct value based on
|
||
the current play direction: forwards ends at 1 and backwards ends at 0.
|
||
<para></para>
|
||
Animancer Lite does not allow this value to be changed in a runtime build.
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.Play(clip);
|
||
state.Events.OnEnd = OnAnimationEnd;
|
||
state.Events.NormalizedEndTime = 0.75f;
|
||
|
||
// Or set the time and callback at the same time:
|
||
state.Events.endEvent = new AnimancerEvent(0.75f, OnAnimationEnd);
|
||
}
|
||
|
||
void OnAnimationEnd()
|
||
{
|
||
Debug.Log("Animation ended");
|
||
}
|
||
</code>
|
||
</example>
|
||
|
||
<remarks>
|
||
See the documentation for more information about
|
||
<see href="https://kybernetik.com.au/animancer/docs/manual/events/end">
|
||
End Events</see>.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(System.Single)">
|
||
<summary>
|
||
The default <see cref="P:Animancer.AnimancerState.NormalizedTime"/> for an animation to start at when playing
|
||
forwards is 0 (the start of the animation) and when playing backwards is 1 (the end of the animation).
|
||
<para></para>
|
||
`speed` 0 or <see cref="F:System.Single.NaN"/> will also return 0.
|
||
</summary>
|
||
<remarks>
|
||
This method has nothing to do with events, so it is only here because of
|
||
<see cref="M:Animancer.AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(System.Single)"/>.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(System.Single)">
|
||
<summary>
|
||
The default <see cref="F:Animancer.AnimancerEvent.normalizedTime"/> for an <see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/> when playing forwards is 1 (the
|
||
end of the animation) and when playing backwards is 0 (the start of the animation).
|
||
<para></para>
|
||
`speed` 0 or <see cref="F:System.Single.NaN"/> will also return 1.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.CopyFrom(Animancer.AnimancerEvent.Sequence)">
|
||
<summary>
|
||
Copies all the events from the `source` to replace the previous contents of this list.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.CopyTo(Animancer.AnimancerEvent[],System.Int32)">
|
||
<summary>[<see cref="T:System.Collections.Generic.ICollection`1"/>]
|
||
Copies all the events from this list into the `array`, starting at the `index`.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerEvent.Sequence.Serializable">
|
||
<summary>
|
||
An <see cref="T:Animancer.AnimancerEvent.Sequence"/> that can be serialized and uses
|
||
<see cref="T:UnityEngine.Events.UnityEvent"/>s to define the <see cref="F:Animancer.AnimancerEvent.callback"/>s.
|
||
</summary>
|
||
<remarks>
|
||
If you have Animancer Pro you can replace <see cref="T:UnityEngine.Events.UnityEvent"/>s with
|
||
<see href="https://kybernetik.com.au/ultevents">UltEvents</see> using the following procedure:
|
||
<list type="number">
|
||
<item>Select the <c>Assets/Plugins/Animancer/Animancer.asmdef</c> and add a Reference to the
|
||
<c>UltEvents</c> Assembly Definition.</item>
|
||
<item>Go into the Player Settings of your project and add <c>ANIMANCER_ULT_EVENTS</c> as a Scripting
|
||
Define Symbol. Or you can simply edit this script to change the event type (it is located at
|
||
<c>Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs</c> by default.</item>
|
||
</list>
|
||
</remarks>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence.Serializable._NormalizedTimes">
|
||
<summary>The serialized <see cref="F:Animancer.AnimancerEvent.normalizedTime"/>s.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence.Serializable.NormalizedTimesField">
|
||
<summary>The name of the array field which stores the <see cref="F:Animancer.AnimancerEvent.normalizedTime"/>s.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence.Serializable._Callbacks">
|
||
<summary>The serialized <see cref="F:Animancer.AnimancerEvent.callback"/>s.</summary>
|
||
<remarks>
|
||
This array only needs to be large enough to hold the last event that actually contains any calls.
|
||
Any empty or missing elements will simply use the <see cref="F:Animancer.AnimancerEvent.Sequence.Serializable.DummyCallback"/> at runtime.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence.Serializable.Callbacks">
|
||
<summary>The name of the array field which stores the serialized <see cref="F:Animancer.AnimancerEvent.callback"/>s.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerEvent.Sequence.Serializable.Sequence">
|
||
<summary>
|
||
The runtime <see cref="T:Animancer.AnimancerEvent.Sequence"/> compiled from this <see cref="T:Animancer.AnimancerEvent.Sequence.Serializable"/>.
|
||
Each call after the first will return the same value.
|
||
<para></para>
|
||
Unlike <see cref="M:Animancer.AnimancerEvent.Sequence.Serializable.GetSequenceOptional"/>, this method will create an empty
|
||
<see cref="T:Animancer.AnimancerEvent.Sequence"/> instead of returning null.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Serializable.GetSequenceOptional">
|
||
<summary>
|
||
Returns the runtime <see cref="T:Animancer.AnimancerEvent.Sequence"/> compiled from this
|
||
<see cref="T:Animancer.AnimancerEvent.Sequence.Serializable"/>. Each call after the first will return the same value.
|
||
<para></para>
|
||
This method returns null if the sequence would be empty anyway and is used by the implicit
|
||
conversion from <see cref="T:Animancer.AnimancerEvent.Sequence.Serializable"/> to <see cref="T:Animancer.AnimancerEvent.Sequence"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Serializable.op_Implicit(Animancer.AnimancerEvent.Sequence.Serializable)~Animancer.AnimancerEvent.Sequence">
|
||
<summary>Calls <see cref="M:Animancer.AnimancerEvent.Sequence.Serializable.GetSequenceOptional"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerEvent.Sequence.Serializable.DummyCallback">
|
||
<summary>
|
||
A delegate that does nothing which is used whenever the <see cref="T:UnityEngine.Events.UnityEvent"/> is not
|
||
defined for a particular event or it is empty.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Serializable.GetInvoker(UnityEngine.Events.UnityEvent)">
|
||
<summary>
|
||
If the `callback` has any persistent calls, this method returns a delegate to call its
|
||
<see cref="M:UnityEngine.Events.UnityEvent.Invoke"/> method. Otherwise it returns the
|
||
<see cref="F:Animancer.AnimancerEvent.Sequence.Serializable.DummyCallback"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Serializable.HasPersistentCalls(UnityEngine.Events.UnityEvent)">
|
||
<summary>
|
||
Determines if the `callback` contains any method calls that will be serialized (otherwise the
|
||
<see cref="F:Animancer.AnimancerEvent.Sequence.Serializable.DummyCallback"/> can be used instead of creating a new delegate to invoke the empty
|
||
`callback`).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Serializable.HasPersistentCalls(System.Object)">
|
||
<summary>
|
||
Determines if the `callback` contains any method calls that will be serialized (otherwise the
|
||
<see cref="F:Animancer.AnimancerEvent.Sequence.Serializable.DummyCallback"/> can be used instead of creating a new delegate to invoke the empty
|
||
`callback`).
|
||
<para></para>
|
||
This method casts the `callback` to <see cref="T:UnityEngine.Events.UnityEvent"/> so the caller does not need
|
||
to know what type is actually being used.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Serializable.GetNormalizedEndTime(System.Single)">
|
||
<summary>
|
||
Returns the <see cref="F:Animancer.AnimancerEvent.normalizedTime"/> of the <see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/>.
|
||
<para></para>
|
||
If the value is not set, the value is determined by <see cref="M:Animancer.AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(System.Single)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Serializable.GetDetails(Animancer.AnimancerEvent.Sequence.Serializable,System.Int32@,System.Int32@)">
|
||
<summary>Gets the internal details of the specified `serializable`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Serializable.UnityEngine#ISerializationCallbackReceiver#OnAfterDeserialize">
|
||
<summary>[Editor-Only] Does nothing.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerEvent.Sequence.Serializable.UnityEngine#ISerializationCallbackReceiver#OnBeforeSerialize">
|
||
<summary>[Editor-Only] Ensures that the events are sorted by time (excluding the end event).</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.SerializableCallbackHolder">
|
||
<summary>[Editor-Only] [Internal]
|
||
A serializable container which holds a <see cref="T:UnityEngine.Events.UnityEvent"/> in a field named "_Callback".
|
||
</summary>
|
||
<remarks>
|
||
<see cref="T:Animancer.Editor.DummySerializableCallback"/> needs to be in a file with the same name as it (otherwise it can't
|
||
draw the callback properly) and this class needs to be in the same file as
|
||
<see cref="T:Animancer.AnimancerEvent.Sequence.Serializable"/> to use the <see cref="T:UnityEngine.Events.UnityEvent"/> alias.
|
||
</remarks>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimancerEditorUtilities">
|
||
<summary>[Editor-Only] Various utilities used throughout Animancer.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.GetComponentInHierarchy``1(UnityEngine.GameObject)">
|
||
<summary>
|
||
Tries to find a <typeparamref name="T"/> component on the `gameObject` or its parents or children (in that
|
||
order).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.ShouldAllowReference(UnityEngine.Object,UnityEngine.Object)">
|
||
<summary>Assets cannot reference scene objects.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.GetIsInspectorExpanded(UnityEngine.Object)">
|
||
<summary>Wraps <see cref="M:UnityEditorInternal.InternalEditorUtility.GetIsInspectorExpanded(UnityEngine.Object)"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.SetIsInspectorExpanded(UnityEngine.Object,System.Boolean)">
|
||
<summary>Wraps <see cref="M:UnityEditorInternal.InternalEditorUtility.SetIsInspectorExpanded(UnityEngine.Object,System.Boolean)"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.SetIsInspectorExpanded(UnityEngine.Object[],System.Boolean)">
|
||
<summary>Calls <see cref="M:Animancer.Editor.AnimancerEditorUtilities.SetIsInspectorExpanded(UnityEngine.Object,System.Boolean)"/> on all `objects`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.Invoke(System.Object,System.String)">
|
||
<summary>
|
||
Tries to find a method with the specified name on the `target` object and invoke it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.Invoke(System.Type,System.Object,System.String)">
|
||
<summary>
|
||
Tries to find a method with the specified name on the `target` object and invoke it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.RegisterNonCriticalIssue(System.Action{System.Text.StringBuilder})">
|
||
<summary>
|
||
Registers a delegate that can construct a description of an issue at a later time so that it doesn't waste
|
||
the user's time on unimportant issues.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.RegisterNonCriticalMissingType(System.String)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.Editor.AnimancerEditorUtilities.RegisterNonCriticalIssue(System.Action{System.Text.StringBuilder})"/> with an issue indicating that a particular type was not
|
||
found by reflection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.RegisterNonCriticalMissingMember(System.String,System.String)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.Editor.AnimancerEditorUtilities.RegisterNonCriticalIssue(System.Action{System.Text.StringBuilder})"/> with an issue indicating that a particular member was not
|
||
found by reflection.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.AppendNonCriticalIssues(System.Text.StringBuilder)">
|
||
<summary>
|
||
Appends all issues given to <see cref="M:Animancer.Editor.AnimancerEditorUtilities.RegisterNonCriticalIssue(System.Action{System.Text.StringBuilder})"/> to the `text`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.GetParameterValue(UnityEngine.Animator,UnityEngine.AnimatorControllerParameter)">
|
||
<summary>Gets the value of the `parameter` in the `animator`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.GetParameterValue(UnityEngine.Animations.AnimatorControllerPlayable,UnityEngine.AnimatorControllerParameter)">
|
||
<summary>Gets the value of the `parameter` in the `playable`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.SetParameterValue(UnityEngine.Animator,UnityEngine.AnimatorControllerParameter,System.Object)">
|
||
<summary>Sets the value of the `parameter` in the `animator`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.SetParameterValue(UnityEngine.Animations.AnimatorControllerPlayable,UnityEngine.AnimatorControllerParameter,System.Object)">
|
||
<summary>Sets the value of the `parameter` in the `playable`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.EditModeDelayCall(System.Action)">
|
||
<summary>
|
||
Waits one frame to call the `method` as long as Unity is currently in Edit Mode.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.AddMenuItem(UnityEditor.GenericMenu,System.String,System.Boolean,UnityEditor.GenericMenu.MenuFunction)">
|
||
<summary>
|
||
Adds a menu function which is disabled if `isEnabled` is false.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.AddFadeFunction(UnityEditor.GenericMenu,System.String,System.Boolean,Animancer.AnimancerNode,System.Action{System.Single})">
|
||
<summary>
|
||
Adds a menu function which passes the result of <see cref="M:Animancer.Editor.AnimancerEditorUtilities.CalculateEditorFadeDuration(Animancer.AnimancerNode,System.Single)"/> into `startFade`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.CalculateEditorFadeDuration(Animancer.AnimancerNode,System.Single)">
|
||
<summary>
|
||
Returns the duration of the `node`s current fade (if any), otherwise returns the `defaultDuration`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.AddDocumentationLink(UnityEditor.GenericMenu,System.String,System.String)">
|
||
<summary>
|
||
Adds a menu function to open a web page. If the `linkSuffix` starts with a '/' then it will be relative to
|
||
the <see cref="F:Animancer.Strings.DocumentationURL"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.ToggleLooping(UnityEditor.MenuCommand)">
|
||
<summary>Toggles the <see cref="P:UnityEngine.Motion.isLooping"/> flag between true and false.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.SetLooping(UnityEngine.AnimationClip,System.Boolean)">
|
||
<summary>Sets the <see cref="P:UnityEngine.Motion.isLooping"/> flag.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.ToggleLegacy(UnityEditor.MenuCommand)">
|
||
<summary>Swaps the <see cref="P:UnityEngine.AnimationClip.legacy"/> flag between true and false.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.RestoreBindPose(UnityEditor.MenuCommand)">
|
||
<summary>Calls <see cref="M:UnityEngine.Animator.Rebind"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent">
|
||
<summary>[Editor-Only]
|
||
An <see cref="T:Animancer.IAnimancerComponent"/> that is not actually a <see cref="T:UnityEngine.Component"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.#ctor(UnityEngine.Animator,Animancer.AnimancerPlayable)">
|
||
<summary>Creates a new <see cref="T:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.enabled">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] Returns true.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.gameObject">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] Returns the <see cref="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.Animator"/>'s <see cref="T:UnityEngine.GameObject"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.Animator">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] The target <see cref="T:UnityEngine.Animator"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.Playable">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] The target <see cref="T:Animancer.AnimancerPlayable"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.IsPlayableInitialised">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] Returns true.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.ResetOnDisable">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] Returns false.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.UpdateMode">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] Does nothing.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.GetKey(UnityEngine.AnimationClip)">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] Returns the `clip`.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.AnimatorFieldName">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] Returns null.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerEditorUtilities.DummyAnimancerComponent.InitialUpdateMode">
|
||
<summary>[<see cref="T:Animancer.IAnimancerComponent"/>] Returns null.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.GetAnimationType(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Attempts to determine the <see cref="T:Animancer.Editor.AnimationType"/> of the specified `clip`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.GetAnimationType(UnityEngine.Animator)">
|
||
<summary>
|
||
Attempts to determine the <see cref="T:Animancer.Editor.AnimationType"/> of the specified `animator`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.TopologicalSort``1(System.Collections.Generic.IEnumerable{``0},System.Func{``0,System.Collections.Generic.IEnumerable{``0}},System.Collections.Generic.IEqualityComparer{``0},System.Boolean)">
|
||
<summary>
|
||
Sorts an array according to an array of dependants.
|
||
If ItemA depends on ItemB, ItemA will be put later in the returned list.
|
||
</summary>
|
||
<param name="collection">The collection to sort. If any element depends on something that isn't present, it will be added automatically.</param>
|
||
<param name="getDependancies">A delegate that can return the dependancies of any given element.</param>
|
||
<param name="comparer">The equality comparer to use. Null will use the default comparer.</param>
|
||
<param name="ignoreCycles">If false, an <see cref="T:System.ArgumentException"/> will be thrown when a cyclic dependancy is encountered</param>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.TopologicalSort``1(System.Collections.Generic.List{``0},System.Int32,System.Func{``0,System.Collections.Generic.IEnumerable{``0}},System.Collections.Generic.IEqualityComparer{``0},System.Boolean)">
|
||
<summary>
|
||
Sorts an array according to an array of dependants.
|
||
If ItemA depends on ItemB, ItemA will be put later in the returned list.
|
||
</summary>
|
||
<param name="list">The list to sort. If any element depends on something that isn't present, it will be added automatically.</param>
|
||
<param name="skip">The index at which to start sorting. Everything before this index is kept in the same order as the input list.</param>
|
||
<param name="getDependancies">A delegate that can return the dependancies of any given element.</param>
|
||
<param name="comparer">The equality comparer to use. Null will use the default comparer.</param>
|
||
<param name="ignoreCycles">If false, an <see cref="T:System.ArgumentException"/> will be thrown when a cyclic dependancy is encountered</param>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.TopologicalSort``1(System.Collections.Generic.List{``0}@,System.Int32,System.Func{``0,System.Collections.Generic.IEnumerable{``0}},System.Collections.Generic.IEqualityComparer{``0},System.Boolean)">
|
||
<summary>
|
||
Sorts an array according to an array of dependants.
|
||
If ItemA depends on ItemB, ItemA will be put later in the returned list.
|
||
This method assigns a new list and releases the old one to the CollectionPool.
|
||
</summary>
|
||
<param name="list">The list to sort. If any element depends on something that isn't present, it will be added automatically.</param>
|
||
<param name="skip">The index at which to start sorting. Everything before this index is kept in the same order as the input list.</param>
|
||
<param name="getDependancies">A delegate that can return the dependancies of any given element.</param>
|
||
<param name="comparer">The equality comparer to use. Null will use the default comparer.</param>
|
||
<param name="ignoreCycles">If false, an <see cref="T:System.ArgumentException"/> will be thrown when a cyclic dependancy is encountered</param>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.FindRoot(UnityEngine.GameObject)">
|
||
<summary>
|
||
Takes a `gameObject` and returns the root <see cref="T:UnityEngine.Transform"/> of the character it is part of.
|
||
<para></para>
|
||
This method first searches all parents for an <see cref="T:Animancer.ICharacterRoot"/>. If it finds one, it returns the
|
||
<see cref="P:Animancer.ICharacterRoot.transform"/>.
|
||
<para></para>
|
||
Otherwise, if the object is part of a prefab then it returns the root of that prefab instance.
|
||
<para></para>
|
||
Otherwise, it counts the number of <see cref="T:UnityEngine.Animator"/>s in the children of the `gameObject` then does
|
||
the same for each parent. If it finds a parent with a different number of child <see cref="T:UnityEngine.Animator"/>s, it
|
||
assumes that object is the parent of multiple characters and returns the previous parent as the root.
|
||
</summary>
|
||
|
||
<example>
|
||
<h2>Simple Hierarchy</h2>
|
||
<code> - Character - Rigidbody, etc.
|
||
- Model - Animator, AnimancerComponent
|
||
- States - Various components which reference the AnimationClips they will play</code>
|
||
Passing the <c>Model</c> into this method will return the <c>Character</c> because it has the same
|
||
number of <see cref="T:UnityEngine.Animator"/> components in its children.
|
||
|
||
<h2>Shared Hierarchy</h2>
|
||
<code> - Characters - Empty object used to group all characters
|
||
- Character - Rigidbody, etc.
|
||
- Model - Animator, AnimancerComponent
|
||
- States - Various components which reference the AnimationClips they will play
|
||
- Another Character
|
||
- Model
|
||
- States</code>
|
||
<list type="bullet">
|
||
<item><c>Model</c> has one <see cref="T:UnityEngine.Animator"/> and no more in its children.</item>
|
||
<item>And <c>Character</c> has one <see cref="T:UnityEngine.Animator"/> in its children (the same one).</item>
|
||
<item>But <c>Characters</c> has two <see cref="T:UnityEngine.Animator"/>s in its children (one on each character).</item>
|
||
</list>
|
||
So it picks the <c>Character</c> as the root.
|
||
|
||
<h2>Complex Hierarchy</h2>
|
||
<code> - Character - Rigidbody, etc.
|
||
- Model - Animator, AnimancerComponent
|
||
- States - Various components which reference the AnimationClips they will play
|
||
- Another Model - Animator (maybe the character is holding a gun which has a reload animation)</code>
|
||
In this case, the automatic system would see that the <c>Character</c> already has more child
|
||
<see cref="T:UnityEngine.Animator"/>s than the selected <c>Model</c> so it would only return the <c>Model</c> itself.
|
||
This can be fixed by making any of the scripts on the <c>Character</c> implement <see cref="T:Animancer.ICharacterRoot"/>
|
||
to tell the system which object you want it to use as the root.
|
||
</example>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerEditorUtilities.FindRoot(UnityEngine.Object)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.Editor.AnimancerEditorUtilities.FindRoot(UnityEngine.GameObject)"/> if the specified `obj` is a <see cref="T:UnityEngine.GameObject"/> or
|
||
<see cref="T:UnityEngine.Component"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimancerGUI">
|
||
<summary>[Editor-Only] Various GUI utilities used throughout Animancer.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerGUI.WarningFieldColor">
|
||
<summary>The highlight color used for fields showing a warning.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerGUI.ErrorFieldColor">
|
||
<summary>The highlight color used for fields showing an error.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerGUI.DontExpandWidth">
|
||
<summary><see cref="M:UnityEngine.GUILayout.ExpandWidth(System.Boolean)"/> set to false.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerGUI.LineHeight">
|
||
<summary>Wrapper around <see cref="P:UnityEditor.EditorGUIUtility.singleLineHeight"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerGUI.StandardSpacing">
|
||
<summary>Wrapper around <see cref="P:UnityEditor.EditorGUIUtility.standardVerticalSpacing"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerGUI.IndentSize">
|
||
<summary>
|
||
The number of pixels of indentation for each <see cref="P:UnityEditor.EditorGUI.indentLevel"/> increment.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerGUI.ToggleWidth">
|
||
<summary>The width of a standard <see cref="P:UnityEngine.GUISkin.toggle"/> with no label.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerGUI.TextColor">
|
||
<summary>The color of the standard label text.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerGUI.MiniButton">
|
||
<summary>
|
||
A more compact <see cref="P:UnityEditor.EditorStyles.miniButton"/> with a fixed size as a tiny box.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimancerGUI.SpacingMode">
|
||
<summary>Indicates where <see cref="M:Animancer.Editor.AnimancerGUI.LayoutSingleLineRect(Animancer.Editor.AnimancerGUI.SpacingMode)"/> should add the <see cref="P:Animancer.Editor.AnimancerGUI.StandardSpacing"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.LayoutSingleLineRect(Animancer.Editor.AnimancerGUI.SpacingMode)">
|
||
<summary>
|
||
Uses <see cref="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single)"/> to get a <see cref="T:UnityEngine.Rect"/> occupying a single
|
||
standard line with the <see cref="P:Animancer.Editor.AnimancerGUI.StandardSpacing"/> added according to the specified `spacing`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.NextVerticalArea(UnityEngine.Rect@)">
|
||
<summary>
|
||
If the <see cref="P:UnityEngine.Rect.height"/> is positive, this method moves the <see cref="P:UnityEngine.Rect.y"/> by that amount and
|
||
adds the <see cref="P:UnityEditor.EditorGUIUtility.standardVerticalSpacing"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.StealFromLeft(UnityEngine.Rect@,System.Single,System.Single)">
|
||
<summary>
|
||
Subtracts the `width` from the left side of the `area` and returns a new <see cref="T:UnityEngine.Rect"/> occupying the
|
||
removed section.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.StealFromRight(UnityEngine.Rect@,System.Single,System.Single)">
|
||
<summary>
|
||
Subtracts the `width` from the right side of the `area` and returns a new <see cref="T:UnityEngine.Rect"/> occupying the
|
||
removed section.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.SplitHorizontally(UnityEngine.Rect,System.String,System.String,System.Single@,System.Single@,UnityEngine.Rect@,UnityEngine.Rect@)">
|
||
<summary>
|
||
Divides the given `area` such that the fields associated with both labels will have equal space
|
||
remaining after the labels themselves.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.CalculateWidth(UnityEngine.GUIStyle,UnityEngine.GUIContent)">
|
||
<summary>
|
||
Calls <see cref="M:UnityEngine.GUIStyle.CalcMinMaxWidth(UnityEngine.GUIContent,System.Single@,System.Single@)"/> and returns the max width.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.CalculateWidth(UnityEngine.GUIStyle,System.String)">
|
||
<summary>
|
||
Calls <see cref="M:UnityEngine.GUIStyle.CalcMinMaxWidth(UnityEngine.GUIContent,System.Single@,System.Single@)"/> and returns the max width.
|
||
<para></para>
|
||
This method uses the <see cref="M:Animancer.Editor.AnimancerGUI.TempContent(System.String,System.String,System.Boolean)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.CreateWidthCache(UnityEngine.GUIStyle)">
|
||
<summary>
|
||
Creates a <see cref="T:Animancer.Editor.ConversionCache`2"/> for calculating the GUI width occupied by text using the
|
||
specified `style`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.CalculateLabelWidth(System.String)">
|
||
<summary>
|
||
Calls <see cref="M:UnityEngine.GUIStyle.CalcMinMaxWidth(UnityEngine.GUIContent,System.Single@,System.Single@)"/> using <see cref="P:UnityEngine.GUISkin.label"/> and returns the max
|
||
width. The result is cached for efficient reuse.
|
||
<para></para>
|
||
This method uses the <see cref="M:Animancer.Editor.AnimancerGUI.TempContent(System.String,System.String,System.Boolean)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.BeginVerticalBox(UnityEngine.GUIStyle)">
|
||
<summary>
|
||
Begins a vertical layout group using the given style and decreases the
|
||
<see cref="P:UnityEditor.EditorGUIUtility.labelWidth"/> to compensate for the indentation.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.EndVerticalBox(UnityEngine.GUIStyle)">
|
||
<summary>
|
||
Ends a layout group started by <see cref="M:Animancer.Editor.AnimancerGUI.BeginVerticalBox(UnityEngine.GUIStyle)"/> and restores the
|
||
<see cref="P:UnityEditor.EditorGUIUtility.labelWidth"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerGUI._TempContent">
|
||
<summary>Used by <see cref="M:Animancer.Editor.AnimancerGUI.TempContent(System.String,System.String,System.Boolean)"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.TempContent(System.String,System.String,System.Boolean)">
|
||
<summary>
|
||
Returns a <see cref="T:UnityEngine.GUIContent"/> with the specified parameters. The same instance is returned by
|
||
every subsequent call.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.TempContent(UnityEditor.SerializedProperty,System.Boolean)">
|
||
<summary>
|
||
Returns a <see cref="T:UnityEngine.GUIContent"/> with the <see cref="P:UnityEditor.SerializedProperty.displayName"/> and
|
||
<see cref="P:UnityEditor.SerializedProperty.tooltip"/>. The same instance is returned by every subsequent call.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.DoWeightLabel(UnityEngine.Rect@,System.Single)">
|
||
<summary>
|
||
Draws a label showing the `weight` aligned to the right side of the `area` and reduces its
|
||
<see cref="P:UnityEngine.Rect.width"/> to remove that label from its area.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerGUI._TightLabelWidth">
|
||
<summary>The <see cref="P:UnityEditor.EditorGUIUtility.labelWidth"/> from before <see cref="M:Animancer.Editor.AnimancerGUI.BeginTightLabel(System.String)"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.BeginTightLabel(System.String)">
|
||
<summary>Stores the <see cref="P:UnityEditor.EditorGUIUtility.labelWidth"/> and changes it to the exact width of the `label`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.EndTightLabel">
|
||
<summary>Reverts <see cref="P:UnityEditor.EditorGUIUtility.labelWidth"/> to its previous value.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.GetNarrowText(System.String)">
|
||
<summary>
|
||
Returns the `text` without any spaces if <see cref="P:UnityEditor.EditorGUIUtility.wideMode"/> is false.
|
||
Otherwise simply returns the `text` without any changes.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.TryUseClickEvent(UnityEngine.Rect,System.Int32)">
|
||
<summary>
|
||
Returns true and uses the current event if it is <see cref="F:UnityEngine.EventType.MouseUp"/> inside the specified
|
||
`area`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.TryUseClickEventInLastRect(System.Int32)">
|
||
<summary>
|
||
Returns true and uses the current event if it is <see cref="F:UnityEngine.EventType.MouseUp"/> inside the last GUI Layout
|
||
<see cref="T:UnityEngine.Rect"/> that was drawn.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.HandleDragAndDrop``1(UnityEngine.Rect,System.Func{``0,System.Boolean},System.Action{``0})">
|
||
<summary>
|
||
Invokes `onDrop` if the <see cref="P:UnityEngine.Event.current"/> is a drag and drop event inside the `dropArea`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.TryDrop``1(System.Collections.IEnumerable,System.Func{``0,System.Boolean},System.Action{``0},System.Boolean)">
|
||
<summary>
|
||
Updates the <see cref="P:UnityEditor.DragAndDrop.visualMode"/> of calls `onDrop` for each of the `objects`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.HandleDragAndDropAnimations(UnityEngine.Rect,System.Action{UnityEngine.AnimationClip})">
|
||
<summary>
|
||
Uses <see cref="M:Animancer.Editor.AnimancerGUI.HandleDragAndDrop``1(UnityEngine.Rect,System.Func{``0,System.Boolean},System.Action{``0})"/> to deal with drag and drop operations involving
|
||
<see cref="T:UnityEngine.AnimationClip"/>s of <see cref="T:Animancer.IAnimationClipSource"/>s.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.Deselect">
|
||
<summary>Deselects any selected IMGUI control.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.DoSpecialFloatField(UnityEngine.Rect,UnityEngine.GUIContent,System.Single,Animancer.Editor.ConversionCache{System.Single,System.String})">
|
||
<summary>
|
||
Draw a <see cref="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,UnityEngine.GUIContent,System.Single)"/> with an alternate cached string when it
|
||
is not selected (for example, "1" might become "1s" to indicate "seconds").
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.DoFloatFieldWithSuffix(UnityEngine.Rect,UnityEngine.GUIContent,UnityEditor.SerializedProperty,Animancer.Editor.ConversionCache{System.Single,System.String})">
|
||
<summary>
|
||
Draw a <see cref="M:UnityEditor.EditorGUI.FloatField(UnityEngine.Rect,UnityEngine.GUIContent,System.Single)"/> with an alternate cached string when it
|
||
is not selected (for example, "1" might become "1s" to indicate "seconds").
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.DoOptionalTimeField(UnityEngine.Rect@,UnityEngine.GUIContent,UnityEditor.SerializedProperty,System.Boolean,System.Single,System.Single,System.Boolean)">
|
||
<summary>
|
||
Draw a <see cref="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)"/> which sets the value to <see cref="F:System.Single.NaN"/>
|
||
when disabled followed by two float fields to display the <see cref="P:UnityEditor.SerializedProperty.floatValue"/> as
|
||
both normalized time and seconds.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerGUI.DoOptionalTimeField(UnityEngine.Rect@,UnityEngine.GUIContent,System.Single,System.Boolean,System.Single,System.Single,System.Boolean)">
|
||
<summary>
|
||
Draw a <see cref="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)"/> which sets the value to <see cref="F:System.Single.NaN"/>
|
||
when disabled followed by two float fields to display the `time` both normalized and in seconds.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimationGatherer">
|
||
<summary>[Editor-Only]
|
||
Allows animations to be procedurally gathered throughout the hierarchy without needing explicit references.
|
||
</summary>
|
||
<remarks>
|
||
This class is [Editor-Only] because it uses reflection and is not particularly efficient, but it does not
|
||
actually use any Editor Only functionality so it could be made usable at runtime by simply removing the
|
||
<c>#if UNITY_EDITOR</c> at the top of the file and <c>#endif</c> at the bottom.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimationGatherer.ClearCache">
|
||
<summary>Clears all cached animations.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimationGatherer.GatherFromGameObject(UnityEngine.GameObject,System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>
|
||
Fills the `clips` with any <see cref="T:UnityEngine.AnimationClip"/>s referenced by components in the same hierarchy as
|
||
the `gameObject`. See <see cref="T:Animancer.ICharacterRoot"/> for details.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimationGatherer.GatherFromGameObject(UnityEngine.GameObject,UnityEngine.AnimationClip[]@,System.Boolean)">
|
||
<summary>
|
||
Fills the `clips` with any <see cref="T:UnityEngine.AnimationClip"/>s referenced by components in the same hierarchy as
|
||
the `gameObject`. See <see cref="T:Animancer.ICharacterRoot"/> for details.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimationGatherer.GatherFromObject(System.Object,System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Int32)">
|
||
<summary>
|
||
Gathers all animations from the `source`s fields.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimationGatherer.TypeToGatherer">
|
||
<summary>Types mapped to a delegate that can quickly gather their clips.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimationGatherer.GatherFromFields(System.Object,System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Int32)">
|
||
<summary>
|
||
Uses reflection to gather <see cref="T:UnityEngine.AnimationClip"/>s from fields on the `source` object.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimationGatherer.BuildClipGatherer(System.Type,System.Int32)">
|
||
<summary>
|
||
Creates a delegate to gather <see cref="T:UnityEngine.AnimationClip"/>s from all relevant fields in a given `type`.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimationType">
|
||
<summary>[Editor-Only]
|
||
The type of object an <see cref="T:UnityEngine.AnimationClip"/> can animate.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimationType.None">
|
||
<summary>Unable to determine a type.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimationType.Humanoid">
|
||
<summary>A Humanoid rig.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimationType.Generic">
|
||
<summary>A Generic rig.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimationType.Sprite">
|
||
<summary>
|
||
An animation that modifies a <see cref="P:UnityEngine.SpriteRenderer.sprite"/>.
|
||
<para></para>
|
||
This is technically a <see cref="F:Animancer.Editor.AnimationType.Generic"/> animation.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.BoolPref">
|
||
<summary>[Editor-Only]
|
||
A simple wrapper around <see cref="T:UnityEditor.EditorPrefs"/> to get and set a bool.
|
||
<para></para>
|
||
If you are interested in a more comprehensive pref wrapper that supports more types, you should check out
|
||
<see href="https://kybernetik.com.au/inspector-gadgets">Inspector Gadgets</see>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.BoolPref.KeyPrefix">
|
||
<summary>The prefix which is automatically added before the <see cref="F:Animancer.Editor.BoolPref.Key"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.BoolPref.Key">
|
||
<summary>The identifier with which this pref will be saved.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.BoolPref.MenuItem">
|
||
<summary>The label to use when adding a function to toggle this pref to a menu.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.BoolPref.DefaultValue">
|
||
<summary>The starting value to use for this pref if none was previously saved.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.BoolPref.Value">
|
||
<summary>The current value of this pref.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BoolPref.op_Implicit(Animancer.Editor.BoolPref)~System.Boolean">
|
||
<summary>Returns the current value of the `pref`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BoolPref.#ctor(System.String,System.Boolean)">
|
||
<summary>Constructs a new <see cref="T:Animancer.Editor.BoolPref"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BoolPref.#ctor(System.String,System.String,System.Boolean)">
|
||
<summary>Constructs a new <see cref="T:Animancer.Editor.BoolPref"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BoolPref.AddToggleFunction(UnityEditor.GenericMenu)">
|
||
<summary>
|
||
Adds a menu function to toggle the <see cref="P:Animancer.Editor.BoolPref.Value"/> of this pref.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.ConversionCache`2">
|
||
<summary>
|
||
A simple system for converting objects and storing the results so they can be reused to minimise the need for
|
||
garbage collection, particularly for string construction.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.ConversionCache`2.#ctor(System.Func{`0,`1})">
|
||
<summary>
|
||
Creates a new <see cref="T:Animancer.Editor.ConversionCache`2"/> which uses the specified delegate to convert values.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.ConversionCache`2.Convert(`0)">
|
||
<summary>
|
||
If a value has already been cached for the specified `key`, return it. Otherwise create a new one using
|
||
the delegate provided in the constructor and cache it.
|
||
<para></para>
|
||
This method also periodically removes values that have not been used recently.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.GUIElementWidth">
|
||
<summary>[Editor-Only] A cached width calculation for GUI elements.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.GUIElementWidth.GetWidth(UnityEngine.GUIStyle,System.String)">
|
||
<summary>Returns the width the `text` would take up if drawn with the `style`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.GUIElementWidth.OnRecalculate(UnityEngine.GUIStyle,System.String)">
|
||
<summary>Called when <see cref="M:Animancer.Editor.GUIElementWidth.GetWidth(UnityEngine.GUIStyle,System.String)"/> is called with different parameters.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.GUIElementWidthBoldable">
|
||
<summary>[Editor-Only]
|
||
A cached width calculation for GUI elements which accounts for boldness in prefab overrides.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.GUIElementWidthBoldable.OnRecalculate(UnityEngine.GUIStyle,System.String)">
|
||
<summary>Called when <see cref="M:Animancer.Editor.GUIElementWidth.GetWidth(UnityEngine.GUIStyle,System.String)"/> is called with different parameters.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.GUIElementWidthBoldable.GetWidth(UnityEngine.GUIStyle,System.String,System.Boolean)">
|
||
<summary>Returns the width the `text` would take up if drawn with the `style`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.GUIElementWidthBoldable.GetWidth(UnityEngine.GUIStyle,System.String,UnityEditor.SerializedProperty)">
|
||
<summary>Returns the width the `text` would take up if drawn with the `style`.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimancerLayerDrawer">
|
||
<summary>[Internal]
|
||
A custom Inspector for an <see cref="T:Animancer.AnimancerLayer"/> which sorts and exposes some of its internal values.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerLayerDrawer.ActiveStates">
|
||
<summary>The states in the target layer which have non-zero <see cref="P:Animancer.AnimancerNode.Weight"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerLayerDrawer.InactiveStates">
|
||
<summary>The states in the target layer which have zero <see cref="P:Animancer.AnimancerNode.Weight"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerLayerDrawer.RegionStyle">
|
||
<summary>The <see cref="T:UnityEngine.GUIStyle"/> used for the area encompassing this drawer. <see cref="P:UnityEngine.GUISkin.box"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.GatherLayerEditors(Animancer.AnimancerPlayable,System.Collections.Generic.List{Animancer.Editor.AnimancerLayerDrawer},System.Int32@)">
|
||
<summary>
|
||
Initialises an editor in the list for each layer in the `animancer`.
|
||
<para></para>
|
||
The `count` indicates the number of elements actually being used. Spare elements are kept in the list in
|
||
case they need to be used again later.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.GatherStates(Animancer.AnimancerLayer)">
|
||
<summary>
|
||
Sets the target `layer` and sorts its states and their keys into the active/inactive lists.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.SortAndGatherKeys(System.Collections.Generic.List{Animancer.AnimancerState})">
|
||
<summary>
|
||
Sorts any entries that use another state as their key to come right after that state.
|
||
See <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.DoLabelGUI(UnityEngine.Rect)">
|
||
<summary>
|
||
Draws the layer's name and weight.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerLayerDrawer.FoldoutIndent">
|
||
<summary>The number of pixels of indentation required to fit the foldout arrow.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.DoFoldoutGUI(UnityEngine.Rect)">
|
||
<summary>Draws a foldout arrow to expand/collapse the state details.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.DoDetailsGUI(Animancer.IAnimancerComponent)">
|
||
<summary> Draws the details of the target state in the GUI.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.DoLayerDetailsGUI">
|
||
<summary>
|
||
Draws controls for <see cref="P:Animancer.AnimancerLayer.IsAdditive"/> and <see cref="F:Animancer.AnimancerLayer._Mask"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.DoStatesGUI(System.String,System.Collections.Generic.List{Animancer.AnimancerState},Animancer.IAnimancerComponent)">
|
||
<summary>Draws all `states` in the given list.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerLayerDrawer.StateInspectors">
|
||
<summary>Cached Inspectors that have already been created for states.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.DoStateGUI(Animancer.AnimancerState,Animancer.IAnimancerComponent)">
|
||
<summary>Draws the Inspector for the given `state`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.DoChildStatesGUI(Animancer.AnimancerState,Animancer.IAnimancerComponent)">
|
||
<summary>Draws all child states of the `state`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.DoGUI(Animancer.IAnimancerComponent)">
|
||
<summary>
|
||
Draws the details and controls for the target <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/> in the Inspector.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.HandleDragAndDropAnimations(UnityEngine.Rect,Animancer.IAnimancerComponent,System.Int32)">
|
||
<summary>
|
||
If <see cref="T:UnityEngine.AnimationClip"/>s or <see cref="T:Animancer.IAnimationClipSource"/>s are dropped inside the `dropArea`,
|
||
this method creates a new state in the `target` for each animation.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerLayerDrawer.PopulateContextMenu(UnityEditor.GenericMenu)">
|
||
<summary>Adds functions relevant to the <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.IAnimancerNodeDrawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for an <see cref="T:Animancer.AnimancerNode"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.IAnimancerNodeDrawer.DoGUI(Animancer.IAnimancerComponent)">
|
||
<summary>Draws the details and controls for the target node in the Inspector.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimancerNodeDrawer`1">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for an <see cref="T:Animancer.AnimancerNode"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerNodeDrawer`1.Target">
|
||
<summary>The node being managed.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerNodeDrawer`1.IsExpanded">
|
||
<summary>If true, the details of the <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/> will be expanded in the Inspector.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerNodeDrawer`1.RegionStyle">
|
||
<summary>The <see cref="T:UnityEngine.GUIStyle"/> used for the area encompassing this drawer.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerNodeDrawer`1.DoGUI(Animancer.IAnimancerComponent)">
|
||
<summary>Draws the details and controls for the target <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/> in the Inspector.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerNodeDrawer`1.DoHeaderGUI">
|
||
<summary>
|
||
Draws the name and other details of the <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/> in the GUI.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerNodeDrawer`1.DoLabelGUI(UnityEngine.Rect)">
|
||
<summary>
|
||
Draws a field for the <see cref="P:Animancer.AnimancerState.MainObject"/> if it has one, otherwise just a simple text
|
||
label.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerNodeDrawer`1.DoFoldoutGUI(UnityEngine.Rect)">
|
||
<summary>Draws a foldout arrow to expand/collapse the node details.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerNodeDrawer`1.DoDetailsGUI(Animancer.IAnimancerComponent)">
|
||
<summary>Draws the details of the <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/> in the GUI.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerNodeDrawer`1.DoNodeDetailsGUI">
|
||
<summary>
|
||
Draws controls for <see cref="P:Animancer.AnimancerState.IsPlaying"/>, <see cref="P:Animancer.AnimancerNode.Speed"/>, and
|
||
<see cref="P:Animancer.AnimancerNode.Weight"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerNodeDrawer`1.DoFadeDetailsGUI">
|
||
<summary>
|
||
Draws controls for <see cref="P:Animancer.AnimancerNode.FadeSpeed"/> and <see cref="P:Animancer.AnimancerNode.TargetWeight"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerNodeDrawer`1.DetailsPrefix">
|
||
<summary>
|
||
The menu label prefix used for details about the <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerNodeDrawer`1.CheckContextMenu(UnityEngine.Rect)">
|
||
<summary>
|
||
Checks if the current event is a context menu click within the `clickArea` and opens a context menu with various
|
||
functions for the <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerNodeDrawer`1.PopulateContextMenu(UnityEditor.GenericMenu)">
|
||
<summary>Adds functions relevant to the <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimancerPlayableDrawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for an <see cref="P:Animancer.IAnimancerComponent.Playable"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerPlayableDrawer._IsGraphPlaying">
|
||
<summary>Only get <see cref="P:Animancer.AnimancerPlayable.IsGraphPlaying"/> during <see cref="F:UnityEngine.EventType.Layout"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerPlayableDrawer.LayerInfos">
|
||
<summary>A lazy list of information about the layers currently being displayed.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.AnimancerPlayableDrawer._LayerCount">
|
||
<summary>The number of elements in <see cref="F:Animancer.Editor.AnimancerPlayableDrawer.LayerInfos"/> that are currently being used.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerPlayableDrawer.DoGUI(Animancer.IAnimancerComponent[])">
|
||
<summary>Draws the GUI of the <see cref="P:Animancer.IAnimancerComponent.Playable"/> if there is only one target.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerPlayableDrawer.DoGUI(Animancer.IAnimancerComponent)">
|
||
<summary>Draws the GUI of the <see cref="P:Animancer.IAnimancerComponent.Playable"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimancerStateDrawer`1">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for an <see cref="T:Animancer.AnimancerState"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.#ctor(`0)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Editor.AnimancerStateDrawer`1"/> to manage the Inspector GUI for the `target`.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.AnimancerStateDrawer`1.RegionStyle">
|
||
<summary>The <see cref="T:UnityEngine.GUIStyle"/> used for the area encompassing this drawer. Null.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.DoLabelGUI(UnityEngine.Rect)">
|
||
<summary>
|
||
Draws the state's main label: an <see cref="T:UnityEngine.Object"/> field if it has a
|
||
<see cref="P:Animancer.AnimancerState.MainObject"/>, otherwise just a simple text label.
|
||
<para></para>
|
||
Also shows a bar to indicate its progress.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.HandleLabelClick(UnityEngine.Rect)">
|
||
<summary>
|
||
Handles Ctrl + Click on the label to CrossFade the animation.
|
||
<para></para>
|
||
If Shift is also held, the effect will be queued until after the previous animation finishes.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.DoFoldoutGUI(UnityEngine.Rect)">
|
||
<summary>Draws a foldout arrow to expand/collapse the state details.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.AnimancerStateDrawer`1.AnimationQueue">
|
||
<summary>
|
||
Manages the playing of animations in sequence.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.AnimationQueue.CleanUp">
|
||
<summary>
|
||
Clear out any playables that have been destroyed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.GetWrappedTime(System.Single@)">
|
||
<summary>
|
||
Gets the current <see cref="P:Animancer.AnimancerState.Time"/>.
|
||
If the state is looping, the value is modulo by the <see cref="P:Animancer.AnimancerState.Length"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.DoDetailsGUI(Animancer.IAnimancerComponent)">
|
||
<summary> Draws the details of the target state in the GUI.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.DoTimeSliderGUI">
|
||
<summary>Draws a slider for controlling the current <see cref="P:Animancer.AnimancerState.Time"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.PopulateContextMenu(UnityEditor.GenericMenu)">
|
||
<summary>Adds functions relevant to the <see cref="P:Animancer.Editor.AnimancerNodeDrawer`1.Target"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.AnimancerStateDrawer`1.AddContextMenuFunctions(UnityEditor.GenericMenu)">
|
||
<summary>Adds the details of this state to the menu.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.BaseAnimancerComponentEditor">
|
||
<summary>[Editor-Only]
|
||
A custom Inspector for <see cref="T:Animancer.IAnimancerComponent"/>s.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.BaseAnimancerComponentEditor.Targets">
|
||
<summary><see cref="P:UnityEditor.Editor.targets"/> casted to <see cref="T:Animancer.IAnimancerComponent"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.BaseAnimancerComponentEditor._AnimatorEditor">
|
||
<summary>The serialized backing field for the target's <see cref="T:UnityEngine.Animator"/> reference.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.BaseAnimancerComponentEditor.PlayableDrawer">
|
||
<summary>The drawer for the <see cref="P:Animancer.IAnimancerComponent.Playable"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BaseAnimancerComponentEditor.OnEnable">
|
||
<summary>Initialises this <see cref="T:UnityEditor.Editor"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BaseAnimancerComponentEditor.GatherTargets">
|
||
<summary>
|
||
Copies the <see cref="P:UnityEditor.Editor.targets"/> into the <see cref="F:Animancer.Editor.BaseAnimancerComponentEditor._Targets"/> array.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BaseAnimancerComponentEditor.OnDisable">
|
||
<summary>
|
||
Cleans up this <see cref="T:UnityEditor.Editor"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BaseAnimancerComponentEditor.OnInspectorGUI">
|
||
<summary>
|
||
Called by the Unity editor to draw the custom Inspector GUI elements.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BaseAnimancerComponentEditor.RequiresConstantRepaint">
|
||
<summary>
|
||
If we have only one object selected and are in Play Mode, we need to constantly repaint to keep the
|
||
Inspector up to date with the latest details.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BaseAnimancerComponentEditor.DoOtherFieldsGUI">
|
||
<summary>
|
||
Draws the rest of the Inspector fields after the Animator field.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.BaseAnimancerComponentEditor.DoOverridePropertyGUI(System.String,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>[Editor-Only]
|
||
Draws any custom GUI for the `property`.
|
||
The return value indicates whether the GUI should replace the regular call to
|
||
<see cref="M:UnityEditor.EditorGUILayout.PropertyField(UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Boolean,UnityEngine.GUILayoutOption[])"/> or
|
||
not. True = GUI was drawn, so don't draw the regular GUI. False = Draw the regular GUI.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.DummySerializableCallback">
|
||
<summary>
|
||
An object that holds a serialized callback (a <see cref="T:UnityEngine.Events.UnityEvent"/> by default) so that empty ones can be
|
||
drawn in the GUI without allocating array space for them until they actually contain something.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.EventSequenceDrawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for <see cref="T:Animancer.AnimancerEvent.Sequence.Serializable"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.EventSequenceDrawer.Context">
|
||
<summary>Details of an <see cref="T:Animancer.AnimancerEvent.Sequence.Serializable"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.EventSequenceDrawer.Context.Property">
|
||
<summary>The main property representing the <see cref="T:Animancer.AnimancerEvent.Sequence.Serializable"/> field.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.EventSequenceDrawer.Context.Times">
|
||
<summary>The property representing the <see cref="F:Animancer.AnimancerEvent.Sequence.Serializable._NormalizedTimes"/> field.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.EventSequenceDrawer.Context.TimeCount">
|
||
<summary>The cached <see cref="P:UnityEditor.SerializedProperty.arraySize"/> of <see cref="P:Animancer.Editor.EventSequenceDrawer.Context.Times"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.Context.GetTime(System.Int32)">
|
||
<summary>Shorthand for <see cref="M:UnityEditor.SerializedProperty.GetArrayElementAtIndex(System.Int32)"/> on <see cref="P:Animancer.Editor.EventSequenceDrawer.Context.Times"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.EventSequenceDrawer.Context.Callbacks">
|
||
<summary>The property representing the <see cref="F:Animancer.AnimancerEvent.Sequence.Serializable._Callbacks"/> field.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.EventSequenceDrawer.Context.CallbackCount">
|
||
<summary>The cached <see cref="P:UnityEditor.SerializedProperty.arraySize"/> of <see cref="P:Animancer.Editor.EventSequenceDrawer.Context.Callbacks"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.Context.GetCallback(System.Int32)">
|
||
<summary>Shorthand for <see cref="M:UnityEditor.SerializedProperty.GetArrayElementAtIndex(System.Int32)"/> on <see cref="P:Animancer.Editor.EventSequenceDrawer.Context.Callbacks"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.EventSequenceDrawer.Context.SelectedEvent">
|
||
<summary>The index of the currently selected event.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.EventSequenceDrawer.Context.Instance">
|
||
<summary>The singleton instance.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.Context.Get(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Returns a <see cref="T:Animancer.Editor.EventSequenceDrawer.Context"/> representing the `property`.
|
||
<para></para>
|
||
Note that the same instance is returned every time.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.Context.Dispose">
|
||
<summary>[<see cref="T:System.IDisposable"/>]
|
||
Reduces the <see cref="P:Animancer.Editor.EventSequenceDrawer.Context.Callbacks"/> array size to remove any empty elements.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.EventSequenceDrawer.Context.TransitionContext">
|
||
<summary>Shorthand for <see cref="P:Animancer.Editor.TransitionDrawer.Context"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.CanCacheInspectorGUI(UnityEditor.SerializedProperty)">
|
||
<summary>Can't cache because the <see cref="F:Animancer.Editor.EventSequenceDrawer.TimeRuler"/> doesn't work properly.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>
|
||
Calculates the number of vertical pixels the `property` will occupy when it is drawn.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>Draws the GUI for the `property`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.DoAddEventButtonGUI(UnityEngine.Rect,Animancer.Editor.EventSequenceDrawer.Context)">
|
||
<summary>Draws a button to add a new event.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.DoEventGUI(UnityEngine.Rect@,Animancer.Editor.EventSequenceDrawer.Context,System.Int32,System.Boolean,System.Boolean)">
|
||
<summary>Draws the GUI fields for the event at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.DoEventTimeGUI(UnityEngine.Rect@,Animancer.Editor.EventSequenceDrawer.Context,System.Int32,System.Boolean,System.String@)">
|
||
<summary>Draws the time field for the event at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.EventSequenceDrawer.RemoveEvent(Animancer.Editor.EventSequenceDrawer.Context,System.Int32)">
|
||
<summary>Removes the event at the specified `index`.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.NestedAnimatorEditor">
|
||
<summary>[Editor-Only]
|
||
A custom Inspector for drawing the <see cref="P:Animancer.IAnimancerComponent.Animator"/> nested inside its own Inspector.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor.Targets">
|
||
<summary>The <see cref="T:Animancer.IAnimancerComponent"/> objects being edited.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor.AnimatorProperty">
|
||
<summary>The property that serializes the <see cref="P:Animancer.IAnimancerComponent.Animator"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor._Animators">
|
||
<summary>The animator referenced by each target.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor._IsAnimatorOnSameObject">
|
||
<summary>
|
||
Indicates whether all <see cref="F:Animancer.Editor.NestedAnimatorEditor._Animators"/> are on the same <see cref="T:UnityEngine.GameObject"/> as the target that
|
||
is referencing them.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor._SerializedAnimator">
|
||
<summary>A <see cref="T:UnityEditor.SerializedObject"/> encapsulating the <see cref="F:Animancer.Editor.NestedAnimatorEditor._Animators"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor._Controller">
|
||
<summary>A <see cref="T:UnityEditor.SerializedProperty"/> of the <see cref="F:Animancer.Editor.NestedAnimatorEditor._SerializedAnimator"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor._Avatar">
|
||
<summary>A <see cref="T:UnityEditor.SerializedProperty"/> of the <see cref="F:Animancer.Editor.NestedAnimatorEditor._SerializedAnimator"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor._RootMotion">
|
||
<summary>A <see cref="T:UnityEditor.SerializedProperty"/> of the <see cref="F:Animancer.Editor.NestedAnimatorEditor._SerializedAnimator"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor._UpdateMode">
|
||
<summary>A <see cref="T:UnityEditor.SerializedProperty"/> of the <see cref="F:Animancer.Editor.NestedAnimatorEditor._SerializedAnimator"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.NestedAnimatorEditor._CullingMode">
|
||
<summary>A <see cref="T:UnityEditor.SerializedProperty"/> of the <see cref="F:Animancer.Editor.NestedAnimatorEditor._SerializedAnimator"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.NestedAnimatorEditor.#ctor(Animancer.IAnimancerComponent[],UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Creates a new <see cref="T:Animancer.Editor.NestedAnimatorEditor"/> to wrap the `animatorProperty`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.NestedAnimatorEditor.Destroy">
|
||
<summary>
|
||
Cleans up this editor.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.NestedAnimatorEditor.GatherAnimatorProperties">
|
||
<summary>
|
||
Ensures that the <see cref="T:UnityEditor.SerializedObject"/> and properties for the <see cref="F:Animancer.Editor.NestedAnimatorEditor._Animators"/> have been
|
||
initialised.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.NestedAnimatorEditor.GatherAnimators">
|
||
<summary>Gathers the <see cref="F:Animancer.Editor.NestedAnimatorEditor._Animators"/> from the <see cref="F:Animancer.Editor.NestedAnimatorEditor.Targets"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.NestedAnimatorEditor.DoInspectorGUI">
|
||
<summary>
|
||
Draws the animator reference field followed by its fields that are relevant to Animancer.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.NestedAnimatorEditor.DoControllerGUI">
|
||
<summary>
|
||
Draws the <see cref="P:UnityEngine.Animator.runtimeAnimatorController"/> field with a warning if a controller is
|
||
assigned.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.NestedAnimatorEditor.DoUpdateModeGUI(System.Boolean)">
|
||
<summary>
|
||
Draws the <see cref="P:UnityEngine.Animator.updateMode"/> field with any appropriate warnings.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.NestedAnimatorEditor.DoCullingModeGUI">
|
||
<summary>
|
||
Draws the <see cref="P:UnityEngine.Animator.cullingMode"/> field.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.ParametizedAnimancerStateDrawer`1">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for an <see cref="T:Animancer.AnimancerState"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.ParametizedAnimancerStateDrawer`1.ParameterCount">
|
||
<summary>The number of parameters being managed by the target state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.ParametizedAnimancerStateDrawer`1.GetParameterName(System.Int32)">
|
||
<summary>Returns the name of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.Editor.ParametizedAnimancerStateDrawer`1.GetParameterType(System.Int32)">
|
||
<summary>Returns the type of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.Editor.ParametizedAnimancerStateDrawer`1.GetParameterValue(System.Int32)">
|
||
<summary>Returns the value of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.Editor.ParametizedAnimancerStateDrawer`1.SetParameterValue(System.Int32,System.Object)">
|
||
<summary>Sets the value of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.Editor.ParametizedAnimancerStateDrawer`1.#ctor(`0)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Editor.ParametizedAnimancerStateDrawer`1"/> to manage the Inspector GUI for the `state`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.ParametizedAnimancerStateDrawer`1.DoDetailsGUI(Animancer.IAnimancerComponent)">
|
||
<summary>Draws the details of the target state in the GUI.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.TimeRuler">
|
||
<summary>[Editor-Only] Draws a GUI box denoting a period of time.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.SecondsToPixels(System.Single)">
|
||
<summary>Converts a number of seconds to a horizontal pixel position along the ruler.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.PixelsToSeconds(System.Single)">
|
||
<summary>Converts a horizontal pixel position along the ruler to a number of seconds.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.SecondsToNormalized(System.Single)">
|
||
<summary>Converts a number of seconds to a normalized time value.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.NormalizedToSeconds(System.Single)">
|
||
<summary>Converts a normalized time value to a number of seconds.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.BeginGUI(UnityEngine.Rect)">
|
||
<summary>
|
||
Sets the `area` in which the ruler will be drawn and draws a <see cref="M:UnityEngine.GUI.Box(UnityEngine.Rect,System.String)"/> there.
|
||
Must be followed by a call to <see cref="M:Animancer.Editor.TimeRuler.EndGUI"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.EndGUI">
|
||
<summary>
|
||
Uses any unused <see cref="F:UnityEngine.EventType.MouseDown"/> events in the area and ends the area started by
|
||
<see cref="M:Animancer.Editor.TimeRuler.BeginGUI(UnityEngine.Rect)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.DoGUI(UnityEngine.Rect,Animancer.Editor.EventSequenceDrawer.Context,System.Single@)">
|
||
<summary>
|
||
Draws the ruler GUI and handles input events for the specified `context`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.GetFadeOutEnd(System.Single,System.Single,System.Single)">
|
||
<summary>Calculates the end time of the fade out.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.DoFadeHighlightGUI">
|
||
<summary>
|
||
Draws a polygon describing the start, end, and fade details.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.DoEventsGUI(Animancer.Editor.EventSequenceDrawer.Context,System.Single@)">
|
||
<summary>
|
||
Draws the details of the <see cref="P:Animancer.Editor.EventSequenceDrawer.Context.Callbacks"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TimeRuler.DoRulerGUI">
|
||
<summary>
|
||
Draws ticks and labels for important times throughout the area.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.TransitionDrawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.AnimancerState.Transition`1"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.TransitionDrawer.Mode">
|
||
<summary>The visual state of a drawer.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.TransitionDrawer._Mode">
|
||
<summary>The current state of this drawer.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.TransitionDrawer.MainPropertyName">
|
||
<summary>
|
||
If set, the field with this name will be drawn with the foldout arrow instead of in its default place.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.TransitionDrawer.MainPropertyPathSuffix">
|
||
<summary>
|
||
"." + <see cref="F:Animancer.Editor.TransitionDrawer.MainPropertyName"/> (to avoid creating garbage repeatedly).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.Editor.TransitionDrawer"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.#ctor(System.String)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Editor.TransitionDrawer"/> and sets the
|
||
<see cref="F:Animancer.Editor.TransitionDrawer.MainPropertyName"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.GetMainProperty(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Returns the property specified by the <see cref="F:Animancer.Editor.TransitionDrawer.MainPropertyName"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>
|
||
Calculates the number of vertical pixels the `property` will occupy when it is drawn.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>
|
||
Draws the root `property` GUI and calls <see cref="M:Animancer.Editor.TransitionDrawer.DoPropertyGUI(UnityEngine.Rect@,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/> for each of its children.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.InitialiseMode(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
If the <see cref="F:Animancer.Editor.TransitionDrawer._Mode"/> is <see cref="F:Animancer.Editor.TransitionDrawer.Mode.Uninitialised"/>, this method determines how it should start
|
||
based on the number of properties in the `serializedObject`. If the only serialized field is an
|
||
<see cref="T:Animancer.AnimancerState.Transition`1"/> then it should start expanded.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.DoPropertyGUI(UnityEngine.Rect@,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>
|
||
Draws the `property` GUI in relation to the `rootProperty` which was passed into <see cref="M:Animancer.Editor.TransitionDrawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.TransitionDrawer.NormalizedStartTimeFieldName">
|
||
<summary>The name of the backing field of <see cref="P:Animancer.ClipState.Transition.NormalizedStartTime"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.TryDoStartTimeField(UnityEngine.Rect@,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>
|
||
If the `property` is a "Start Time" field, this method draws it as well as the "End Time" below it and
|
||
returns true.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.TransitionDrawer.Context">
|
||
<summary>The current <see cref="T:Animancer.Editor.TransitionDrawer.TransitionContext"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.TransitionDrawer.TransitionContext">
|
||
<summary>Details of an <see cref="T:Animancer.AnimancerState.Transition`1"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.TransitionDrawer.TransitionContext.Property">
|
||
<summary>The main property representing the <see cref="T:Animancer.AnimancerState.Transition`1"/> field.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.TransitionDrawer.TransitionContext.Transition">
|
||
<summary>The actual transition object rerieved from the <see cref="P:Animancer.Editor.TransitionDrawer.TransitionContext.Property"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.TransitionDrawer.TransitionContext.MaximumDuration">
|
||
<summary>The cached value of <see cref="P:Animancer.ITransitionDetailed.MaximumDuration"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.TransitionContext.Get(Animancer.Editor.TransitionDrawer,UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Returns a disposable <see cref="T:Animancer.Editor.TransitionDrawer.TransitionContext"/> representing the specified parameters.
|
||
<para></para>
|
||
Note that the same instance is returned every time and it can be accessed via <see cref="P:Animancer.Editor.TransitionDrawer.Context"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionDrawer.TransitionContext.Dispose">
|
||
<summary>Clears the <see cref="P:Animancer.Editor.TransitionDrawer.Context"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.MenuFunctionState">
|
||
<summary>The possible states for a function in a <see cref="T:UnityEditor.GenericMenu"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.MenuFunctionState.Normal">
|
||
<summary>Displayed normally.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.MenuFunctionState.Selected">
|
||
<summary>Has a check mark next to it to show that it is selected.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.MenuFunctionState.Disabled">
|
||
<summary>Greyed out and unusable.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.Serialization">
|
||
<summary>[Editor-Only] Various serialization utilities.</summary>
|
||
<summary>[Editor-Only] Various serialization utilities.</summary>
|
||
<summary>[Editor-Only] Various serialization utilities.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.Serialization.ArrayDataPrefix">
|
||
<summary>The text used in a <see cref="P:UnityEditor.SerializedProperty.propertyPath"/> to denote array elements.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.Serialization.ArrayDataSuffix">
|
||
<summary>The text used in a <see cref="P:UnityEditor.SerializedProperty.propertyPath"/> to denote array elements.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetFriendlyPath(UnityEditor.SerializedProperty)">
|
||
<summary>Returns a user friendly version of the <see cref="P:UnityEditor.SerializedProperty.propertyPath"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetValue(UnityEditor.SerializedProperty,System.Object)">
|
||
<summary>Gets the value of the specified <see cref="T:UnityEditor.SerializedProperty"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetValue(UnityEditor.SerializedProperty)">
|
||
<summary>Gets the value of the <see cref="T:UnityEditor.SerializedProperty"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetValue``1(UnityEditor.SerializedProperty)">
|
||
<summary>Gets the value of the <see cref="T:UnityEditor.SerializedProperty"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetValue``1(UnityEditor.SerializedProperty,``0@)">
|
||
<summary>Gets the value of the <see cref="T:UnityEditor.SerializedProperty"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetValues``1(UnityEditor.SerializedProperty)">
|
||
<summary>Gets the value of the <see cref="T:UnityEditor.SerializedProperty"/> for each of its target objects.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.SetValue(UnityEditor.SerializedProperty,System.Object,System.Object)">
|
||
<summary>Sets the value of the specified <see cref="T:UnityEditor.SerializedProperty"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.SetValue(UnityEditor.SerializedProperty,System.Object)">
|
||
<summary>Sets the value of the <see cref="T:UnityEditor.SerializedProperty"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.AreSameProperty(UnityEditor.SerializedProperty,UnityEditor.SerializedProperty)">
|
||
<summary>Indicates whether both properties refer to the same underlying field.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ForEachTarget(UnityEditor.SerializedProperty,System.Action{UnityEditor.SerializedProperty},System.String)">
|
||
<summary>
|
||
Executes the `action` once with a new <see cref="T:UnityEditor.SerializedProperty"/> for each of the
|
||
<see cref="P:UnityEditor.SerializedObject.targetObjects"/>. Or if there is only one target, it uses the `property`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.AddPropertyModifierFunction(UnityEditor.GenericMenu,UnityEditor.SerializedProperty,System.String,Animancer.Editor.MenuFunctionState,System.Action{UnityEditor.SerializedProperty})">
|
||
<summary>
|
||
Adds a menu item to execute the specified `function` for each of the `property`s target objects.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.AddPropertyModifierFunction(UnityEditor.GenericMenu,UnityEditor.SerializedProperty,System.String,System.Boolean,System.Action{UnityEditor.SerializedProperty})">
|
||
<summary>
|
||
Adds a menu item to execute the specified `function` for each of the `property`s target objects.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.AddPropertyModifierFunction(UnityEditor.GenericMenu,UnityEditor.SerializedProperty,System.String,System.Action{UnityEditor.SerializedProperty})">
|
||
<summary>
|
||
Adds a menu item to execute the specified `function` for each of the `property`s target objects.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ModifyValues``1(UnityEditor.SerializedProperty,System.Action{``0},System.String)">
|
||
<summary>
|
||
Calls the specified `method` for each of the underlying values of the `property` (in case it represents
|
||
multiple selected objects) and records an undo step for any modifications made.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.RecordUndo(UnityEditor.SerializedProperty,System.String)">
|
||
<summary>
|
||
Records the state of the specified `property` so it can be undone.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.OnPropertyChanged(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Updates the specified `property` and marks its target objects as dirty so any changes to a prefab will be saved.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetPropertyType(System.Type)">
|
||
<summary>
|
||
Returns the <see cref="T:UnityEditor.SerializedPropertyType"/> that represents fields of the specified `type`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetAccessor(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Returns an <see cref="T:Animancer.Editor.Serialization.PropertyAccessor"/> that can be used to access the details of the specified `property`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetAccessor(System.String,System.Type@)">
|
||
<summary>
|
||
Returns an <see cref="T:Animancer.Editor.Serialization.PropertyAccessor"/> for a <see cref="T:UnityEditor.SerializedProperty"/> with the specified `propertyPath`
|
||
on the specified `type` of object.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.GetField(System.Type,System.String)">
|
||
<summary>
|
||
Returns a field with the specified `name` in the `declaringType` or any of its base types.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.Serialization.PropertyAccessor">
|
||
<summary>[Editor-Only]
|
||
A wrapper for accessing the underlying values and fields of a <see cref="T:UnityEditor.SerializedProperty"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.Serialization.PropertyAccessor.Parent">
|
||
<summary>The accessor for the field which this accessor is nested inside.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.Serialization.PropertyAccessor.Field">
|
||
<summary>The field wrapped by this accessor.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.Serialization.PropertyAccessor.FieldType">
|
||
<summary>The type of the wrapped <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Field"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.#ctor(Animancer.Editor.Serialization.PropertyAccessor,System.Reflection.FieldInfo)">
|
||
<summary>[Internal] Creates a new <see cref="T:Animancer.Editor.Serialization.PropertyAccessor"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.#ctor(Animancer.Editor.Serialization.PropertyAccessor,System.Reflection.FieldInfo,System.Type)">
|
||
<summary>Creates a new <see cref="T:Animancer.Editor.Serialization.PropertyAccessor"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.GetValue(System.Object)">
|
||
<summary>
|
||
Gets the value of the from the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Parent"/> (if there is one), then uses it to get and return
|
||
the value of the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Field"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.GetValue(UnityEditor.SerializedObject)">
|
||
<summary>
|
||
Gets the value of the from the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Parent"/> (if there is one), then uses it to get and return
|
||
the value of the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Field"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.GetValue(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Gets the value of the from the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Parent"/> (if there is one), then uses it to get and return
|
||
the value of the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Field"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.SetValue(System.Object,System.Object)">
|
||
<summary>
|
||
Gets the value of the from the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Parent"/> (if there is one), then uses it to set the value
|
||
of the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Field"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.SetValue(UnityEditor.SerializedObject,System.Object)">
|
||
<summary>
|
||
Gets the value of the from the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Parent"/> (if there is one), then uses it to set the value
|
||
of the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Field"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.SetValue(UnityEditor.SerializedProperty,System.Object)">
|
||
<summary>
|
||
Gets the value of the from the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Parent"/> (if there is one), then uses it to set the value
|
||
of the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Field"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.ToString">
|
||
<summary>Returns a description of this accessor's path.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyAccessor.GetPath">
|
||
<summary>Returns a this accessor's <see cref="P:UnityEditor.SerializedProperty.propertyPath"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.Serialization.ArrayPropertyAccessor">
|
||
<summary>[Editor-Only]
|
||
An <see cref="T:Animancer.Editor.Serialization.PropertyAccessor"/> for a particular element in an array.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.Serialization.ArrayPropertyAccessor.ElementIndex">
|
||
<summary>The index of the array element this accessor targets.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ArrayPropertyAccessor.#ctor(Animancer.Editor.Serialization.PropertyAccessor,System.Reflection.FieldInfo,System.Int32)">
|
||
<summary>[Internal] Creates a new <see cref="T:Animancer.Editor.Serialization.ArrayPropertyAccessor"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ArrayPropertyAccessor.GetElementType(System.Type)">
|
||
<summary>Returns the type of elements in the array.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ArrayPropertyAccessor.GetValue(System.Object)">
|
||
<summary>
|
||
Gets the value of the from the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Parent"/> (if there is one), then uses it to
|
||
get and return the value of the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Field"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ArrayPropertyAccessor.SetValue(System.Object,System.Object)">
|
||
<summary>
|
||
Gets the value of the from the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Parent"/> (if there is one), then uses it to
|
||
set the value of the <see cref="F:Animancer.Editor.Serialization.PropertyAccessor.Field"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ArrayPropertyAccessor.ToString">
|
||
<summary>Returns a description of this accessor's path.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ArrayPropertyAccessor.GetPath">
|
||
<summary>Returns a this accessor's <see cref="P:UnityEditor.SerializedProperty.propertyPath"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.Serialization.ObjectReference">
|
||
<summary>[Editor-Only]
|
||
Directly serializing an <see cref="T:UnityEngine.Object"/> reference doesn't always work (such as with scene
|
||
objects when entering Play Mode), so this class also serialized their instance ID and uses that if the direct
|
||
reference fails.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.Serialization.ObjectReference.Object">
|
||
<summary>The referenced <see cref="T:UnityEditor.SerializedObject"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.Serialization.ObjectReference.InstanceID">
|
||
<summary>The <see cref="M:UnityEngine.Object.GetInstanceID"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ObjectReference.#ctor(UnityEngine.Object)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Editor.Serialization.ObjectReference"/> which wraps the specified
|
||
<see cref="T:UnityEngine.Object"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ObjectReference.op_Implicit(UnityEngine.Object)~Animancer.Editor.Serialization.ObjectReference">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Editor.Serialization.ObjectReference"/> which wraps the specified
|
||
<see cref="T:UnityEngine.Object"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ObjectReference.op_Implicit(Animancer.Editor.Serialization.ObjectReference)~UnityEngine.Object">
|
||
<summary>
|
||
Returns the target <see cref="P:Animancer.Editor.Serialization.ObjectReference.Object"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ObjectReference.Convert(UnityEngine.Object[])">
|
||
<summary>
|
||
Creates a new array of <see cref="T:Animancer.Editor.Serialization.ObjectReference"/>s representing the `objects`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ObjectReference.Convert(Animancer.Editor.Serialization.ObjectReference[])">
|
||
<summary>
|
||
Creates a new array of <see cref="T:UnityEngine.Object"/>s containing the target <see cref="P:Animancer.Editor.Serialization.ObjectReference.Object"/> of each
|
||
of the `references`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ObjectReference.AreSameObjects(Animancer.Editor.Serialization.ObjectReference[],UnityEngine.Object[])">
|
||
<summary>
|
||
Indicates whether both arrays refer to the same set of objects.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.ObjectReference.ToString">
|
||
<summary>Returns a string describing this object.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.IsValid(Animancer.Editor.Serialization.ObjectReference)">
|
||
<summary>Returns true if the `reference` and <see cref="P:Animancer.Editor.Serialization.ObjectReference.Object"/> are not null.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.Serialization.PropertyReference">
|
||
<summary>[Editor-Only]
|
||
A serializable reference to a <see cref="T:UnityEditor.SerializedProperty"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.Serialization.PropertyReference.TargetObject">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] The <see cref="P:UnityEditor.SerializedObject.targetObject"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.Serialization.PropertyReference.TargetObjects">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] The <see cref="P:UnityEditor.SerializedObject.targetObjects"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.Serialization.PropertyReference.Context">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] The <see cref="P:UnityEditor.SerializedObject.context"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.Serialization.PropertyReference.PropertyPath">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] The <see cref="P:UnityEditor.SerializedProperty.propertyPath"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.Serialization.PropertyReference.IsInitialised">
|
||
<summary>Indicates whether the <see cref="P:Animancer.Editor.Serialization.PropertyReference.Property"/> has been accessed.</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.Serialization.PropertyReference.Property">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] The referenced <see cref="T:UnityEditor.SerializedProperty"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.#ctor(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Editor.Serialization.PropertyReference"/> which wraps the specified `property`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.op_Implicit(UnityEditor.SerializedProperty)~Animancer.Editor.Serialization.PropertyReference">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.Editor.Serialization.PropertyReference"/> which wraps the specified `property`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.op_Implicit(Animancer.Editor.Serialization.PropertyReference)~UnityEditor.SerializedProperty">
|
||
<summary>
|
||
Returns the target <see cref="P:Animancer.Editor.Serialization.PropertyReference.Property"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.IsTarget(UnityEditor.SerializedProperty,UnityEngine.Object[])">
|
||
<summary>
|
||
Returns true if the specified property and objects match the targets of this reference.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.Serialization.PropertyReference.TargetsExist">
|
||
<summary>
|
||
Returns true if there is at least one target and none of them are null.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.Update">
|
||
<summary>
|
||
Calls <see cref="M:UnityEditor.SerializedObject.Update"/> if the <see cref="P:Animancer.Editor.Serialization.PropertyReference.Property"/> has been initialised.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.ApplyModifiedProperties">
|
||
<summary>
|
||
Calls <see cref="M:UnityEditor.SerializedObject.ApplyModifiedProperties"/> if the <see cref="P:Animancer.Editor.Serialization.PropertyReference.Property"/> has been initialised.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.Dispose">
|
||
<summary>
|
||
Calls <see cref="M:UnityEditor.SerializedObject.Dispose"/> if the <see cref="P:Animancer.Editor.Serialization.PropertyReference.Property"/> has been initialised.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.GetPropertyHeight">
|
||
<summary>Gets the height needed to draw the target property.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.DoTargetGUI(UnityEngine.Rect)">
|
||
<summary>Draws the target object within the specified `area`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.PropertyReference.DoPropertyGUI(UnityEngine.Rect)">
|
||
<summary>Draws the target property within the specified `area`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.Serialization.IsValid(Animancer.Editor.Serialization.PropertyReference)">
|
||
<summary>Returns true if the `reference` and <see cref="P:Animancer.Editor.Serialization.PropertyReference.Property"/> are not null.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.TemporarySettings">
|
||
<summary>[Editor-Only]
|
||
Stores data which needs to survive assembly reloading (such as from script compilation), but can be discarded
|
||
when the Unity Editor is closed.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.TemporarySettings.Instance">
|
||
<summary>
|
||
Finds an existing instance of this class or creates a new one.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Editor.TransitionPreviewWindow">
|
||
<summary>[Editor-Only] [Pro-Only]
|
||
An <see cref="T:UnityEditor.EditorWindow"/> which allows the user to preview animation transitions separately from the rest
|
||
of the scene in Edit Mode or Play Mode.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Editor.TransitionPreviewWindow.Icon">
|
||
<summary>The icon image used by this window.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionPreviewWindow.Open(UnityEditor.SerializedProperty,System.Boolean)">
|
||
<summary>Focusses the <see cref="T:Animancer.Editor.TransitionPreviewWindow"/> or creates one if none exists.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionPreviewWindow.SetPreviewNormalizedTime(System.Single)">
|
||
<summary>
|
||
Sets the <see cref="P:Animancer.AnimancerState.NormalizedTime"/> of the current transition if the property being
|
||
previewed matches the <see cref="P:Animancer.Editor.TransitionDrawer.Context"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionPreviewWindow.GetCurrentState">
|
||
<summary>
|
||
Returns the <see cref="T:Animancer.AnimancerState"/> of the current transition if the property being previewed matches
|
||
the <see cref="P:Animancer.Editor.TransitionDrawer.Context"/>. Otherwise returns null.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionPreviewWindow.IsPreviewingCurrentProperty">
|
||
<summary>
|
||
Indicates whether the current <see cref="P:Animancer.Editor.TransitionDrawer.TransitionContext.Property"/> is being previewed
|
||
at the moment.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionPreviewWindow.CanBePreviewed(UnityEditor.SerializedProperty)">
|
||
<summary>Indicates whether the `property` is able to be previewed by this system.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.TransitionPreviewWindow.DestroyUnnecessaryComponents(UnityEngine.GameObject)">
|
||
<summary>
|
||
Destroys all unnecessary components on the preview instance while accounting for any
|
||
<see cref="T:UnityEngine.RequireComponent"/> attributes.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.SoloAnimationEditor._Animators">
|
||
<summary>The animator referenced by each target.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.SoloAnimationEditor._SerializedAnimator">
|
||
<summary>A <see cref="T:UnityEditor.SerializedObject"/> encapsulating the <see cref="F:Animancer.Editor.SoloAnimationEditor._Animators"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Editor.SoloAnimationEditor._KeepStateOnDisable">
|
||
<summary>The <see cref="P:UnityEngine.Animator.keepAnimatorControllerStateOnDisable"/> property.</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.SoloAnimationEditor.DoSerializedFieldsGUI">
|
||
<summary>
|
||
Draws the target's serialized fields.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.SoloAnimationEditor.DoStopOnDisableGUI">
|
||
<summary>
|
||
Draws a toggle inverted from the <see cref="P:UnityEngine.Animator.keepAnimatorControllerStateOnDisable"/> field.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Editor.SoloAnimationEditor.DoRuntimeDetailsGUI">
|
||
<summary>Draws the target's runtime details.</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerLayer">
|
||
<summary>
|
||
A layer on which animations can play with their states managed independantly of other layers while blending the
|
||
output with those layers.
|
||
<para></para>
|
||
This class can be used as a custom yield instruction to wait until all animations finish playing.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.#ctor(Animancer.AnimancerPlayable,System.Int32)">
|
||
<summary>[Internal] Constructs a new <see cref="T:Animancer.AnimancerLayer"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.CreatePlayable(UnityEngine.Playables.Playable@)">
|
||
<summary>Creates and assigns the <see cref="T:UnityEngine.Playables.Playable"/> managed by this node.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.Layer">
|
||
<summary>A layer is its own root.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.Parent">
|
||
<summary>The <see cref="P:Animancer.AnimancerNode.Root"/> receives the output of the <see cref="T:UnityEngine.Playables.Playable"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.KeepChildrenConnected">
|
||
<summary>Indicates whether child playables should stay connected to this mixer at all times.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerLayer.States">
|
||
<summary>All of the animation states connected to this layer.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.CurrentState">
|
||
<summary>
|
||
The state of the animation currently being played.
|
||
<para></para>
|
||
Specifically, this is the state that was most recently started using any of the Play or CrossFade methods
|
||
on this layer. States controlled individually via methods in the <see cref="T:Animancer.AnimancerState"/> itself will
|
||
not register in this property.
|
||
<para></para>
|
||
Each time this property changes, the <see cref="P:Animancer.AnimancerLayer.CommandCount"/> is incremented.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.CommandCount">
|
||
<summary>
|
||
The number of times the <see cref="P:Animancer.AnimancerLayer.CurrentState"/> has changed. By storing this value and later comparing
|
||
the stored value to the current value, you can determine whether the state has been changed since then,
|
||
even it has changed back to the same state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.IsAdditive">
|
||
<summary>[Pro-Only]
|
||
Determines whether this layer is set to additive blending. Otherwise it will override any earlier layers.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.SetMask(UnityEngine.AvatarMask)">
|
||
<summary>[Pro-Only]
|
||
Sets an <see cref="T:UnityEngine.AvatarMask"/> to determine which bones this layer will affect.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerLayer._Mask">
|
||
<summary>[Editor-Only]
|
||
The <see cref="T:UnityEngine.AvatarMask"/> that determines which bones this layer will affect.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.AverageVelocity">
|
||
<summary>
|
||
The average velocity of the root motion of all currently playing animations, taking their current
|
||
<see cref="P:Animancer.AnimancerNode.Weight"/> into account.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.ChildCount">
|
||
<summary>The number of states using this layer as their <see cref="P:Animancer.AnimancerState.Parent"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.GetChild(System.Int32)">
|
||
<summary>Returns the state connected to the specified `index` as a child of this layer.</summary>
|
||
<remarks>This method is identical to <see cref="P:Animancer.AnimancerLayer.Item(System.Int32)"/>.</remarks>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.Item(System.Int32)">
|
||
<summary>Returns the state connected to the specified `index` as a child of this layer.</summary>
|
||
<remarks>This indexer is identical to <see cref="M:Animancer.AnimancerLayer.GetChild(System.Int32)"/>.</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.AddChild(Animancer.AnimancerState)">
|
||
<summary>
|
||
Adds a new port and uses <see cref="M:Animancer.AnimancerState.SetParent(Animancer.AnimancerNode,System.Int32)"/> to connect the `state` to it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.OnAddChild(Animancer.AnimancerState)">
|
||
<summary>Connects the `state` to this layer at its <see cref="P:Animancer.AnimancerNode.Index"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.OnRemoveChild(Animancer.AnimancerState)">
|
||
<summary>Disconnects the `state` from this layer at its <see cref="P:Animancer.AnimancerNode.Index"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.GetEnumerator">
|
||
<summary>
|
||
Returns an enumerator that will iterate through all states connected directly to this layer (not inside
|
||
<see cref="T:Animancer.MixerState"/>s).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.CreateState(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ClipState"/> to play the `clip`.
|
||
<para></para>
|
||
This method uses <see cref="M:Animancer.AnimancerPlayable.GetKey(UnityEngine.AnimationClip)"/> to determine the <see cref="P:Animancer.AnimancerState.Key"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.CreateState(System.Object,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ClipState"/> to play the `clip` and registers it with the `key`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.CreateIfNew(UnityEngine.AnimationClip,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerLayer.GetOrCreateState(UnityEngine.AnimationClip,System.Boolean)"/> for each of the specified clips.
|
||
<para></para>
|
||
If you only want to create a single state, use <see cref="M:Animancer.AnimancerLayer.CreateState(UnityEngine.AnimationClip)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.CreateIfNew(UnityEngine.AnimationClip,UnityEngine.AnimationClip,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerLayer.GetOrCreateState(UnityEngine.AnimationClip,System.Boolean)"/> for each of the specified clips.
|
||
<para></para>
|
||
If you only want to create a single state, use <see cref="M:Animancer.AnimancerLayer.CreateState(UnityEngine.AnimationClip)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.CreateIfNew(UnityEngine.AnimationClip,UnityEngine.AnimationClip,UnityEngine.AnimationClip,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerLayer.GetOrCreateState(UnityEngine.AnimationClip,System.Boolean)"/> for each of the specified clips.
|
||
<para></para>
|
||
If you only want to create a single state, use <see cref="M:Animancer.AnimancerLayer.CreateState(UnityEngine.AnimationClip)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.CreateIfNew(UnityEngine.AnimationClip[])">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerLayer.GetOrCreateState(UnityEngine.AnimationClip,System.Boolean)"/> for each of the specified clips.
|
||
<para></para>
|
||
If you only want to create a single state, use <see cref="M:Animancer.AnimancerLayer.CreateState(UnityEngine.AnimationClip)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.GetOrCreateState(UnityEngine.AnimationClip,System.Boolean)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.GetKey(UnityEngine.AnimationClip)"/> and returns the state which registered with that key or
|
||
creates one if it doesn't exist.
|
||
<para></para>
|
||
If the state already exists but has the wrong <see cref="P:Animancer.AnimancerState.Clip"/>, the `allowSetClip`
|
||
parameter determines what will happen. False causes it to throw an <see cref="T:System.ArgumentException"/> while
|
||
true allows it to change the <see cref="P:Animancer.AnimancerState.Clip"/>. Note that the change is somewhat costly to
|
||
performance to use with caution.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException"/>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.GetOrCreateState(Animancer.ITransition)">
|
||
<summary>
|
||
Returns the state registered with the <see cref="P:Animancer.IHasKey.Key"/> if there is one. Otherwise
|
||
this method uses <see cref="M:Animancer.ITransition.CreateState"/> to create a new one and registers it with
|
||
that key before returning it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.GetOrCreateState(System.Object,UnityEngine.AnimationClip,System.Boolean)">
|
||
<summary>
|
||
Returns the state which registered with the `key` or creates one if it doesn't exist.
|
||
<para></para>
|
||
If the state already exists but has the wrong <see cref="P:Animancer.AnimancerState.Clip"/>, the `allowSetClip`
|
||
parameter determines what will happen. False causes it to throw an <see cref="T:System.ArgumentException"/> while
|
||
true allows it to change the <see cref="P:Animancer.AnimancerState.Clip"/>. Note that the change is somewhat costly to
|
||
performance to use with caution.
|
||
<seealso cref="T:Animancer.AnimancerState"/>
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException"/>
|
||
<exception cref="T:System.ArgumentNullException">Thrown if the `key` is null.</exception>
|
||
<remarks>
|
||
See also: <see cref="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(System.Object,UnityEngine.AnimationClip,System.Boolean)"/>.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.DestroyStates">
|
||
<summary>
|
||
Destroys all states connected to this layer. This operation cannot be undone.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.OnStartFade">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerNode.StartFade(System.Single,System.Single)"/> (when this layer starts fading, not when one of its states
|
||
starts fading). Clears the <see cref="P:Animancer.AnimancerState.Events"/> of all states.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.Play(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Stops all other animations, plays the `clip`, and returns its state.
|
||
<para></para>
|
||
The animation will continue playing from its current <see cref="P:Animancer.AnimancerState.Time"/>.
|
||
To restart it from the beginning you can use <c>...Play(clip).Time = 0;</c>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.Play(Animancer.AnimancerState)">
|
||
<summary>
|
||
Stops all other animations, plays the `state`, and returns it.
|
||
<para></para>
|
||
The animation will continue playing from its current <see cref="P:Animancer.AnimancerState.Time"/>.
|
||
If you wish to force it back to the start, you can simply set the `state`s time to 0.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.Play(Animancer.ITransition)">
|
||
<summary>
|
||
Creates a state for the `transition` if it didn't already exist, then calls
|
||
<see cref="M:Animancer.AnimancerLayer.Play(Animancer.AnimancerState)"/> or <see cref="M:Animancer.AnimancerLayer.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)"/>
|
||
depending on the <see cref="P:Animancer.ITransition.FadeDuration"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.Play(System.Object)">
|
||
<summary>
|
||
Stops all other animations, plays the animation registered with the `key`, and returns that
|
||
state. If no state is registered with the `key`, this method does nothing and returns null.
|
||
<para></para>
|
||
The animation will continue playing from its current <see cref="P:Animancer.AnimancerState.Time"/>.
|
||
If you wish to force it back to the start, you can simply set the returned state's time to 0.
|
||
on the returned state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.Play(UnityEngine.AnimationClip,System.Single,Animancer.FadeMode)">
|
||
<summary>
|
||
Starts fading in the `clip` over the course of the `fadeDuration` while fading out all others in the same
|
||
layer. Returns its state.
|
||
<para></para>
|
||
If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||
method will allow it to complete the existing fade rather than starting a slower one.
|
||
<para></para>
|
||
If the layer currently has 0 <see cref="P:Animancer.AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||
and simply <see cref="M:Animancer.AnimancerState.Play"/> the `state`.
|
||
<para></para>
|
||
Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)">
|
||
<summary>
|
||
Starts fading in the `state` over the course of the `fadeDuration` while fading out all others in this
|
||
layer. Returns the `state`.
|
||
<para></para>
|
||
If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||
method will allow it to complete the existing fade rather than starting a slower one.
|
||
<para></para>
|
||
If the layer currently has 0 <see cref="P:Animancer.AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||
and simply <see cref="M:Animancer.AnimancerState.Play"/> the `state`.
|
||
<para></para>
|
||
Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.Play(Animancer.ITransition,System.Single,Animancer.FadeMode)">
|
||
<summary>
|
||
Creates a state for the `transition` if it didn't already exist, then calls
|
||
<see cref="M:Animancer.AnimancerLayer.Play(Animancer.AnimancerState)"/> or <see cref="M:Animancer.AnimancerLayer.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)"/>
|
||
depending on the <see cref="P:Animancer.ITransition.FadeDuration"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.Play(System.Object,System.Single,Animancer.FadeMode)">
|
||
<summary>
|
||
Starts fading in the animation registered with the `key` over the course of the `fadeDuration` while fading
|
||
out all others in the same layer. Returns the animation's state (or null if none was registered).
|
||
<para></para>
|
||
If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||
method will allow it to complete the existing fade rather than starting a slower one.
|
||
<para></para>
|
||
If the layer currently has 0 <see cref="P:Animancer.AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||
and simply <see cref="M:Animancer.AnimancerState.Play"/> the `state`.
|
||
<para></para>
|
||
Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.EvaluateFadeMode(Animancer.FadeMode,Animancer.AnimancerState@,System.Single@,System.Boolean@)">
|
||
<summary>
|
||
Manipulates the other parameters according to the `mode`.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException">
|
||
Thrown if the <see cref="P:Animancer.AnimancerState.Clip"/> is null when using <see cref="F:Animancer.FadeMode.FromStart"/> or
|
||
<see cref="F:Animancer.FadeMode.NormalizedFromStart"/>.
|
||
</exception>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerLayer.MaxStateDepth">
|
||
<summary>[Assert-Only]
|
||
The maximum number of duplicate states that can be created by <see cref="M:Animancer.AnimancerLayer.GetOrCreateWeightlessState(Animancer.AnimancerState)"/> for
|
||
a single clip before it will start giving usage warnings. Default = 5.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.SetMaxStateDepth(System.Int32)">
|
||
<summary>[Assert-Conditional] Sets the <see cref="P:Animancer.AnimancerLayer.MaxStateDepth"/>.</summary>
|
||
<remarks>This would not need to be a separate method if C# supported conditional property setters.</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.GetOrCreateWeightlessState(Animancer.AnimancerState)">
|
||
<summary>
|
||
If the `state` is not currently at 0 <see cref="P:Animancer.AnimancerNode.Weight"/>, this method finds a copy of it
|
||
which is at 0 or creates a new one.
|
||
</summary>
|
||
<exception cref="T:System.InvalidOperationException">Thrown if the <see cref="P:Animancer.AnimancerState.Clip"/> is null.</exception>
|
||
<exception cref="T:System.ArgumentOutOfRangeException">
|
||
Thrown if more states have been created for this <see cref="P:Animancer.AnimancerState.Clip"/> than the
|
||
<see cref="P:Animancer.AnimancerLayer.MaxStateDepth"/> allows.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.Stop">
|
||
<summary>
|
||
Sets <see cref="P:Animancer.AnimancerNode.Weight"/> = 0 and calls <see cref="M:Animancer.AnimancerState.Stop"/> on all animations
|
||
to stop them from playing and rewind them to the start.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.IsPlayingClip(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Returns true if the `clip` is currently being played by at least one state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.IsAnyStatePlaying">
|
||
<summary>
|
||
Returns true if at least one animation is being played.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.IsPlayingAndNotEnding">
|
||
<summary>
|
||
Returns true if the <see cref="P:Animancer.AnimancerLayer.CurrentState"/> is playing and hasn't yet reached its end.
|
||
<para></para>
|
||
This method is called by <see cref="M:System.Collections.IEnumerator.MoveNext"/> so this object can be used as a custom yield
|
||
instruction to wait until it finishes.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.GetTotalWeight">
|
||
<summary>
|
||
Calculates the total <see cref="P:Animancer.AnimancerNode.Weight"/> of all states in this layer.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.TryInvokeOnEndEvent(UnityEngine.AnimationEvent)">
|
||
<summary>
|
||
Invokes the <see cref="P:Animancer.AnimancerEvent.Sequence.OnEnd"/> callback of the state that is playing the animation
|
||
which triggered the event. Returns true if such a state exists (even if it doesn't have a callback).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>[<see cref="T:Animancer.IAnimationClipCollection"/>]
|
||
Gathers all the animations in this layer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerLayer._Name">
|
||
<summary>[Editor-Only] The Inspector display name of this layer.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.ToString">
|
||
<summary>The Inspector display name of this layer.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.SetName(System.String)">
|
||
<summary>[Editor-Conditional]
|
||
Sets the Inspector display name of this layer. Note that layer names are Editor-Only so any calls to this
|
||
method will automatically be compiled out of a runtime build. <see cref="M:Animancer.AnimancerLayer.ToString"/> returns the name.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerLayer.AppendDetails(System.Text.StringBuilder,System.String)">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerNode.AppendDescription(System.Text.StringBuilder,System.Int32,System.String)"/> to append the details of this node.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerNode">
|
||
<summary>
|
||
Base class for <see cref="T:UnityEngine.Playables.Playable"/> wrapper objects in <see cref="N:Animancer"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerNode._Playable">
|
||
<summary>
|
||
The internal object this node manages in the <see cref="T:UnityEngine.Playables.PlayableGraph"/>.
|
||
<para></para>
|
||
Must be set by <see cref="M:Animancer.AnimancerNode.CreatePlayable"/>. Failure to do so will throw the following exception throughout
|
||
the system when using this node: "<see cref="T:System.ArgumentException"/>: The playable passed as an argument is
|
||
invalid. To create a valid playable, please use the appropriate Create method".
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.Animancer#IPlayableWrapper#Playable">
|
||
<summary>[Internal] The <see cref="T:UnityEngine.Playables.Playable"/> managed by this node.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.IsValid">
|
||
<summary>
|
||
Indicates whether the <see cref="F:Animancer.AnimancerNode._Playable"/> is usable (properly initialised and not destroyed).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerNode._IsInspectorExpanded">
|
||
<summary>[Editor-Only] [Internal] Indicates whether the Inspector details for this node are expanded.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.CreatePlayable">
|
||
<summary>
|
||
If the <see cref="P:Animancer.AnimancerNode.Speed"/> was set before <see cref="M:Animancer.AnimancerNode.CreatePlayable"/> was called, this method applies it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.CreatePlayable(UnityEngine.Playables.Playable@)">
|
||
<summary>Creates and assigns the <see cref="T:UnityEngine.Playables.Playable"/> managed by this node.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.DestroyPlayable">
|
||
<summary>Destroys the <see cref="T:UnityEngine.Playables.Playable"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.RecreatePlayable">
|
||
<summary>Destroys the <see cref="T:UnityEngine.Playables.Playable"/> and creates a new one using <see cref="M:Animancer.AnimancerNode.CreatePlayable"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.RecreatePlayableRecursive">
|
||
<summary>Calls <see cref="M:Animancer.AnimancerNode.RecreatePlayable"/> on this node and all its children recursively.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.Root">
|
||
<summary>The <see cref="T:Animancer.AnimancerPlayable"/> at the root of the graph.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.Graph">
|
||
<summary>The <see cref="T:UnityEngine.Playables.PlayableGraph"/> managed by the <see cref="P:Animancer.AnimancerNode.Root"/>.</summary>
|
||
<remarks>This allows nodes defined outside the Animancer assembly to access the graph since it is internal.</remarks>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.Layer">
|
||
<summary>The root <see cref="T:Animancer.AnimancerLayer"/> which this node is connected to.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.Parent">
|
||
<summary>The object which receives the output of this node.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.Index">
|
||
<summary>
|
||
The index of the port this node is connected to on the parent's <see cref="T:UnityEngine.Playables.Playable"/>.
|
||
<para></para>
|
||
A negative value indicates that it is not assigned to a port.
|
||
</summary>
|
||
<remarks>
|
||
Indices are generally assigned starting from 0, ascending in the order they are connected to their layer.
|
||
They will not usually change unless the <see cref="P:Animancer.AnimancerNode.Parent"/> changes or another state on the same layer is
|
||
destroyed so the last state is swapped into its place to avoid shuffling everything down to cover the gap.
|
||
<para></para>
|
||
The setter is internal so user defined states cannot set it incorrectly. Ideally,
|
||
<see cref="T:Animancer.AnimancerLayer"/> should be able to set the port in its constructor and
|
||
<see cref="M:Animancer.AnimancerState.SetParent(Animancer.AnimancerNode,System.Int32)"/> should also be able to set it, but classes that further inherit from
|
||
there should not be able to change it without properly calling that method.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.AnimancerNode"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.ConnectToGraph">
|
||
<summary>
|
||
Connects the <see cref="F:Animancer.AnimancerNode._Playable"/> to the <see cref="P:Animancer.AnimancerNode.Parent"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.DisconnectFromGraph">
|
||
<summary>
|
||
Disconnects the <see cref="F:Animancer.AnimancerNode._Playable"/> from the <see cref="P:Animancer.AnimancerNode.Parent"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.RequireUpdate">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.RequireUpdate(Animancer.AnimancerNode)"/> as long as the <see cref="P:Animancer.AnimancerNode.Root"/> is not
|
||
null.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.Update(System.Boolean@)">
|
||
<summary>
|
||
Updates the <see cref="P:Animancer.AnimancerNode.Weight"/> for fading, applies it to this state's port on the parent mixer, and plays
|
||
or pauses the <see cref="T:UnityEngine.Playables.Playable"/> if its state is dirty.
|
||
<para></para>
|
||
If the <see cref="P:Animancer.AnimancerNode.Parent"/>'s <see cref="P:Animancer.AnimancerNode.KeepChildrenConnected"/> is set to false, this method will
|
||
also connect/disconnect this node from the <see cref="P:Animancer.AnimancerNode.Parent"/> in the playable graph.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.IsPlayingAndNotEnding">
|
||
<summary>
|
||
Returns true if the animation is playing and hasn't yet reached its end.
|
||
<para></para>
|
||
This method is called by <see cref="M:System.Collections.IEnumerator.MoveNext"/> so this object can be used as a custom yield
|
||
instruction to wait until it finishes.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.System#Collections#IEnumerator#MoveNext">
|
||
<summary>Calls <see cref="M:Animancer.AnimancerNode.IsPlayingAndNotEnding"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.System#Collections#IEnumerator#Current">
|
||
<summary>Returns null.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.System#Collections#IEnumerator#Reset">
|
||
<summary>Does nothing.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.ChildCount">
|
||
<summary>The number of states using this node as their <see cref="P:Animancer.AnimancerState.Parent"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.GetChild(System.Int32)">
|
||
<summary>
|
||
Returns the state connected to the specified `index` as a child of this node.
|
||
</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this node cannot have children.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.OnAddChild(Animancer.AnimancerState)">
|
||
<summary>
|
||
Called when a child is connected with this node as its <see cref="P:Animancer.AnimancerState.Parent"/>.
|
||
</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this node cannot have children.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.OnRemoveChild(Animancer.AnimancerState)">
|
||
<summary>
|
||
Called when a child's <see cref="P:Animancer.AnimancerState.Parent"/> is changed from this node to something else.
|
||
</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this node cannot have children.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.OnAddChild(System.Collections.Generic.IList{Animancer.AnimancerState},Animancer.AnimancerState)">
|
||
<summary>Connects the `state` to this node at its <see cref="P:Animancer.AnimancerNode.Index"/>.</summary>
|
||
<exception cref="T:System.InvalidOperationException">Thrown if the <see cref="P:Animancer.AnimancerNode.Index"/> was already occupied.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.OnChildDestroyed(Animancer.AnimancerState)">
|
||
<summary>[Internal]
|
||
Called by <see cref="M:Animancer.AnimancerState.Destroy"/> for any states connected to this mixer.
|
||
Adds the `state`s port to a list of spares to be reused by another state and notifies the root
|
||
<see cref="T:Animancer.AnimancerPlayable"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.KeepChildrenConnected">
|
||
<summary>
|
||
Indicates whether child playables should stay connected to this mixer at all times (default false).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.ConnectAllChildrenToGraph">
|
||
<summary>
|
||
Ensures that all children of this node are connected to the <see cref="F:Animancer.AnimancerNode._Playable"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.DisconnectWeightlessChildrenFromGraph">
|
||
<summary>
|
||
Ensures that all children of this node which have zero weight are disconnected from the
|
||
<see cref="F:Animancer.AnimancerNode._Playable"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.GetEnumerator">
|
||
<summary>Gets an enumerator for all of this node's child states.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerNode._Weight">
|
||
<summary>The current blend weight of this node. Accessed via <see cref="P:Animancer.AnimancerNode.Weight"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerNode._IsWeightDirty">
|
||
<summary>Indicates whether the weight has changed and should be applied to the parent mixer.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.Weight">
|
||
<summary>
|
||
The current blend weight of this node which determines how much it affects the final output. 0 has no
|
||
effect while 1 applies the full effect of this node and values inbetween apply a proportional effect.
|
||
<para></para>
|
||
Setting this property cancels any fade currently in progress. If you don't wish to do that, you can use
|
||
<see cref="M:Animancer.AnimancerNode.SetWeight(System.Single)"/> instead.
|
||
<para></para>
|
||
Animancer Lite only allows this value to be set to 0 or 1 in a runtime build.
|
||
</summary>
|
||
|
||
<example>
|
||
Calling <see cref="M:Animancer.AnimancerPlayable.Play(UnityEngine.AnimationClip)"/> immediately sets the weight of all states to 0
|
||
and the new state to 1. Note that this is separate from other values like
|
||
<see cref="P:Animancer.AnimancerState.IsPlaying"/> so a state can be paused at any point and still show its pose on the
|
||
character or it could be still playing at 0 weight if you want it to still trigger events (though states
|
||
are normally stopped when they reach 0 weight so you would need to explicitly set it to playing again).
|
||
<para></para>
|
||
Calling <see cref="M:Animancer.AnimancerPlayable.Play(UnityEngine.AnimationClip,System.Single,Animancer.FadeMode)"/> does not immediately change
|
||
the weights, but instead calls <see cref="M:Animancer.AnimancerNode.StartFade(System.Single,System.Single)"/> on every state to set their
|
||
<see cref="P:Animancer.AnimancerNode.TargetWeight"/> and <see cref="P:Animancer.AnimancerNode.FadeSpeed"/>. Then every update each state's weight will move
|
||
towards that target value at that speed.
|
||
</example>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.SetWeight(System.Single)">
|
||
<summary>
|
||
Sets the current blend weight of this node which determines how much it affects the final output.
|
||
0 has no effect while 1 applies the full effect of this node.
|
||
<para></para>
|
||
This method allows any fade currently in progress to continue. If you don't wish to do that, you can set
|
||
the <see cref="P:Animancer.AnimancerNode.Weight"/> property instead.
|
||
<para></para>
|
||
Animancer Lite only allows this value to be set to 0 or 1 in a runtime build.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.SetWeightDirty">
|
||
<summary>
|
||
Flags this node as having a dirty weight that needs to be applied next update.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.ApplyWeight">
|
||
<summary>[Internal]
|
||
Applies the <see cref="P:Animancer.AnimancerNode.Weight"/> to the connection between this node and its <see cref="P:Animancer.AnimancerNode.Parent"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.TargetWeight">
|
||
<summary>
|
||
The desired <see cref="P:Animancer.AnimancerNode.Weight"/> which this node is fading towards according to the
|
||
<see cref="P:Animancer.AnimancerNode.FadeSpeed"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.FadeSpeed">
|
||
<summary>
|
||
The speed at which this node is fading towards the <see cref="P:Animancer.AnimancerNode.TargetWeight"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.StartFade(System.Single,System.Single)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerNode.OnStartFade"/> and starts fading the <see cref="P:Animancer.AnimancerNode.Weight"/> over the course
|
||
of the `fadeDuration` (in seconds).
|
||
<para></para>
|
||
If the `targetWeight` is 0 then <see cref="M:Animancer.AnimancerNode.Stop"/> will be called when the fade is complete.
|
||
<para></para>
|
||
If the <see cref="P:Animancer.AnimancerNode.Weight"/> is already equal to the `targetWeight` then the fade will end
|
||
immediately.
|
||
<para></para>
|
||
Animancer Lite only allows a `targetWeight` of 0 or 1 and the default `fadeDuration` in a runtime build.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.OnStartFade">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerNode.StartFade(System.Single,System.Single)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.Stop">
|
||
<summary>
|
||
Stops the animation and makes it inactive immediately so it no longer affects the output.
|
||
Sets <see cref="P:Animancer.AnimancerNode.Weight"/> = 0 by default.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.UpdateFade(System.Boolean@)">
|
||
<summary>
|
||
Moves the <see cref="P:Animancer.AnimancerNode.Weight"/> towards the <see cref="P:Animancer.AnimancerNode.TargetWeight"/> according to the
|
||
<see cref="P:Animancer.AnimancerNode.FadeSpeed"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.ApplyAnimatorIK">
|
||
<summary>
|
||
Determines whether <c>OnAnimatorIK(int layerIndex)</c> will be called on the animated object while this
|
||
node is active. The initial value is determined by <see cref="P:Animancer.AnimancerPlayable.DefaultApplyAnimatorIK"/>.
|
||
<para></para>
|
||
This is equivalent to the "IK Pass" toggle in Animator Controller layers.
|
||
<para></para>
|
||
It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions
|
||
of the Playables API caused this value to only take effect while a state was at <see cref="P:Animancer.AnimancerNode.Weight"/> == 1
|
||
which meant that IK would not work while fading between animations.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.ApplyFootIK">
|
||
<summary>
|
||
Determines whether this node is applying IK to the character's feet.
|
||
The initial value is determined by <see cref="P:Animancer.AnimancerPlayable.DefaultApplyFootIK"/>.
|
||
<para></para>
|
||
This is equivalent to the "Foot IK" toggle in Animator Controller states.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.Speed">
|
||
<summary>
|
||
How fast the <see cref="P:Animancer.AnimancerState.Time"/> is advancing every frame.
|
||
<para></para>
|
||
1 is the normal speed.
|
||
<para></para>
|
||
A negative value will play the animation backwards.
|
||
<para></para>
|
||
Animancer Lite does not allow this value to be changed in a runtime build.
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.Play(clip);
|
||
|
||
state.Speed = 1;// Normal speed.
|
||
state.Speed = 2;// Double speed.
|
||
state.Speed = 0.5f;// Half speed.
|
||
state.Speed = -1;// Normal speed playing backwards.
|
||
}
|
||
</code>
|
||
</example>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.ParentEffectiveSpeed">
|
||
<summary>
|
||
The <see cref="P:Animancer.AnimancerNode.Speed"/> of each of this node's parents down the hierarchy, including the root
|
||
<see cref="T:Animancer.AnimancerPlayable"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerNode.EffectiveSpeed">
|
||
<summary>
|
||
The <see cref="P:Animancer.AnimancerNode.Speed"/> of this node multiplied by the <see cref="P:Animancer.AnimancerNode.Speed"/> of each of its parents down the
|
||
hierarchy (including the root <see cref="T:Animancer.AnimancerPlayable"/>) to determine the actual speed its output is
|
||
being played at.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.GetDescription(System.Int32,System.String)">
|
||
<summary>Returns a detailed descrption of the current details of this node.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.AppendDescription(System.Text.StringBuilder,System.Int32,System.String)">
|
||
<summary>Appends a detailed descrption of the current details of this node.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerNode.AppendDetails(System.Text.StringBuilder,System.String)">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerNode.AppendDescription(System.Text.StringBuilder,System.Int32,System.String)"/> to append the details of this node.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerPlayable">
|
||
<summary>
|
||
A <see cref="T:UnityEngine.Playables.PlayableBehaviour"/> which can be used as a substitute for the
|
||
<see cref="T:UnityEngine.RuntimeAnimatorController"/> normally used to control an <see cref="T:UnityEngine.Animator"/>.
|
||
<para></para>
|
||
This class can be used as a custom yield instruction to wait until all animations finish playing.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.DefaultFadeDuration">
|
||
<summary>
|
||
The fade duration for any of the CrossFade methods to use if the caller doesn't specify.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable._Graph">
|
||
<summary>[Internal] The <see cref="T:UnityEngine.Playables.PlayableGraph"/> containing this <see cref="T:Animancer.AnimancerPlayable"/>.</summary>
|
||
<remarks>
|
||
You can use <see cref="P:Animancer.AnimancerNode.Graph"/> if you need to access the graph in nodes defined outside the
|
||
Animancer assembly.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable._RootPlayable">
|
||
<summary>[Internal] The <see cref="T:UnityEngine.Playables.Playable"/> connected to the <see cref="T:UnityEngine.Playables.PlayableGraph"/> output.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable._LayerMixer">
|
||
<summary>[Internal] The <see cref="T:UnityEngine.Playables.Playable"/> which layers connect to.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.Animancer#IPlayableWrapper#Playable">
|
||
<summary>[Internal] The <see cref="T:UnityEngine.Playables.Playable"/> which layers connect to.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.Animancer#IPlayableWrapper#Parent">
|
||
<summary>An <see cref="T:Animancer.AnimancerPlayable"/> is the root of the graph so it has no parent.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.Layers">
|
||
<summary>[Pro-Only] The layers which each manage their own set of animations.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.States">
|
||
<summary>The states managed by this playable.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable._DirtyNodes">
|
||
<summary>All of the nodes that need to be updated.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable._Updatables">
|
||
<summary>All of the objects that need to be updated early.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable._LateUpdate">
|
||
<summary>The <see cref="T:UnityEngine.Playables.PlayableBehaviour"/> that calls <see cref="M:Animancer.IUpdatable.LateUpdate"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.Component">
|
||
<summary>The component that is playing this <see cref="T:Animancer.AnimancerPlayable"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.CommandCount">
|
||
<summary>
|
||
The number of times the <see cref="P:Animancer.AnimancerPlayable.StateDictionary.Current"/> has changed. By storing this
|
||
value and later comparing the stored value to the current value, you can determine whether the state has
|
||
been changed since then, even it has changed back to the same state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.UpdateMode">
|
||
<summary>Determines what time source is used to update the <see cref="T:UnityEngine.Playables.PlayableGraph"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.Speed">
|
||
<summary>
|
||
How fast the <see cref="P:Animancer.AnimancerState.Time"/> of all animations is advancing every frame.
|
||
<para></para>
|
||
1 is the normal speed.
|
||
<para></para>
|
||
A negative value will play the animations backwards.
|
||
<para></para>
|
||
Setting this value to 0 would pause all animations, but calling <see cref="M:Animancer.AnimancerPlayable.PauseGraph"/> is more efficient.
|
||
<para></para>
|
||
Animancer Lite does not allow this value to be changed in a runtime build.
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void SetSpeed(AnimancerComponent animancer)
|
||
{
|
||
animancer.Playable.Speed = 1;// Normal speed.
|
||
animancer.Playable.Speed = 2;// Double speed.
|
||
animancer.Playable.Speed = 0.5f;// Half speed.
|
||
animancer.Playable.Speed = -1;// Normal speed playing backwards.
|
||
}
|
||
</code>
|
||
</example>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.KeepChildrenConnected">
|
||
<summary>
|
||
Indicates whether child playables should stay connected to the graph at all times.
|
||
<para></para>
|
||
Humanoid Rigs default this value to <c>false</c> so that playables will be disconnected from the graph
|
||
while they are at 0 weight which stops it from evaluating them every frame.
|
||
<para></para>
|
||
Generic Rigs default this value to <c>true</c> because they do not always animate the same standard set of
|
||
values so every connection change has a higher performance cost than with Humanoid Rigs which is generally
|
||
more significant than the gains for having fewer playables connected at a time.
|
||
<para></para>
|
||
The default is set by <see cref="M:Animancer.AnimancerPlayable.SetOutput(UnityEngine.Animator,Animancer.IAnimancerComponent)"/>.
|
||
</summary>
|
||
<example>
|
||
<code>
|
||
[SerializeField]
|
||
private AnimancerComponent _Animancer;
|
||
|
||
public void Initialise()
|
||
{
|
||
_Animancer.Playable.KeepChildrenConnected = true;
|
||
}
|
||
</code>
|
||
</example>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.Template">
|
||
<summary>
|
||
Since <see cref="M:UnityEngine.Playables.ScriptPlayable`1.Create(UnityEngine.Playables.PlayableGraph,System.Int32)"/> needs to clone an existing instance, we
|
||
keep a static template to avoid allocating an extra garbage one every time.
|
||
This is why the fields are assigned in OnPlayableCreate rather than being readonly with field initialisers.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Create">
|
||
<summary>
|
||
Creates a new <see cref="T:UnityEngine.Playables.PlayableGraph"/> containing an <see cref="T:Animancer.AnimancerPlayable"/>.
|
||
<para></para>
|
||
The caller is responsible for calling <see cref="M:Animancer.AnimancerPlayable.Destroy"/> on the returned object, except in Edit Mode
|
||
where it will be called automatically.
|
||
<para></para>
|
||
Consider calling <see cref="M:Animancer.AnimancerPlayable.SetNextGraphName(System.String)"/> before this method to give it a name.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.OnPlayableCreate(UnityEngine.Playables.Playable)">
|
||
<summary>[Internal] Called by Unity as it creates this <see cref="T:Animancer.AnimancerPlayable"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.SetNextGraphName(System.String)">
|
||
<summary>[Editor-Conditional]
|
||
Sets the display name for the next <see cref="M:Animancer.AnimancerPlayable.Create"/> call to give its <see cref="T:UnityEngine.Playables.PlayableGraph"/>.
|
||
</summary>
|
||
<remarks>
|
||
Having this method separate from <see cref="M:Animancer.AnimancerPlayable.Create"/> allows the
|
||
<see cref="T:System.Diagnostics.ConditionalAttribute"/> to compile it out of runtime builds which would
|
||
otherwise require #ifs on the caller side.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.ToString">
|
||
<summary>Returns "AnimancerPlayable (Graph Name)".</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.SetOutput(Animancer.IAnimancerComponent)">
|
||
<summary>
|
||
Plays this playable on the <see cref="P:Animancer.IAnimancerComponent.Animator"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.SetOutput(UnityEngine.Animator,Animancer.IAnimancerComponent)">
|
||
<summary>
|
||
Plays this playable on the specified `animator`.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.IsGraphPlaying">
|
||
<summary>Indicates whether the <see cref="T:UnityEngine.Playables.PlayableGraph"/> is currently playing.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.UnpauseGraph">
|
||
<summary>
|
||
Resumes playing the <see cref="T:UnityEngine.Playables.PlayableGraph"/> if <see cref="M:Animancer.AnimancerPlayable.PauseGraph"/> was called previously.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.PauseGraph">
|
||
<summary>
|
||
Freezes the <see cref="T:UnityEngine.Playables.PlayableGraph"/> at its current state.
|
||
<para></para>
|
||
If you call this method, you are responsible for calling <see cref="M:Animancer.AnimancerPlayable.UnpauseGraph"/> to resume playing.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Evaluate">
|
||
<summary>
|
||
Evaluates all of the currently playing animations to apply their states to the animated objects.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Evaluate(System.Single)">
|
||
<summary>
|
||
Advances all currently playing animations by the specified amount of time (in seconds) and evaluates the
|
||
graph to apply their states to the animated objects.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.IsValid">
|
||
<summary>
|
||
Returns true as long as the <see cref="T:UnityEngine.Playables.PlayableGraph"/> hasn't been destroyed (such as by <see cref="M:Animancer.AnimancerPlayable.Destroy"/>).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Destroy">
|
||
<summary>
|
||
Destroys the <see cref="T:UnityEngine.Playables.PlayableGraph"/> and all its layers and states. This operation cannot be undone.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.GetDescription(System.Int32)">
|
||
<summary>Returns a detailed descrption of all currently playing states and other registered states.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.AppendDescription(System.Text.StringBuilder,System.Int32)">
|
||
<summary>Appends a detailed descrption of all currently playing states and other registered states.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.DefaultApplyAnimatorIK">
|
||
<summary>
|
||
Determines the default value of <see cref="P:Animancer.AnimancerNode.ApplyAnimatorIK"/> for all new states created in
|
||
this layer. Default false.
|
||
<para></para>
|
||
It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions
|
||
of the Playables API caused this value to only take effect while at least one state was at
|
||
<see cref="P:Animancer.AnimancerNode.Weight"/> = 1 which meant that IK would not work while fading between animations.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.ApplyAnimatorIK">
|
||
<summary>
|
||
Determines whether <c>OnAnimatorIK(int layerIndex)</c> will be called on the animated object for any
|
||
<see cref="P:Animancer.AnimancerPlayable.States"/>. The initial value is determined by <see cref="P:Animancer.AnimancerPlayable.DefaultApplyAnimatorIK"/> when a new
|
||
state is created and setting this value will also set the default.
|
||
<para></para>
|
||
This is equivalent to the "IK Pass" toggle in Animator Controller layers, except that due to limitations in
|
||
the Playables API the <c>layerIndex</c> will always be zero.
|
||
<para></para>
|
||
It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions
|
||
of the Playables API caused this value to only take effect while at least one state was at
|
||
<see cref="P:Animancer.AnimancerNode.Weight"/> = 1 which meant that IK would not work while fading between animations.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.DefaultApplyFootIK">
|
||
<summary>
|
||
Determines the default value of <see cref="P:Animancer.AnimancerNode.ApplyFootIK"/> for all new states created in this
|
||
layer. Default false.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.ApplyFootIK">
|
||
<summary>
|
||
Determines whether any of the <see cref="P:Animancer.AnimancerPlayable.States"/> in this layer are applying IK to the character's feet.
|
||
The initial value is determined by <see cref="P:Animancer.AnimancerPlayable.DefaultApplyFootIK"/> when a new state is created.
|
||
<para></para>
|
||
This is equivalent to the "Foot IK" toggle in Animator Controller states (applied to the whole layer).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.GetKey(UnityEngine.AnimationClip)">
|
||
<summary>Calls <see cref="M:Animancer.IAnimancerComponent.GetKey(UnityEngine.AnimationClip)"/> on the <see cref="P:Animancer.AnimancerPlayable.Component"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Play(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Stops all other animations, plays the `clip`, and returns its state.
|
||
<para></para>
|
||
The animation will continue playing from its current <see cref="P:Animancer.AnimancerState.Time"/>.
|
||
To restart it from the beginning you can use <c>...Play(clip, layerIndex).Time = 0;</c>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Play(Animancer.AnimancerState)">
|
||
<summary>
|
||
Stops all other animations, plays the `state`, and returns it.
|
||
<para></para>
|
||
The animation will continue playing from its current <see cref="P:Animancer.AnimancerState.Time"/>.
|
||
If you wish to force it back to the start, you can simply set the `state`s time to 0.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)">
|
||
<summary>
|
||
Creates a state for the `transition` if it didn't already exist, then calls
|
||
<see cref="M:Animancer.AnimancerPlayable.Play(Animancer.AnimancerState)"/> or <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)"/>
|
||
depending on the <see cref="P:Animancer.ITransition.FadeDuration"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Play(System.Object)">
|
||
<summary>
|
||
Stops all other animations, plays the animation registered with the `key`, and returns that
|
||
state. If no state is registered with the `key`, this method does nothing and returns null.
|
||
<para></para>
|
||
The animation will continue playing from its current <see cref="P:Animancer.AnimancerState.Time"/>.
|
||
If you wish to force it back to the start, you can simply set the returned state's time to 0.
|
||
on the returned state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Play(UnityEngine.AnimationClip,System.Single,Animancer.FadeMode)">
|
||
<summary>
|
||
Starts fading in the `clip` over the course of the `fadeDuration` while fading out all others in the same
|
||
layer. Returns its state.
|
||
<para></para>
|
||
If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||
method will allow it to complete the existing fade rather than starting a slower one.
|
||
<para></para>
|
||
If the layer currently has 0 <see cref="P:Animancer.AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||
and simply <see cref="M:Animancer.AnimancerState.Play"/> the `state`.
|
||
<para></para>
|
||
Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)">
|
||
<summary>
|
||
Starts fading in the `state` over the course of the `fadeDuration` while fading out all others in the same
|
||
layer. Returns the `state`.
|
||
<para></para>
|
||
If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||
method will allow it to complete the existing fade rather than starting a slower one.
|
||
<para></para>
|
||
If the layer currently has 0 <see cref="P:Animancer.AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||
and simply <see cref="M:Animancer.AnimancerState.Play"/> the `state`.
|
||
<para></para>
|
||
Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition,System.Single,Animancer.FadeMode)">
|
||
<summary>
|
||
Creates a state for the `transition` if it didn't already exist, then calls
|
||
<see cref="M:Animancer.AnimancerPlayable.Play(Animancer.AnimancerState)"/> or <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)"/>
|
||
depending on the <see cref="P:Animancer.ITransition.FadeDuration"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Play(System.Object,System.Single,Animancer.FadeMode)">
|
||
<summary>
|
||
Starts fading in the animation registered with the `key` over the course of the `fadeDuration` while fading
|
||
out all others in the same layer. Returns the animation's state (or null if none was registered).
|
||
<para></para>
|
||
If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||
method will allow it to complete the existing fade rather than starting a slower one.
|
||
<para></para>
|
||
If the layer currently has 0 <see cref="P:Animancer.AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||
and simply <see cref="M:Animancer.AnimancerState.Play"/> the `state`.
|
||
<para></para>
|
||
Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Stop(Animancer.IHasKey)">
|
||
<summary>
|
||
Gets the state registered with the <see cref="P:Animancer.IHasKey.Key"/>, stops and rewinds it to the start, then
|
||
returns it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Stop(System.Object)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerState.Stop"/> on the state registered with the `key` to stop it from playing and
|
||
rewind it to the start.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Stop">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerState.Stop"/> on all animations to stop them from playing and rewind them to the
|
||
start.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.IsPlaying(Animancer.IHasKey)">
|
||
<summary>
|
||
Returns true if a state is registered with the <see cref="P:Animancer.IHasKey.Key"/> and it is currently playing.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.IsPlaying(System.Object)">
|
||
<summary>
|
||
Returns true if a state is registered with the `key` and it is currently playing.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.IsPlaying">
|
||
<summary>
|
||
Returns true if at least one animation is being played.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.IsPlayingClip(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Returns true if the `clip` is currently being played by at least one state in the specified layer.
|
||
<para></para>
|
||
This method is inefficient because it searches through every state to find any that are playing the `clip`,
|
||
unlike <see cref="M:Animancer.AnimancerPlayable.IsPlaying(System.Object)"/> which only checks the state registered using the specified key.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.GetTotalWeight">
|
||
<summary>
|
||
Calculates the total <see cref="P:Animancer.AnimancerNode.Weight"/> of all states in this playable.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>[<see cref="T:Animancer.IAnimationClipCollection"/>]
|
||
Gathers all the animations in all layers.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.System#Collections#IEnumerator#MoveNext">
|
||
<summary>
|
||
Determines if any animations are still playing so this object can be used as a custom yield instruction.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.System#Collections#IEnumerator#Current">
|
||
<summary>Returns null.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.System#Collections#IEnumerator#Reset">
|
||
<summary>Does nothing.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.CurrentEndEvent">
|
||
<summary>
|
||
The <see cref="T:UnityEngine.AnimationEvent"/> called 'End' which is currently being triggered.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.OnEndEventReceived(UnityEngine.AnimationEvent)">
|
||
<summary>
|
||
Invokes the <see cref="P:Animancer.AnimancerEvent.Sequence.OnEnd"/> callback of the state that is playing the animation
|
||
which triggered the event. Returns true if such a state exists (even if it doesn't have a callback).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.TryInvokeOnEndEvent(UnityEngine.AnimationEvent,Animancer.AnimancerState)">
|
||
<summary>
|
||
If the <see cref="P:Animancer.AnimancerState.Clip"/> and <see cref="P:Animancer.AnimancerNode.Weight"/> match the
|
||
<see cref="T:UnityEngine.AnimationEvent"/>, this method invokes the <see cref="P:Animancer.AnimancerEvent.Sequence.OnEnd"/> callback
|
||
and returns true.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.GetFadeOutDuration(System.Single)">
|
||
<summary>
|
||
If the <see cref="P:Animancer.AnimancerPlayable.CurrentEndEvent"/> has a float parameter above 0, this method returns that value.
|
||
Otherwise this method calls <see cref="M:Animancer.AnimancerEvent.GetFadeOutDuration(System.Single)"/> so if you aren't using an
|
||
Animation Event with the function name "End" you can just call that method directly.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.Stop(Animancer.AnimancerState)">
|
||
<summary>[Warning]
|
||
You should not use an <see cref="T:Animancer.AnimancerState"/> as a key.
|
||
Just call <see cref="M:Animancer.AnimancerState.Stop"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.IsPlaying(Animancer.AnimancerState)">
|
||
<summary>[Warning]
|
||
You should not use an <see cref="T:Animancer.AnimancerState"/> as a key.
|
||
Just check <see cref="P:Animancer.AnimancerState.IsPlaying"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.RequireUpdate(Animancer.IUpdatable)">
|
||
<summary>
|
||
Adds the `updatable` to the list of objects that need to be updated if it was not there already.
|
||
<para></para>
|
||
This method is safe to call at any time, even during an update.
|
||
<para></para>
|
||
The execution order of updatables is non-deterministic. Specifically, the most recently added will be
|
||
updated first and <see cref="M:Animancer.AnimancerPlayable.CancelUpdate(Animancer.IUpdatable)"/> will change the order by swapping the last one
|
||
into the place of the removed element.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.CancelUpdate(Animancer.IUpdatable)">
|
||
<summary>
|
||
Removes the `updatable` from the list of objects that need to be updated.
|
||
<para></para>
|
||
This method is safe to call at any time, even during an update.
|
||
<para></para>
|
||
The last element is swapped into the place of the one being removed so that the rest of them do not need to
|
||
be moved down one place to fill the gap. This is more efficient, by means that the update order can change.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.RequireUpdate(Animancer.AnimancerNode)">
|
||
<summary>
|
||
Adds the `node` to the list that need to be updated if it was not there already.
|
||
<para></para>
|
||
This method is safe to call at any time, even during an update.
|
||
<para></para>
|
||
The execution order of nodes is non-deterministic. Specifically, the most recently added will be
|
||
updated first and <see cref="M:Animancer.AnimancerPlayable.CancelUpdate(Animancer.AnimancerNode)"/> will change the order by swapping the last one
|
||
into the place of the removed element.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.CancelUpdate(Animancer.AnimancerNode)">
|
||
<summary>
|
||
Removes the `node` from the list of objects that need to be updated.
|
||
<para></para>
|
||
This method is safe to call at any time, even during an update.
|
||
<para></para>
|
||
The last element is swapped into the place of the one being removed so that the rest of them do not need to
|
||
be moved down one place to fill the gap. This is more efficient, by means that the update order can change.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.Current">
|
||
<summary>The object currently executing <see cref="M:Animancer.AnimancerPlayable.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.DeltaTime">
|
||
<summary>
|
||
The current (most recent) <see cref="P:UnityEngine.Playables.FrameData.deltaTime"/>.
|
||
<para></para>
|
||
After <see cref="M:Animancer.AnimancerPlayable.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)"/>, this property will be left at its most recent value.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.FrameID">
|
||
<summary>
|
||
The current (most recent) <see cref="P:UnityEngine.Playables.FrameData.frameId"/>.
|
||
<para></para>
|
||
<see cref="P:Animancer.AnimancerState.Time"/> uses this value to determine whether it has accessed the playable's time
|
||
since it was last updated in order to cache its value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable._CurrentUpdatable">
|
||
<summary>The index of the <see cref="T:Animancer.IUpdatable"/> currently being updated.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable._CurrentNode">
|
||
<summary>The index of the <see cref="T:Animancer.AnimancerNode"/> currently being updated.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.UpdatableLoopStartError">
|
||
<summary>An error message for potential multithreading issues.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)">
|
||
<summary>[Internal]
|
||
Called by the <see cref="T:UnityEngine.Playables.PlayableGraph"/> before the rest of the <see cref="T:UnityEngine.Playables.Playable"/>s are evaluated.
|
||
Calls <see cref="M:Animancer.IUpdatable.EarlyUpdate"/> and <see cref="M:Animancer.AnimancerNode.Update(System.Boolean@)"/> on everything
|
||
that needs it.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerPlayable.LateUpdate">
|
||
<summary>
|
||
A <see cref="T:UnityEngine.Playables.PlayableBehaviour"/> which connects to a later port than the main layer mixer so that its
|
||
<see cref="M:Animancer.AnimancerPlayable.LateUpdate.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)"/> method gets called after all other playables are updated in order to call
|
||
<see cref="M:Animancer.IUpdatable.LateUpdate"/> on the <see cref="F:Animancer.AnimancerPlayable._Updatables"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.LateUpdate.Template">
|
||
<summary>See <see cref="F:Animancer.AnimancerPlayable.Template"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.LateUpdate._Root">
|
||
<summary>The <see cref="T:Animancer.AnimancerPlayable"/> this behaviour is connected to.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.LateUpdate._Playable">
|
||
<summary>The underlying <see cref="T:UnityEngine.Playables.Playable"/> of this behaviour.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LateUpdate.Create(Animancer.AnimancerPlayable)">
|
||
<summary>Creates a new <see cref="T:Animancer.AnimancerPlayable.LateUpdate"/> for the `root`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LateUpdate.OnPlayableCreate(UnityEngine.Playables.Playable)">
|
||
<summary>Called by Unity as it creates this <see cref="T:Animancer.AnimancerPlayable"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.LateUpdate.IsConnected">
|
||
<summary>
|
||
Indicates whether this behaviour is connected to the <see cref="T:UnityEngine.Playables.PlayableGraph"/> and thus, whether it
|
||
will receive <see cref="M:Animancer.AnimancerPlayable.LateUpdate.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)"/> calls.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LateUpdate.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)">
|
||
<summary>
|
||
Called by the <see cref="T:UnityEngine.Playables.PlayableGraph"/> after the rest of the <see cref="T:UnityEngine.Playables.Playable"/>s are evaluated.
|
||
Calls <see cref="M:Animancer.IUpdatable.LateUpdate"/> on everything that needs it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.RegisterInstance">
|
||
<summary>[Editor-Only]
|
||
Registers this object in the list of things that need to be updated in edit-mode.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.ShouldStayAlive">
|
||
<summary>
|
||
Determines whether this playable should stay alive or be destroyed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.HasChangedToOrFromAnimatePhysics(System.Nullable{UnityEngine.AnimatorUpdateMode},UnityEngine.AnimatorUpdateMode)">
|
||
<summary>[Editor-Only]
|
||
Returns true if the `initial` mode was <see cref="F:UnityEngine.AnimatorUpdateMode.AnimatePhysics"/> and the `current`
|
||
has changed to another mode or if the `initial` mode was something else and the `current` has changed to
|
||
<see cref="F:UnityEngine.AnimatorUpdateMode.AnimatePhysics"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.DoUpdateListGUI">
|
||
<summary>[Editor-Only]
|
||
Draws the <see cref="F:Animancer.AnimancerPlayable._Updatables"/> and <see cref="F:Animancer.AnimancerPlayable._DirtyNodes"/> lists.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerPlayable.LayerList">
|
||
<summary>[Pro-Only]
|
||
A list of <see cref="T:Animancer.AnimancerLayer"/>s with methods to control their mixing and masking.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.LayerList.Root">
|
||
<summary>The <see cref="T:Animancer.AnimancerPlayable"/> at the root of the graph.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.LayerList._Layers">
|
||
<summary>[Internal] The layers which each manage their own set of animations.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.LayerList.LayerMixer">
|
||
<summary>[Internal] The <see cref="T:UnityEngine.Animations.AnimationLayerMixerPlayable"/> which blends the layers.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.LayerList._Count">
|
||
<summary>The number of layers that have actually been created.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.#ctor(Animancer.AnimancerPlayable,UnityEngine.Playables.Playable@)">
|
||
<summary>[Internal] Constructs a new <see cref="T:Animancer.AnimancerPlayable.LayerList"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.LayerList.Count">
|
||
<summary>[Pro-Only] The number of layers in this list.</summary>
|
||
<exception cref="T:System.ArgumentOutOfRangeException">
|
||
Thrown if the value is set higher than the <see cref="F:Animancer.AnimancerPlayable.LayerList.defaultCapacity"/>. This is simply a safety measure,
|
||
so if you do actually need more layers you can just increase the limit.
|
||
</exception>
|
||
<exception cref="T:System.IndexOutOfRangeException">Thrown if the value is set to a negative number.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.SetMinCount(System.Int32)">
|
||
<summary>[Pro-Only]
|
||
If the <see cref="P:Animancer.AnimancerPlayable.LayerList.Count"/> is below the specified `min`, this method increases it to that value.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.LayerList.defaultCapacity">
|
||
<summary>[Pro-Only]
|
||
The maximum number of layers that can be created before an <see cref="T:System.ArgumentOutOfRangeException"/> will
|
||
be thrown (default 4).
|
||
<para></para>
|
||
Lowering this value will not affect layers that have already been created.
|
||
</summary>
|
||
<example>
|
||
To set this value automatically when the application starts, place the following method in any class:
|
||
<code>[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||
private static void SetMaxLayerCount()
|
||
{
|
||
Animancer.AnimancerPlayable.LayerList.defaultCapacity = 8;
|
||
}</code>
|
||
Otherwise you can set the <see cref="P:Animancer.AnimancerPlayable.LayerList.Capacity"/> of each individual list:
|
||
<code>AnimancerComponent animancer;
|
||
animancer.Layers.Capacity = 8;</code>
|
||
</example>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.SetMinDefaultCapacity(System.Int32)">
|
||
<summary>[Pro-Only]
|
||
If the <see cref="F:Animancer.AnimancerPlayable.LayerList.defaultCapacity"/> is below the specified `min`, this method increases it to that value.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.LayerList.Capacity">
|
||
<summary>[Pro-Only]
|
||
The maximum number of layers that can be created before an <see cref="T:System.ArgumentOutOfRangeException"/> will
|
||
be thrown. The initial capacity is determined by <see cref="F:Animancer.AnimancerPlayable.LayerList.defaultCapacity"/>.
|
||
<para></para>
|
||
Lowering this value will destroy any layers beyond the specified value.
|
||
<para></para>
|
||
Any changes to this value after a layer has been created will cause the allocation of a new array and
|
||
garbage collection of the old one, so you should generally set it during initialisation.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentOutOfRangeException">Thrown if the value is not greater than 0.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.Add">
|
||
<summary>[Pro-Only]
|
||
Creates and returns a new <see cref="T:Animancer.AnimancerLayer"/>. New layers will override earlier layers by default.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentOutOfRangeException">
|
||
Thrown if the value is set higher than the <see cref="P:Animancer.AnimancerPlayable.LayerList.Capacity"/>. This is simply a safety measure,
|
||
so if you do actually need more layers you can just increase the limit.
|
||
</exception>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.LayerList.Item(System.Int32)">
|
||
<summary>
|
||
Returns the layer at the specified index. If it didn't already exist, this method creates it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.GetEnumerator">
|
||
<summary>Returns an enumerator that will iterate through all layers.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.System#Collections#IEnumerable#GetEnumerator">
|
||
<summary>Returns an enumerator that will iterate through all layers.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.GetAllStateEnumerable">
|
||
<summary>
|
||
Returns an enumerator that will iterate through all states in each layer (not states inside mixers).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>[<see cref="T:Animancer.IAnimationClipCollection"/>]
|
||
Gathers all the animations in all layers.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.IsAdditive(System.Int32)">
|
||
<summary>[Pro-Only]
|
||
Checks whether the layer at the specified index is set to additive blending. Otherwise it will override any
|
||
earlier layers.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.SetAdditive(System.Int32,System.Boolean)">
|
||
<summary>[Pro-Only]
|
||
Sets the layer at the specified index to blend additively with earlier layers (if true) or to override them
|
||
(if false). Newly created layers will override by default.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.SetMask(System.Int32,UnityEngine.AvatarMask)">
|
||
<summary>[Pro-Only]
|
||
Sets an <see cref="T:UnityEngine.AvatarMask"/> to determine which bones the layer at the specified index will affect.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.SetName(System.Int32,System.String)">
|
||
<summary>[Editor-Conditional]
|
||
Sets the Inspector display name of the layer at the specified index. Note that layer names are Editor-Only
|
||
so any calls to this method will automatically be compiled out of a runtime build.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.LayerList.AverageVelocity">
|
||
<summary>
|
||
The average velocity of the root motion of all currently playing animations, taking their current
|
||
<see cref="P:Animancer.AnimancerNode.Weight"/> into account.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.LayerList.SetWeightlessChildrenConnected(System.Boolean)">
|
||
<summary>[Internal]
|
||
Connects or disconnects all children from their parent <see cref="T:UnityEngine.Playables.Playable"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerPlayable.StateDictionary">
|
||
<summary>
|
||
A dictionary of <see cref="T:Animancer.AnimancerState"/>s mapped to their <see cref="P:Animancer.AnimancerState.Key"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.StateDictionary.Root">
|
||
<summary>The <see cref="T:Animancer.AnimancerPlayable"/> at the root of the graph.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.StateDictionary.ReferenceKeysOnly">
|
||
<summary>
|
||
Determines the <see cref="T:System.Collections.Generic.IEqualityComparer`1"/> used by every new <see cref="T:Animancer.AnimancerPlayable.StateDictionary"/> when
|
||
it is created. Changing this value will not affect existing instances.
|
||
<list type="bullet">
|
||
<item>The default is false, which will use a <see cref="T:Animancer.FastComparer"/>.</item>
|
||
<item>Setting it to true will use a <see cref="T:Animancer.FastReferenceComparer"/>, which is faster but does not
|
||
work for value types such as enums because it uses <see cref="M:System.Object.ReferenceEquals(System.Object,System.Object)"/>.</item>
|
||
</list>
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerPlayable.StateDictionary.States">
|
||
<summary><see cref="P:Animancer.AnimancerState.Key"/> mapped to <see cref="T:Animancer.AnimancerState"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.#ctor(Animancer.AnimancerPlayable)">
|
||
<summary>[Internal] Constructs a new <see cref="T:Animancer.AnimancerPlayable.StateDictionary"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.StateDictionary.Count">
|
||
<summary>The number of states that have been registered with a <see cref="P:Animancer.AnimancerState.Key"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.Create(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ClipState"/> to play the `clip`.
|
||
<para></para>
|
||
This method uses <see cref="M:Animancer.AnimancerPlayable.GetKey(UnityEngine.AnimationClip)"/> to determine the <see cref="P:Animancer.AnimancerState.Key"/>.
|
||
<para></para>
|
||
To create a state on a different layer, call <c>animancer.Layers[x].CreateState(clip)</c> instead.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.Create(System.Object,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ClipState"/> to play the `clip` and registers it with the `key`.
|
||
<para></para>
|
||
To create a state on a different layer, call <c>animancer.Layers[x].CreateState(key, clip)</c> instead.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.CreateIfNew(UnityEngine.AnimationClip,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(UnityEngine.AnimationClip,System.Boolean)"/> for each of the specified clips.
|
||
<para></para>
|
||
If you only want to create a single state, use <see cref="M:Animancer.AnimancerLayer.CreateState(UnityEngine.AnimationClip)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.CreateIfNew(UnityEngine.AnimationClip,UnityEngine.AnimationClip,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(UnityEngine.AnimationClip,System.Boolean)"/> for each of the specified clips.
|
||
<para></para>
|
||
If you only want to create a single state, use <see cref="M:Animancer.AnimancerLayer.CreateState(UnityEngine.AnimationClip)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.CreateIfNew(UnityEngine.AnimationClip,UnityEngine.AnimationClip,UnityEngine.AnimationClip,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(UnityEngine.AnimationClip,System.Boolean)"/> for each of the specified clips.
|
||
<para></para>
|
||
If you only want to create a single state, use <see cref="M:Animancer.AnimancerLayer.CreateState(UnityEngine.AnimationClip)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.CreateIfNew(UnityEngine.AnimationClip[])">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(UnityEngine.AnimationClip,System.Boolean)"/> for each of the specified `clips`.
|
||
<para></para>
|
||
If you only want to create a single state, use <see cref="M:Animancer.AnimancerLayer.CreateState(UnityEngine.AnimationClip)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.StateDictionary.Current">
|
||
<summary>
|
||
The <see cref="P:Animancer.AnimancerLayer.CurrentState"/> on layer 0.
|
||
<para></para>
|
||
Specifically, this is the state that was most recently started using any of the Play methods on that layer.
|
||
States controlled individually via methods in the <see cref="T:Animancer.AnimancerState"/> itself will not register in
|
||
this property.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.StateDictionary.Item(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.GetKey(UnityEngine.AnimationClip)"/> then returns the state registered with that key, or null if none exists.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.StateDictionary.Item(Animancer.IHasKey)">
|
||
<summary>
|
||
Returns the state registered with the <see cref="P:Animancer.IHasKey.Key"/>, or null if none exists.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.StateDictionary.Item(System.Object)">
|
||
<summary>
|
||
Returns the state registered with the `key`, or null if none exists.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.TryGet(UnityEngine.AnimationClip,Animancer.AnimancerState@)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.GetKey(UnityEngine.AnimationClip)"/> then passes the key to
|
||
<see cref="M:Animancer.AnimancerPlayable.StateDictionary.TryGet(System.Object,Animancer.AnimancerState@)"/> and returns the result.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.TryGet(Animancer.IHasKey,Animancer.AnimancerState@)">
|
||
<summary>
|
||
Passes the <see cref="P:Animancer.IHasKey.Key"/> into <see cref="M:Animancer.AnimancerPlayable.StateDictionary.TryGet(System.Object,Animancer.AnimancerState@)"/>
|
||
and returns the result.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.TryGet(System.Object,Animancer.AnimancerState@)">
|
||
<summary>
|
||
If a state is registered with the `key`, this method outputs it as the `state` and returns true. Otherwise
|
||
`state` is set to null and this method returns false.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(UnityEngine.AnimationClip,System.Boolean)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.GetKey(UnityEngine.AnimationClip)"/> and returns the state which registered with that key or creates one if it
|
||
doesn't exist.
|
||
<para></para>
|
||
If the state already exists but has the wrong <see cref="P:Animancer.AnimancerState.Clip"/>, the `allowSetClip`
|
||
parameter determines what will happen. False causes it to throw an <see cref="T:System.ArgumentException"/> while
|
||
true allows it to change the <see cref="P:Animancer.AnimancerState.Clip"/>. Note that the change is somewhat costly to
|
||
performance to use with caution.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException"/>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(Animancer.ITransition)">
|
||
<summary>
|
||
Returns the state registered with the `transition`s <see cref="P:Animancer.IHasKey.Key"/> if there is one. Otherwise
|
||
this method uses <see cref="M:Animancer.ITransition.CreateState"/> to create a new one and registers it with
|
||
that key before returning it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(System.Object,UnityEngine.AnimationClip,System.Boolean)">
|
||
<summary>
|
||
Returns the state which registered with the `key` or creates one if it doesn't exist.
|
||
<para></para>
|
||
If the state already exists but has the wrong <see cref="P:Animancer.AnimancerState.Clip"/>, the `allowSetClip`
|
||
parameter determines what will happen. False causes it to throw an <see cref="T:System.ArgumentException"/> while
|
||
true allows it to change the <see cref="P:Animancer.AnimancerState.Clip"/>. Note that the change is somewhat costly to
|
||
performance to use with caution.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException"/>
|
||
<exception cref="T:System.ArgumentNullException">Thrown if the `key` is null.</exception>
|
||
<remarks>See also: <see cref="M:Animancer.AnimancerLayer.GetOrCreateState(System.Object,UnityEngine.AnimationClip,System.Boolean)"/></remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.Register(System.Object,Animancer.AnimancerState)">
|
||
<summary>[Internal]
|
||
Registers the `state` in this dictionary so the `key` can be used to get it later on using
|
||
<see cref="P:Animancer.AnimancerPlayable.StateDictionary.Item(System.Object)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.Unregister(Animancer.AnimancerState)">
|
||
<summary>[Internal]
|
||
Removes the `state` from this dictionary.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.GetEnumerator">
|
||
<summary>
|
||
Returns an enumerator that will iterate through all states in each layer (not states inside mixers).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>[<see cref="T:Animancer.IAnimationClipCollection"/>]
|
||
Gathers all the animations in all layers.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.Destroy(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerState.Destroy"/> on the state associated with the `clip` (if any).
|
||
Returns true if the state existed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.Destroy(Animancer.IHasKey)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerState.Destroy"/> on the state associated with the <see cref="P:Animancer.IHasKey.Key"/>
|
||
(if any). Returns true if the state existed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.Destroy(System.Object)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerState.Destroy"/> on the state associated with the `key` (if any).
|
||
Returns true if the state existed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.DestroyAll(System.Collections.Generic.IList{UnityEngine.AnimationClip})">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.StateDictionary.Destroy(UnityEngine.AnimationClip)"/> on each of the `clips`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.DestroyAll(System.Collections.Generic.IEnumerable{UnityEngine.AnimationClip})">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.StateDictionary.Destroy(UnityEngine.AnimationClip)"/> on each of the `clips`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.DestroyAll(Animancer.IAnimationClipSource)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.StateDictionary.Destroy(UnityEngine.AnimationClip)"/> on all states gathered by
|
||
<see cref="!:IAnimationClipSource.GetAnimationClips"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.DestroyAll(Animancer.IAnimationClipCollection)">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.AnimancerPlayable.StateDictionary.Destroy(UnityEngine.AnimationClip)"/> on all states gathered by
|
||
<see cref="M:Animancer.IAnimationClipCollection.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.DestroyAll">
|
||
<summary>
|
||
Destroys all states connected to all layers (regardless of whether they are actually registered in this
|
||
dictionary).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerPlayable.StateDictionary.Item(Animancer.AnimancerState)">
|
||
<summary>[Warning]
|
||
You should not use an <see cref="T:Animancer.AnimancerState"/> as a key.
|
||
The whole point of a key is to identify a state in the first place.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.TryGet(Animancer.AnimancerState,Animancer.AnimancerState@)">
|
||
<summary>[Warning]
|
||
You should not use an <see cref="T:Animancer.AnimancerState"/> as a key.
|
||
The whole point of a key is to identify a state in the first place.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(Animancer.AnimancerState,UnityEngine.AnimationClip)">
|
||
<summary>[Warning]
|
||
You should not use an <see cref="T:Animancer.AnimancerState"/> as a key.
|
||
The whole point of a key is to identify a state in the first place.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerPlayable.StateDictionary.Destroy(Animancer.AnimancerState)">
|
||
<summary>[Warning]
|
||
You should not use an <see cref="T:Animancer.AnimancerState"/> as a key.
|
||
Just call <see cref="M:Animancer.AnimancerState.Destroy"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerState">
|
||
<summary>
|
||
Base class for all states in an <see cref="T:Animancer.AnimancerPlayable"/> graph.
|
||
Each state is a wrapper for a <see cref="T:UnityEngine.Playables.Playable"/> in the <see cref="T:UnityEngine.Playables.PlayableGraph"/>.
|
||
<para></para>
|
||
This class can be used as a custom yield instruction to wait until the animation either stops playing or reaches its end.
|
||
</summary>
|
||
<remarks>
|
||
There are various different ways of getting a state:
|
||
<list type="bullet">
|
||
<item>
|
||
Use one of the state's constructors. Generally the first parameter is a layer or mixer which will be used as
|
||
the state's parent. If not specified, you will need to call SetParent manually. Also note than an
|
||
AnimancerComponent can be implicitly cast to its first layer.
|
||
</item>
|
||
<item>
|
||
AnimancerController.CreateState creates a new ClipState. You can optionally specify a custom `key` to
|
||
register it in the dictionary instead of the default (the `clip` itself).
|
||
</item>
|
||
<item>
|
||
AnimancerController.GetOrCreateState looks for an existing state registered with the specified `key` and only
|
||
creates a new one if it doesn’t already exist.
|
||
</item>
|
||
<item>
|
||
AnimancerController.GetState returns an existing state registered with the specified `key` if there is one.
|
||
</item>
|
||
<item>
|
||
AnimancerController.TryGetState is similar but returns a bool to indicate success and returns the `state`
|
||
as an out parameter.
|
||
</item>
|
||
<item>
|
||
AnimancerController.Play and CrossFade also return the state they play.
|
||
</item>
|
||
</list>
|
||
<para></para>
|
||
Note that when inheriting from this class, the <see cref="F:Animancer.AnimancerNode._Playable"/> field must be assigned in the
|
||
constructor to avoid throwing <see cref="T:System.ArgumentException"/>s throughout the system.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.SetRoot(Animancer.AnimancerPlayable)">
|
||
<summary>The <see cref="T:Animancer.AnimancerPlayable"/> at the root of the graph.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Parent">
|
||
<summary>The object which receives the output of the <see cref="T:UnityEngine.Playables.Playable"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.SetParent(Animancer.AnimancerNode,System.Int32)">
|
||
<summary>
|
||
Connects this state to the `parent` mixer at the specified `index`.
|
||
<para></para>
|
||
See also <see cref="M:Animancer.AnimancerLayer.AddChild(Animancer.AnimancerState)"/> to connect a state to an available port on a
|
||
layer.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.ClearParent">
|
||
<summary>[Internal]
|
||
Called by <see cref="M:Animancer.AnimancerNode.OnAddChild(System.Collections.Generic.IList{Animancer.AnimancerState},Animancer.AnimancerState)"/> if the specified
|
||
port is already occupied so it can be cleared without triggering any other calls.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.EffectiveWeight">
|
||
<summary>
|
||
The <see cref="P:Animancer.AnimancerNode.Weight"/> of this state multiplied by the <see cref="P:Animancer.AnimancerNode.Weight"/> of each of
|
||
its parents down the hierarchy to determine how much this state affects the final output.
|
||
</summary>
|
||
<exception cref="T:System.NullReferenceException">Thrown if this state has no <see cref="P:Animancer.AnimancerNode.Parent"/>.</exception>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Layer">
|
||
<summary>The root <see cref="T:Animancer.AnimancerLayer"/> which this state is connected to.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.LayerIndex">
|
||
<summary>
|
||
The index of the <see cref="T:Animancer.AnimancerLayer"/> this state is connected to (determined by the
|
||
<see cref="P:Animancer.AnimancerState.Parent"/>).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Key">
|
||
<summary>
|
||
The object used to identify this state in the root <see cref="P:Animancer.AnimancerPlayable.States"/> dictionary.
|
||
Can be null.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Clip">
|
||
<summary>The <see cref="T:UnityEngine.AnimationClip"/> which this state plays (if any).</summary>
|
||
<exception cref="T:System.NotSupportedException">
|
||
Thrown if this state type doesn't have a clip and you try to set it.
|
||
</exception>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.MainObject">
|
||
<summary>The main object to show in the Inspector for this state (if any).</summary>
|
||
<exception cref="T:System.NotSupportedException">
|
||
Thrown if this state type doesn't have a main object and you try to set it.
|
||
</exception>
|
||
<exception cref="T:System.InvalidCastException">
|
||
Thrown if you try to assign something this state can't use.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.ChangeMainObject``1(``0@,``0)">
|
||
<summary>
|
||
Sets the `currentObject` and calls <see cref="M:Animancer.AnimancerNode.RecreatePlayable"/>. If the `currentObject` was
|
||
being used as the <see cref="P:Animancer.AnimancerState.Key"/> then it is changed as well.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.AverageVelocity">
|
||
<summary>The average velocity of the root motion caused by this state.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerState._IsPlaying">
|
||
<summary>Is the <see cref="P:Animancer.AnimancerState.Time"/> automatically advancing?</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerState._IsPlayingDirty">
|
||
<summary>
|
||
Has <see cref="F:Animancer.AnimancerState._IsPlaying"/> changed since it was last applied to the <see cref="T:UnityEngine.Playables.Playable"/>.
|
||
</summary>
|
||
<remarks>
|
||
Playables start playing by default so we start dirty to pause it during the first update (unless
|
||
<see cref="P:Animancer.AnimancerState.IsPlaying"/> is set to true before that).
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.IsPlaying">
|
||
<summary>Is the <see cref="P:Animancer.AnimancerState.Time"/> automatically advancing?</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void IsPlayingExample(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.States.GetOrCreate(clip);
|
||
|
||
if (state.IsPlaying)
|
||
Debug.Log(clip + " is playing");
|
||
else
|
||
Debug.Log(clip + " is paused");
|
||
|
||
state.IsPlaying = false;// Pause the animation.
|
||
|
||
state.IsPlaying = true;// Unpause the animation.
|
||
}
|
||
</code>
|
||
</example>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.IsActive">
|
||
<summary>
|
||
Returns true if this state is playing and is at or fading towards a non-zero
|
||
<see cref="P:Animancer.AnimancerNode.Weight"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.IsStopped">
|
||
<summary>
|
||
Returns true if this state is not playing and is at 0 <see cref="P:Animancer.AnimancerNode.Weight"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.Play">
|
||
<summary>
|
||
Plays this animation immediately, without any blending.
|
||
Sets <see cref="P:Animancer.AnimancerState.IsPlaying"/> = true, <see cref="P:Animancer.AnimancerNode.Weight"/> = 1, and clears the
|
||
<see cref="P:Animancer.AnimancerState.Events"/>.
|
||
<para></para>
|
||
This method does not change the <see cref="P:Animancer.AnimancerState.Time"/> so it will continue from its current value.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.Stop">
|
||
<summary>
|
||
Stops the animation and makes it inactive immediately so it no longer affects the output.
|
||
Sets <see cref="P:Animancer.AnimancerNode.Weight"/> = 0, <see cref="P:Animancer.AnimancerState.IsPlaying"/> = false, <see cref="P:Animancer.AnimancerState.Time"/> = 0, and
|
||
clears the <see cref="P:Animancer.AnimancerState.Events"/>.
|
||
<para></para>
|
||
If you only want to freeze the animation in place, you can set <see cref="P:Animancer.AnimancerState.IsPlaying"/> = false instead. Or
|
||
to freeze all animations, you can call <see cref="M:Animancer.AnimancerPlayable.PauseGraph"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.OnStartFade">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerNode.StartFade(System.Single,System.Single)"/>. Clears the <see cref="P:Animancer.AnimancerState.Events"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerState._Time">
|
||
<summary>
|
||
The current time of the <see cref="T:UnityEngine.Playables.Playable"/>, retrieved by <see cref="P:Animancer.AnimancerState.Time"/> whenever the
|
||
<see cref="F:Animancer.AnimancerState._TimeFrameID"/> is different from the <see cref="P:Animancer.AnimancerPlayable.FrameID"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerState._MustSetTime">
|
||
<summary>
|
||
Indicates whether the <see cref="F:Animancer.AnimancerState._Time"/> needs to be assigned to the <see cref="T:UnityEngine.Playables.Playable"/> next update.
|
||
</summary>
|
||
<remarks>
|
||
<see cref="T:Animancer.AnimancerState.EventRunner"/> executes after all other playables, at which point changes can still be made to
|
||
their time but not their weight which means that if we set the time immediately then it can be out of sync
|
||
with the weight. For example, if an animation ends and you play another, the first animation would be
|
||
stopped and rewinded to the start but would still be at full weight so it would show its first frame before
|
||
the new animation actually takes effect (even if the previous animation was not looping).
|
||
<para></para>
|
||
So instead, we simply delay setting the actual playable time until the next update so that time and weight
|
||
are always in sync.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerState._TimeFrameID">
|
||
<summary>
|
||
The <see cref="P:Animancer.AnimancerPlayable.FrameID"/> from when the <see cref="P:Animancer.AnimancerState.Time"/> was last retrieved from the
|
||
<see cref="T:UnityEngine.Playables.Playable"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Time">
|
||
<summary>
|
||
The number of seconds that have passed since the start of this animation.
|
||
<para></para>
|
||
This value will continue increasing after the animation passes the end of its <see cref="P:Animancer.AnimancerState.Length"/> while
|
||
the animated object either freezes in place or starts again from the beginning according to whether it is
|
||
looping or not.
|
||
<para></para>
|
||
Animancer Lite does not allow this value to be changed in a runtime build (except resetting it to 0).
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.Play(clip);
|
||
|
||
// Skip 0.5 seconds into the animation:
|
||
state.Time = 0.5f;
|
||
|
||
// Skip 50% of the way through the animation (0.5 in a range of 0 to 1):
|
||
state.NormalizedTime = 0.5f;
|
||
|
||
// Skip to the end of the animation and play backwards.
|
||
state.NormalizedTime = 1;
|
||
state.Speed = -1;
|
||
}
|
||
</code>
|
||
</example>
|
||
|
||
<remarks>
|
||
This property internally uses <see cref="P:Animancer.AnimancerState.RawTime"/> whenever the value is out of date or gets changed.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.RawTime">
|
||
<summary>
|
||
The internal implementation of <see cref="P:Animancer.AnimancerState.Time"/> which directly gets and sets the underlying value.
|
||
</summary>
|
||
<remarks>
|
||
Setting this value actually calls <see cref="M:UnityEngine.Playables.PlayableExtensions.SetTime``1(``0,System.Double)"/> twice to ensure that animation
|
||
events aren't triggered incorrectly. Calling it only once would trigger any animation events between the
|
||
previous time and the new time. So if an animation plays to the end and you set the time back to 0 (such as
|
||
by calling <see cref="M:Animancer.AnimancerState.Stop"/> or playing a different animation), the next time that animation played it
|
||
would immediately trigger all of its events, then play through and trigger them normally as well.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.NormalizedTime">
|
||
<summary>
|
||
The <see cref="P:Animancer.AnimancerState.Time"/> of this state as a portion of the animation's <see cref="P:Animancer.AnimancerState.Length"/>, meaning the
|
||
value goes from 0 to 1 as it plays from start to end, regardless of how long that actually takes.
|
||
<para></para>
|
||
This value will continue increasing after the animation passes the end of its <see cref="P:Animancer.AnimancerState.Length"/> while
|
||
the animated object either freezes in place or starts again from the beginning according to whether it is
|
||
looping or not.
|
||
<para></para>
|
||
The fractional part of the value (<c>NormalizedTime % 1</c>) is the percentage (0-1) of progress in the
|
||
current loop while the integer part (<c>(int)NormalizedTime</c>) is the number of times the animation has
|
||
been looped.
|
||
<para></para>
|
||
Animancer Lite does not allow this value to be changed to a value other than 0 in a runtime build.
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.Play(clip);
|
||
|
||
// Skip 0.5 seconds into the animation:
|
||
state.Time = 0.5f;
|
||
|
||
// Skip 50% of the way through the animation (0.5 in a range of 0 to 1):
|
||
state.NormalizedTime = 0.5f;
|
||
|
||
// Skip to the end of the animation and play backwards.
|
||
state.NormalizedTime = 1;
|
||
state.Speed = -1;
|
||
}
|
||
</code>
|
||
</example>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.CancelSetTime">
|
||
<summary>Prevents the <see cref="P:Animancer.AnimancerState.RawTime"/> from being applied.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Duration">
|
||
<summary>
|
||
The number of seconds the animation will take to play fully at its current
|
||
<see cref="P:Animancer.AnimancerNode.Speed"/>.
|
||
<para></para>
|
||
Setting this value modifies the <see cref="P:Animancer.AnimancerNode.Speed"/>, not the <see cref="P:Animancer.AnimancerState.Length"/>.
|
||
Animancer Lite does not allow this value to be changed in a runtime build.
|
||
<para></para>
|
||
For the time remaining from now until it reaches the end, use <see cref="P:Animancer.AnimancerState.RemainingDuration"/> instead.
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.Play(clip);
|
||
|
||
state.Duration = 1;// Play fully in 1 second.
|
||
state.Duration = 2;// Play fully in 2 seconds.
|
||
state.Duration = 0.5f;// Play fully in half a second.
|
||
state.Duration = -1;// Play backwards fully in 1 second.
|
||
state.NormalizedTime = 1; state.Duration = -1;// Play backwards from the end in 1 second.
|
||
}
|
||
</code>
|
||
</example>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.RemainingDuration">
|
||
<summary>
|
||
The number of seconds the animation will take to reach the end at its current <see cref="P:Animancer.AnimancerNode.Speed"/>.
|
||
<para></para>
|
||
Setting this value modifies the <see cref="P:Animancer.AnimancerNode.Speed"/>, not the <see cref="P:Animancer.AnimancerState.Length"/>.
|
||
Animancer Lite does not allow this value to be changed in a runtime build.
|
||
<para></para>
|
||
For the time it would take to play fully from the start, use <see cref="P:Animancer.AnimancerState.Duration"/> instead.
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.Play(clip);
|
||
|
||
state.RemainingDuration = 1;// Play from the current time to the end in 1 second.
|
||
state.RemainingDuration = 2;// Play from the current time to the end in 2 seconds.
|
||
state.RemainingDuration = 0.5f;// Play from the current time to the end in half a second.
|
||
state.RemainingDuration = -1;// Play backwards from the current time to the end in 1 second.
|
||
}
|
||
</code>
|
||
</example>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Length">
|
||
<summary>The total time this state takes to play in seconds (when <c>Speed = 1</c>).</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.IsLooping">
|
||
<summary>
|
||
Indicates whether this state will loop back to the start when it reaches the end.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.AnimancerState"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.Update(System.Boolean@)">
|
||
<summary>
|
||
Updates the <see cref="P:Animancer.AnimancerNode.Weight"/> for fading, applies it to this state's port on the parent
|
||
mixer, and plays or pauses the <see cref="T:UnityEngine.Playables.Playable"/> if its state is dirty.
|
||
<para></para>
|
||
If the <see cref="P:Animancer.AnimancerState.Parent"/>'s <see cref="P:Animancer.AnimancerNode.KeepChildrenConnected"/> is set to false, this
|
||
method will also connect/disconnect this node from the <see cref="P:Animancer.AnimancerState.Parent"/> in the playable graph.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.Destroy">
|
||
<summary>Destroys the <see cref="T:UnityEngine.Playables.Playable"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>[<see cref="T:Animancer.IAnimationClipCollection"/>]
|
||
Gathers all the animations in this state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.IsPlayingAndNotEnding">
|
||
<summary>
|
||
Returns true if the animation is playing and has not yet passed the
|
||
<see cref="F:Animancer.AnimancerEvent.Sequence.endEvent"/>.
|
||
<para></para>
|
||
This method is called by <see cref="M:System.Collections.IEnumerator.MoveNext"/> so this object can be used as a custom yield
|
||
instruction to wait until it finishes.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.GetDrawer">
|
||
<summary>[Editor-Only] Returns a custom drawer for this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.AppendDetails(System.Text.StringBuilder,System.String)">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerNode.AppendDescription(System.Text.StringBuilder,System.Int32,System.String)"/> to append the details of this node.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.GetPath">
|
||
<summary>Returns the hierarchy path of this state through its <see cref="P:Animancer.AnimancerState.Parent"/>s.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.AppendPath(System.Text.StringBuilder,Animancer.AnimancerNode)">
|
||
<summary>Appends the hierarchy path of this state through its <see cref="P:Animancer.AnimancerState.Parent"/>s.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.AppendPortAndType(System.Text.StringBuilder)">
|
||
<summary>Appends "[Index] -> GetType().Name".</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerState.Transition`1">
|
||
<summary>
|
||
Base class for serializable <see cref="T:Animancer.ITransition"/>s which can create a particular type of
|
||
<see cref="T:Animancer.AnimancerState"/> when passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
<para></para>
|
||
Even though it has the <see cref="T:System.SerializableAttribute"/>, this class won't actually get serialized
|
||
by Unity because it's generic and abstract. Each child class still needs to include the attribute.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.FadeDuration">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] The amount of time the transition will take (in seconds).</summary>
|
||
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when setting the value to a negative number.</exception>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.IsLooping">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>]
|
||
Indicates what the value of <see cref="P:Animancer.AnimancerState.IsLooping"/> will be for the created state.
|
||
Returns false unless overridden.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.NormalizedStartTime">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>]
|
||
Determines what <see cref="P:Animancer.AnimancerState.NormalizedTime"/> to start the animation at.
|
||
Returns <see cref="F:System.Single.NaN"/> unless overridden.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.Speed">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>]
|
||
Determines how fast the animation plays (1x = normal speed).
|
||
Returns 1 unless overridden.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.MaximumDuration">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>]
|
||
The maximum amount of time the animation is expected to take (in seconds).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.Events">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] Events which will be triggered as the animation plays.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.BaseState">
|
||
<summary>
|
||
The state that was created by this object. Specifically, this is the state that was most recently
|
||
passed into <see cref="M:Animancer.AnimancerState.Transition`1.Apply(Animancer.AnimancerState)"/> (usually by <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>).
|
||
<para></para>
|
||
You can use <see cref="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(Animancer.ITransition)"/> or
|
||
<see cref="M:Animancer.AnimancerLayer.GetOrCreateState(Animancer.ITransition)"/> to get or create the state for a
|
||
specific object.
|
||
<para></para>
|
||
<see cref="P:Animancer.AnimancerState.Transition`1.State"/> is simply a shorthand for casting this to <typeparamref name="TState"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.State">
|
||
<summary>
|
||
The state that was created by this object. Specifically, this is the state that was most recently
|
||
passed into <see cref="M:Animancer.AnimancerState.Transition`1.Apply(Animancer.AnimancerState)"/> (usually by <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>).
|
||
<para></para>
|
||
You can use <see cref="M:Animancer.AnimancerPlayable.StateDictionary.GetOrCreate(Animancer.ITransition)"/> or
|
||
<see cref="M:Animancer.AnimancerLayer.GetOrCreateState(Animancer.ITransition)"/> to get or create the state for a
|
||
specific object.
|
||
<para></para>
|
||
This property is shorthand for casting the <see cref="P:Animancer.AnimancerState.Transition`1.BaseState"/> to <typeparamref name="TState"/>.
|
||
</summary>
|
||
<exception cref="T:System.InvalidCastException">
|
||
Thrown if the <see cref="P:Animancer.AnimancerState.Transition`1.BaseState"/> is not actually a <typeparamref name="TState"/>. This should only
|
||
happen if a different type of state was created by something else and registered using the
|
||
<see cref="P:Animancer.AnimancerState.Transition`1.Key"/>, causing this <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/> to pass that
|
||
state into <see cref="M:Animancer.AnimancerState.Transition`1.Apply(Animancer.AnimancerState)"/> instead of calling <see cref="M:Animancer.AnimancerState.Transition`1.CreateState"/> to make the correct type of
|
||
state.
|
||
</exception>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.IsValid">
|
||
<summary>Indicates whether this transition can create a valid <see cref="T:Animancer.AnimancerState"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.Key">
|
||
<summary>
|
||
The <see cref="P:Animancer.AnimancerState.Key"/> which the created state will be registered with.
|
||
<para></para>
|
||
By default, a transition is used as its own <see cref="P:Animancer.AnimancerState.Transition`1.Key"/>, but this property can be overridden.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Transition`1.FadeMode">
|
||
<summary>
|
||
When a transition is passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>, this property
|
||
determines which <see cref="T:Animancer.FadeMode"/> will be used.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.Transition`1.CreateState">
|
||
<summary>
|
||
Creates and returns a new <typeparamref name="TState"/> connected to the `layer`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.Transition`1.Animancer#ITransition#CreateState">
|
||
<summary>
|
||
Creates and returns a new <typeparamref name="TState"/> connected to the `layer`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.Transition`1.Apply(Animancer.AnimancerState)">
|
||
<summary>[<see cref="T:Animancer.ITransition"/>]
|
||
Called by <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/> to set the <see cref="P:Animancer.AnimancerState.Transition`1.BaseState"/>
|
||
and apply any other modifications to the `state`.
|
||
</summary>
|
||
<remarks>
|
||
This method also clears the <see cref="P:Animancer.AnimancerState.Transition`1.State"/> if necessary, so it will re-cast the
|
||
<see cref="P:Animancer.AnimancerState.Transition`1.BaseState"/> when it gets accessed again.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerState.Transition`1.NestedObjectDrawers">
|
||
<summary>[Editor-Only] Don't use Inspector Gadgets Nested Object Drawers.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.Transition`1.Animancer#ITransitionDetailed#AddItemsToContextMenu(UnityEditor.GenericMenu,UnityEditor.SerializedProperty,Animancer.Editor.Serialization.PropertyAccessor)">
|
||
<summary>[Editor-Only] Adds context menu functions for this transition.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.Transition`1.AddItemsToContextMenu(UnityEditor.GenericMenu,UnityEditor.SerializedProperty,Animancer.Editor.Serialization.PropertyAccessor)">
|
||
<summary>[Editor-Only] Adds context menu functions for this transition.</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerState._EventRunner">
|
||
<summary>
|
||
The <see cref="T:Animancer.IUpdatable"/> that manages the events of this state.
|
||
<para></para>
|
||
This field is null by default, acquires its reference from an <see cref="T:Animancer.ObjectPool"/> when accessed, and
|
||
if it contains no events at the end of an update it releases the reference back to the pool.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.Events">
|
||
<summary>
|
||
A list of <see cref="T:Animancer.AnimancerEvent"/>s that will occur while this state plays as well as one that
|
||
specifically defines when this state ends.
|
||
<para></para>
|
||
Animancer Lite does not allow the use of events in a runtime build, except for
|
||
<see cref="P:Animancer.AnimancerEvent.Sequence.OnEnd"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.HasEvents">
|
||
<summary>
|
||
Indicates whether this state currently has an <see cref="T:Animancer.AnimancerEvent.Sequence"/> (since accessing the
|
||
<see cref="P:Animancer.AnimancerState.Events"/> would automatically get one from the <see cref="T:Animancer.ObjectPool"/>).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.EventPoolCount">
|
||
<summary>
|
||
The number of spare items in the <see cref="T:Animancer.ObjectPool`1"/> for <see cref="T:Animancer.AnimancerState.EventRunner"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.SetMinEventPoolCount(System.Int32)">
|
||
<summary>
|
||
If the <see cref="P:Animancer.AnimancerState.EventPoolCount"/> is less than the specified value, this method increases it to that
|
||
value by creating new objects.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimancerState.EventPoolCapacity">
|
||
<summary>
|
||
The capacity of the internal list in the <see cref="T:Animancer.ObjectPool`1"/> for <see cref="T:Animancer.AnimancerState.EventRunner"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimancerState.EventRunner">
|
||
<summary>
|
||
An <see cref="T:Animancer.IUpdatable"/> which manages the triggering of events.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.EventRunner.Acquire(Animancer.AnimancerState)">
|
||
<summary>
|
||
If the `state` has no <see cref="T:Animancer.AnimancerState.EventRunner"/>, this method gets one from the
|
||
<see cref="T:Animancer.ObjectPool"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.EventRunner.Release">
|
||
<summary>
|
||
Returns this <see cref="T:Animancer.AnimancerState.EventRunner"/> to the <see cref="T:Animancer.ObjectPool"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.EventRunner.TryClear(Animancer.AnimancerState.EventRunner)">
|
||
<summary>
|
||
If the <see cref="T:Animancer.AnimancerEvent.Sequence"/> was acquired from the <see cref="T:Animancer.ObjectPool"/>, this
|
||
method clears it. Otherwise it simply discards the reference.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.AnimancerState.EventRunner.SequenceVersionException">
|
||
<summary>
|
||
This system accounts for external modifications to the sequence, but modifying it while checking which
|
||
of its events to update is not allowed because it would be impossible to efficiently keep track of
|
||
which events have been checked/invoked and which still need to be checked.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.EventRunner.UpdateZeroLength">
|
||
<summary>
|
||
If the state has zero length, trigger its end event every frame.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimancerState.EventRunner.ToString">
|
||
<summary>Returns "EventRunner (Target State)".</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimatedProperty">
|
||
<summary>
|
||
A wrapper which allows access to the value of a property that is controlled by animations.
|
||
<para></para>
|
||
Requires Unity 2019.1+.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.AnimatedProperty.Type">
|
||
<summary>The type of property being wrapped.</summary>
|
||
</member>
|
||
<member name="P:Animancer.AnimatedProperty.BoolValue">
|
||
<summary>The value of the target property when using <see cref="F:Animancer.AnimatedProperty.Type.Bool"/>.</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if not using <see cref="F:Animancer.AnimatedProperty.Type.Bool"/>.</exception>
|
||
</member>
|
||
<member name="P:Animancer.AnimatedProperty.FloatValue">
|
||
<summary>The value of the target property when using <see cref="F:Animancer.AnimatedProperty.Type.Float"/>.</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if not using <see cref="F:Animancer.AnimatedProperty.Type.Float"/>.</exception>
|
||
</member>
|
||
<member name="P:Animancer.AnimatedProperty.IntValue">
|
||
<summary>The value of the target property when using <see cref="F:Animancer.AnimatedProperty.Type.Int"/>.</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if not using <see cref="F:Animancer.AnimatedProperty.Type.Int"/>.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimatedProperty.op_Implicit(Animancer.AnimatedProperty)~System.Boolean">
|
||
<summary>The value of the target property when using <see cref="F:Animancer.AnimatedProperty.Type.Bool"/>.</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if not using <see cref="F:Animancer.AnimatedProperty.Type.Bool"/>.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimatedProperty.op_Implicit(Animancer.AnimatedProperty)~System.Single">
|
||
<summary>The value of the target property when using <see cref="F:Animancer.AnimatedProperty.Type.Float"/>.</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if not using <see cref="F:Animancer.AnimatedProperty.Type.Float"/>.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimatedProperty.op_Implicit(Animancer.AnimatedProperty)~System.Int32">
|
||
<summary>The value of the target property when using <see cref="F:Animancer.AnimatedProperty.Type.Int"/>.</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if not using <see cref="F:Animancer.AnimatedProperty.Type.Int"/>.</exception>
|
||
</member>
|
||
<member name="M:Animancer.AnimatedProperty.#ctor(Animancer.IAnimancerComponent,Animancer.AnimatedProperty.Type,System.String)">
|
||
<summary>Creates a new <see cref="T:Animancer.AnimatedProperty"/> to wrap a property with the specified `name`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimatedProperty.#ctor(Animancer.AnimancerPlayable,Animancer.AnimatedProperty.Type,System.String)">
|
||
<summary>Creates a new <see cref="T:Animancer.AnimatedProperty"/> to wrap a property with the specified `name`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimatedProperty.#ctor(UnityEngine.Playables.PlayableGraph,UnityEngine.Animator,Animancer.AnimatedProperty.Type,System.String)">
|
||
<summary>Creates a new <see cref="T:Animancer.AnimatedProperty"/> to wrap a property with the specified `name`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.AnimatedProperty.Destroy">
|
||
<summary>Cleans up this <see cref="T:Animancer.AnimatedProperty"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ClipState">
|
||
<summary>
|
||
An <see cref="T:Animancer.AnimancerState"/> which plays an <see cref="T:UnityEngine.AnimationClip"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.ClipState._Clip">
|
||
<summary>The <see cref="T:UnityEngine.AnimationClip"/> which this state plays.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Clip">
|
||
<summary>The <see cref="T:UnityEngine.AnimationClip"/> which this state plays.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.MainObject">
|
||
<summary>The <see cref="T:UnityEngine.AnimationClip"/> which this state plays.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Length">
|
||
<summary>The <see cref="P:UnityEngine.AnimationClip.length"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.IsLooping">
|
||
<summary>The <see cref="P:UnityEngine.Motion.isLooping"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.AverageVelocity">
|
||
<summary>The average velocity of the root motion caused by this state.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.ApplyAnimatorIK">
|
||
<summary>
|
||
Determines whether <c>OnAnimatorIK(int layerIndex)</c> will be called on the animated object.
|
||
The initial value is determined by <see cref="P:Animancer.AnimancerPlayable.DefaultApplyAnimatorIK"/>.
|
||
<para></para>
|
||
This is equivalent to the "IK Pass" toggle in Animator Controller layers.
|
||
<para></para>
|
||
It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions
|
||
of the Playables API caused this value to only take effect while a state was at
|
||
<see cref="P:Animancer.AnimancerNode.Weight"/> == 1 which meant that IK would not work while fading between animations.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.ApplyFootIK">
|
||
<summary>
|
||
Indicates whether this state is applying IK to the character's feet.
|
||
The initial value is determined by <see cref="P:Animancer.AnimancerPlayable.DefaultApplyFootIK"/>.
|
||
<para></para>
|
||
This is equivalent to the "Foot IK" toggle in Animator Controller states.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.#ctor(UnityEngine.AnimationClip)">
|
||
<summary>Creates a new <see cref="T:Animancer.ClipState"/> and sets its <see cref="P:Animancer.ClipState.Clip"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.CreatePlayable(UnityEngine.Playables.Playable@)">
|
||
<summary>Creates and assigns the <see cref="T:UnityEngine.Playables.Playable"/> managed by this node.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.ToString">
|
||
<summary>
|
||
Returns a string describing the type of this state and the name of the <see cref="P:Animancer.ClipState.Clip"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.Destroy">
|
||
<summary>Destroys the <see cref="T:UnityEngine.Playables.Playable"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.GetDrawer">
|
||
<summary>[Editor-Only] Returns a <see cref="T:Animancer.ClipState.Drawer"/> for this state.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ClipState.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.ClipState"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.ClipState.Drawer._HasEndEvent">
|
||
<summary>Indicates whether the animation has an event called "End".</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.Drawer.#ctor(Animancer.ClipState)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.ClipState.Drawer"/> to manage the Inspector GUI for the `state`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.Drawer.DoDetailsGUI(Animancer.IAnimancerComponent)">
|
||
<summary> Draws the details of the target state in the GUI.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.Drawer.DoAnimationTypeWarningGUI(Animancer.IAnimancerComponent)">
|
||
<summary>
|
||
Validates the <see cref="P:Animancer.ClipState.Clip"/> type compared to the owner's <see cref="T:UnityEngine.Animator"/> type.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.Drawer.AddContextMenuFunctions(UnityEditor.GenericMenu)">
|
||
<summary>Adds the details of this state to the menu.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ClipState.Transition">
|
||
<summary>
|
||
A serializable <see cref="T:Animancer.ITransition"/> which can create a <see cref="T:Animancer.ClipState"/> when passed
|
||
into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Transition.Clip">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] The animation to play.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Transition.Key">
|
||
<summary>
|
||
The <see cref="P:Animancer.ClipState.Transition.Clip"/> will be used as the <see cref="P:Animancer.AnimancerState.Key"/> for the created state to be
|
||
registered with.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Transition.Speed">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
Determines how fast the animation plays (1x = normal speed, 2x = double speed).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Transition.NormalizedStartTime">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
Determines what <see cref="P:Animancer.AnimancerState.NormalizedTime"/> to start the animation at.
|
||
<para></para>
|
||
The default value is <see cref="F:System.Single.NaN"/> which indicates that this value is not used so the
|
||
animation will continue from its current time.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Transition.FadeMode">
|
||
<summary>
|
||
If this transition will set the <see cref="P:Animancer.AnimancerState.NormalizedTime"/>, then it needs to use
|
||
<see cref="F:Animancer.FadeMode.FromStart"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Transition.IsLooping">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>] Returns <see cref="P:UnityEngine.Motion.isLooping"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Transition.MaximumDuration">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>]
|
||
The maximum amount of time the animation is expected to take (in seconds).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ClipState.Transition.IsValid">
|
||
<summary>Indicates whether this transition can create a valid <see cref="T:Animancer.AnimancerState"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.Transition.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ClipState"/> connected to the `layer`.
|
||
<para></para>
|
||
This method also assigns it as the <see cref="P:Animancer.AnimancerState.Transition`1.State"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.Transition.Apply(Animancer.AnimancerState)">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/> to apply the <see cref="P:Animancer.ClipState.Transition.Speed"/>
|
||
and <see cref="P:Animancer.ClipState.Transition.NormalizedStartTime"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.Transition.Animancer#IAnimationClipCollection#GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>Adds the <see cref="P:Animancer.ClipState.Transition.Clip"/> to the collection.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ClipState.Transition.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.ClipState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ClipState.Transition.Drawer.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.ClipState.Transition.Drawer"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.FadeMode">
|
||
<summary>
|
||
Determines how <see cref="M:Animancer.AnimancerLayer.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)"/> works.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.FadeMode.FixedSpeed">
|
||
<summary>
|
||
Calculate the fade speed to bring the <see cref="P:Animancer.AnimancerNode.Weight"/> from 0 to 1 over the specified
|
||
fade duration (in seconds), regardless of the actual starting weight.
|
||
</summary>
|
||
|
||
<example>
|
||
A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is.
|
||
<para></para>
|
||
This is generally the same as <see cref="F:Animancer.FadeMode.FixedDuration"/> but differs when starting the fade from a
|
||
non-zero <see cref="P:Animancer.AnimancerNode.Weight"/>, for example:
|
||
<list type="bullet">
|
||
<item>Fade Duration: 0.25</item>
|
||
<item>To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds</item>
|
||
<item>To fade from 0.5 to 1 with <see cref="F:Animancer.FadeMode.FixedDuration"/> would get a speed of 2 and take 0.25 seconds.
|
||
It has half the distance to cover so it goes half as fast to maintain the expected duration.</item>
|
||
<item>To fade from 0.5 to 1 with <see cref="F:Animancer.FadeMode.FixedSpeed"/> would get a speed of 4 and take 0.125 seconds.
|
||
It gets the same speed regardless of the distance to cover, so with less distance it completes faster.</item>
|
||
</list>
|
||
</example>
|
||
|
||
<exception cref="T:System.InvalidOperationException">
|
||
Thrown if the <see cref="P:Animancer.AnimancerState.Clip"/> is null.
|
||
</exception>
|
||
|
||
<exception cref="T:System.ArgumentOutOfRangeException">
|
||
Thrown if more states have been created for the <see cref="P:Animancer.AnimancerState.Clip"/> than the
|
||
<see cref="P:Animancer.AnimancerLayer.MaxStateDepth"/> allows.
|
||
</exception>
|
||
</member>
|
||
<member name="F:Animancer.FadeMode.FixedDuration">
|
||
<summary>
|
||
Calculate the fade speed to bring the <see cref="P:Animancer.AnimancerNode.Weight"/> to the target value over the
|
||
specified fade duration (in seconds).
|
||
</summary>
|
||
|
||
<example>
|
||
A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is.
|
||
<para></para>
|
||
This is generally the same as <see cref="F:Animancer.FadeMode.FixedSpeed"/>, but differs when starting the fade from a
|
||
non-zero <see cref="P:Animancer.AnimancerNode.Weight"/>:
|
||
<list type="bullet">
|
||
<item>Fade Duration: 0.25</item>
|
||
<item>To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds</item>
|
||
<item>To fade from 0.5 to 1 with <see cref="F:Animancer.FadeMode.FixedDuration"/> would get a speed of 2 and take 0.25 seconds.
|
||
It has half the distance to cover so it goes half as fast to maintain the expected duration.</item>
|
||
<item>To fade from 0.5 to 1 with <see cref="F:Animancer.FadeMode.FixedSpeed"/> would get a speed of 4 and take 0.125 seconds.
|
||
It gets the same speed regardless of the distance to cover, so with less distance it completes faster.</item>
|
||
</list>
|
||
</example>
|
||
|
||
<remarks>
|
||
This was how fading worked prior to the introduction of <see cref="T:Animancer.FadeMode"/>s in Animancer v4.0.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:Animancer.FadeMode.FromStart">
|
||
<summary>
|
||
If the state is not currently at 0 <see cref="P:Animancer.AnimancerNode.Weight"/>, this mode will use
|
||
<see cref="M:Animancer.AnimancerLayer.GetOrCreateWeightlessState(Animancer.AnimancerState)"/> to get a copy of it that is at 0 weight so it can
|
||
fade the copy in while the original fades out with all other states.
|
||
<para></para>
|
||
Using this mode repeatedly on subsequent frames will probably have undesirable effects because it will
|
||
create a new state each time. In such a situation you most likely want <see cref="F:Animancer.FadeMode.FixedSpeed"/> instead.
|
||
<para></para>
|
||
This mode only works for <see cref="T:Animancer.ClipState"/>s does not know how to duplicate other state types.
|
||
</summary>
|
||
|
||
<example>
|
||
This can be useful when you want to repeat an action while the previous animation is still fading out.
|
||
For example, if you play an 'Attack' animation, it ends and starts fading back to 'Idle', and while it is
|
||
doing so you want to start another 'Attack'. The previous 'Attack' can't simply snap back to the start, so
|
||
you can use this method to create a second 'Attack' state to fade in while the old one fades out.
|
||
</example>
|
||
</member>
|
||
<member name="F:Animancer.FadeMode.NormalizedSpeed">
|
||
<summary>
|
||
Like <see cref="F:Animancer.FadeMode.FixedSpeed"/>, except that the fade duration is multiplied by the animation length.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.FadeMode.NormalizedDuration">
|
||
<summary>
|
||
Like <see cref="F:Animancer.FadeMode.FixedDuration"/>, except that the fade duration is multiplied by the animation length.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.FadeMode.NormalizedFromStart">
|
||
<summary>
|
||
Like <see cref="F:Animancer.FadeMode.FromStart"/>, except that the fade duration is multiplied by the animation length.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.PlayableAssetState">
|
||
<summary>[Pro-Only]
|
||
An <see cref="T:Animancer.AnimancerState"/> which plays a <see cref="T:UnityEngine.Playables.PlayableAsset"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.PlayableAssetState._Asset">
|
||
<summary>The <see cref="T:UnityEngine.Playables.PlayableAsset"/> which this state plays.</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Asset">
|
||
<summary>The <see cref="T:UnityEngine.Playables.PlayableAsset"/> which this state plays.</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.MainObject">
|
||
<summary>The <see cref="T:UnityEngine.Playables.PlayableAsset"/> which this state plays.</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Length">
|
||
<summary>The <see cref="P:UnityEngine.Playables.PlayableAsset.duration"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.PlayableAssetState.#ctor(UnityEngine.Playables.PlayableAsset)">
|
||
<summary>Constructs a new <see cref="T:Animancer.PlayableAssetState"/> to play the `asset`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.PlayableAssetState.CreatePlayable(UnityEngine.Playables.Playable@)">
|
||
<summary>Creates and assigns the <see cref="T:UnityEngine.Playables.Playable"/> managed by this node.</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Bindings">
|
||
<summary>The objects controlled by each Timeline Track.</summary>
|
||
</member>
|
||
<member name="M:Animancer.PlayableAssetState.SetBindings(UnityEngine.Object[])">
|
||
<summary>Sets the <see cref="P:Animancer.PlayableAssetState.Bindings"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.PlayableAssetState.ToString">
|
||
<summary>
|
||
Returns a string describing the type of this state and the name of the <see cref="P:Animancer.PlayableAssetState.Asset"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.PlayableAssetState.Destroy">
|
||
<summary>Destroys the <see cref="T:UnityEngine.Playables.Playable"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.PlayableAssetState.Transition">
|
||
<summary>
|
||
A serializable <see cref="T:Animancer.ITransition"/> which can create a <see cref="T:Animancer.PlayableAssetState"/> when
|
||
passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Transition.Asset">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] The asset to play.</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Transition.Key">
|
||
<summary>
|
||
The <see cref="P:Animancer.PlayableAssetState.Transition.Asset"/> will be used as the <see cref="P:Animancer.AnimancerState.Key"/> for the created state to
|
||
be registered with.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Transition.Speed">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
Determines how fast the animation plays (1x = normal speed, 2x = double speed).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Transition.NormalizedStartTime">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
Determines what <see cref="P:Animancer.AnimancerState.NormalizedTime"/> to start the animation at.
|
||
<para></para>
|
||
The default value is <see cref="F:System.Single.NaN"/> which indicates that this value is not used so the
|
||
animation will continue from its current time.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Transition.FadeMode">
|
||
<summary>
|
||
If this transition will set the <see cref="P:Animancer.AnimancerState.NormalizedTime"/>, then it needs to use
|
||
<see cref="F:Animancer.FadeMode.FromStart"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Transition.Bindings">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>] The objects controlled by each of the tracks in the Timeline Asset.</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Transition.MaximumDuration">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>]
|
||
The maximum amount of time the animation is expected to take (in seconds).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.PlayableAssetState.Transition.IsValid">
|
||
<summary>Indicates whether this transition can create a valid <see cref="T:Animancer.AnimancerState"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.PlayableAssetState.Transition.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.PlayableAssetState"/> connected to the `layer`.
|
||
<para></para>
|
||
This method also assigns it as the <see cref="P:Animancer.AnimancerState.Transition`1.State"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.PlayableAssetState.Transition.Apply(Animancer.AnimancerState)">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/> to apply the <see cref="P:Animancer.PlayableAssetState.Transition.Speed"/>
|
||
and <see cref="P:Animancer.PlayableAssetState.Transition.NormalizedStartTime"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.PlayableAssetState.Transition.Animancer#IAnimationClipCollection#GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>Gathers all the animations associated with this object.</summary>
|
||
</member>
|
||
<member name="T:Animancer.PlayableAssetState.Transition.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.PlayableAssetState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.PlayableAssetState.Transition.Drawer.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.PlayableAssetState.Transition.Drawer"/>.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Strings">
|
||
<summary>Various string constants used throughout Animancer.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Strings.MenuPrefix">
|
||
<summary>The standard prefix for <see cref="P:UnityEngine.CreateAssetMenuAttribute.menuName"/>.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Strings.AssetMenuOrder">
|
||
<summary>
|
||
The base value for <see cref="P:UnityEngine.CreateAssetMenuAttribute.order"/> to group
|
||
"Assets/Create/Animancer/..." menu items just under "Avatar Mask".
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Strings.DocumentationURL">
|
||
<summary>The URL of the website where the Animancer documentation is hosted.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Strings.APIDocumentationURL">
|
||
<summary>The URL of the website where the Animancer API documentation is hosted.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Strings.DeveloperEmail">
|
||
<summary>The email address which handles support for Animancer.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Strings.EditorOnly">
|
||
<summary>The conditional compilation symbol for editor-only code.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Strings.Assert">
|
||
<summary>The conditional compilation symbol for assertions.</summary>
|
||
</member>
|
||
<member name="F:Animancer.Strings.ProOnlyTag">
|
||
<summary>[Internal]
|
||
A prefix for tooltips on Pro-Only features.
|
||
<para></para>
|
||
"[Pro-Only] " in Animancer Lite or "" in Animancer Pro.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Strings.NoRename">
|
||
<summary>[Internal] [Lite-Only]
|
||
Disables member renaming in a [<see cref="T:System.Reflection.ObfuscationAttribute"/>].
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.Strings.DocsURLs">
|
||
<summary>[Editor-Only] URLs of various documentation pages.</summary>
|
||
</member>
|
||
<member name="T:Animancer.Validate">
|
||
<summary>
|
||
Enforces various rules throughout the system, most of which are compiled out if UNITY_ASSERTIONS is not defined
|
||
(by default, it is defined in the Unity Editor and in Development Builds).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Validate.NotLegacy(UnityEngine.AnimationClip)">
|
||
<summary>[Assert]
|
||
Throws if the `clip` is marked as <see cref="P:UnityEngine.AnimationClip.legacy"/>.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException"/>
|
||
</member>
|
||
<member name="M:Animancer.Validate.Root(Animancer.AnimancerNode,Animancer.AnimancerPlayable)">
|
||
<summary>[Assert]
|
||
Throws if the <see cref="P:Animancer.AnimancerNode.Root"/> is not the `root`.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException"/>
|
||
</member>
|
||
<member name="M:Animancer.Validate.RemoveChild(Animancer.AnimancerState,System.Collections.Generic.IList{Animancer.AnimancerState})">
|
||
<summary>[Assert]
|
||
Throws if the `state` was not actually assigned to its specified <see cref="P:Animancer.AnimancerNode.Index"/> in
|
||
the `states`.
|
||
</summary>
|
||
<exception cref="T:System.InvalidOperationException"/>
|
||
<exception cref="T:System.IndexOutOfRangeException">
|
||
Thrown if the <see cref="P:Animancer.AnimancerNode.Index"/> is larger than the number of `states`.
|
||
</exception>
|
||
</member>
|
||
<member name="M:Animancer.Validate.FadeDuration(System.Single@,System.String)">
|
||
<summary>[Internal] [Lite-Only]
|
||
Ensures that only the <see cref="F:Animancer.AnimancerPlayable.DefaultFadeDuration"/> can be used (warn in Editor,
|
||
enforce at Runtime).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Validate.Weight(System.Single@,System.String,System.String)">
|
||
<summary>[Internal] [Lite-Only]
|
||
Ensures that only 0 or 1 weight can be used (warn in Editor, enforce at Runtime).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Validate.Speed(System.Single@)">
|
||
<summary>[Internal] [Lite-Only]
|
||
Ensures that only 1 speed can be used (warn in Editor, enforce at Runtime).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Validate.Time(System.Single@)">
|
||
<summary>[Internal] [Lite-Only]
|
||
Ensures that only 0 time can be used (warn in Editor, enforce at Runtime).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Validate.NodeType(Animancer.AnimancerNode)">
|
||
<summary>[Internal] [Lite-Only]
|
||
Ensures that only inbuilt <see cref="T:Animancer.AnimancerNode"/> types can be used (warn in Editor, enforce at
|
||
Runtime).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Validate.UpdatableType(Animancer.IUpdatable)">
|
||
<summary>[Internal] [Lite-Only]
|
||
Ensures that only inbuilt <see cref="T:Animancer.AnimancerNode"/> types can be used (warn in Editor, enforce at
|
||
Runtime).
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.Validate.ProOnlyMessage">
|
||
<summary>[Lite-Only]
|
||
A message which explains that some features are only available in the Unity Editor for trial purposes in
|
||
Animancer Lite, but not at runtime.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.Validate.KeepLoggingProOnlyFeatures">
|
||
<summary>[Lite-Only]
|
||
When a Pro-Only feature is used it will log a message and decrement this value (default 0). Once it becomes
|
||
negative, no more messages will be logged.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.Validate.LogProOnlyFeature(System.String)">
|
||
<summary>[Internal] [Lite-Only]
|
||
Logs a message the first time a Pro-Only feature is used, then does nothing on subsequent calls.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.IAnimancerComponent">
|
||
<summary>
|
||
Interface for components that manage an <see cref="T:Animancer.AnimancerPlayable"/>.
|
||
</summary>
|
||
<remarks>
|
||
Despite the name, this interface is not necessarily limited to only components.
|
||
<para></para>
|
||
This interface allows Animancer Lite to reference an <see cref="!:AnimancerComponent"/> inside the pre-compiled
|
||
DLL while allowing that component to remain outside as a regular script. Otherwise everything would need to be
|
||
in the DLL which would cause Unity to lose all the script references when upgrading from Animancer Lite to Pro.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.IAnimancerComponent.enabled">
|
||
<summary>Indicates whether this component will be updated.</summary>
|
||
</member>
|
||
<member name="P:Animancer.IAnimancerComponent.gameObject">
|
||
<summary>The <see cref="T:UnityEngine.GameObject"/> this component is attached to.</summary>
|
||
</member>
|
||
<member name="P:Animancer.IAnimancerComponent.Animator">
|
||
<summary>The <see cref="T:UnityEngine.Animator"/> component which this script controls.</summary>
|
||
</member>
|
||
<member name="P:Animancer.IAnimancerComponent.Playable">
|
||
<summary>The internal system which manages the playing animations.</summary>
|
||
</member>
|
||
<member name="P:Animancer.IAnimancerComponent.IsPlayableInitialised">
|
||
<summary>Indicates whether the <see cref="P:Animancer.IAnimancerComponent.Playable"/> has been initialised (is not null).</summary>
|
||
</member>
|
||
<member name="P:Animancer.IAnimancerComponent.ResetOnDisable">
|
||
<summary>Determines whether the object will be reset to its original values when disabled.</summary>
|
||
</member>
|
||
<member name="P:Animancer.IAnimancerComponent.UpdateMode">
|
||
<summary>
|
||
Determines when animations are updated and which time source is used. This property is mainly a wrapper
|
||
around the <see cref="P:UnityEngine.Animator.updateMode"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.IAnimancerComponent.GetKey(UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Returns the dictionary key to use for the `clip`.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.IAnimancerComponent.AnimatorFieldName">
|
||
<summary>[Editor-Only] The name of the serialized backing field for the <see cref="P:Animancer.IAnimancerComponent.Animator"/> property.</summary>
|
||
</member>
|
||
<member name="P:Animancer.IAnimancerComponent.InitialUpdateMode">
|
||
<summary>[Editor-Only] The <see cref="P:Animancer.IAnimancerComponent.UpdateMode"/> what was first used when this script initialised.</summary>
|
||
</member>
|
||
<member name="T:Animancer.IAnimationClipSource">
|
||
<summary>
|
||
Proxy for an identical interface introduced in Unity 2018.3 to have a class provide its own list of
|
||
<see cref="T:UnityEngine.AnimationClip"/>s to the Animation Window without an Animator Controller.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.IAnimationClipCollection">
|
||
<summary>
|
||
A variant of <see cref="T:Animancer.IAnimationClipSource"/> which uses a <see cref="T:System.Collections.Generic.ICollection`1"/> instead of a
|
||
<see cref="T:System.Collections.Generic.List`1"/> so that it can take a <see cref="T:System.Collections.Generic.HashSet`1"/> to efficiently avoid adding duplicates.
|
||
<see cref="T:Animancer.AnimancerUtilities"/> contains various extension methods for this purpose.
|
||
<para></para>
|
||
<see cref="T:Animancer.IAnimationClipSource"/> still needs to be the main point of entry for the Animation Window, so this
|
||
interface is only used internally.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.IAnimationClipCollection.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>Gathers all the animations associated with this object.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ICharacterRoot">
|
||
<summary>
|
||
Interface for components to indicate which <see cref="T:UnityEngine.GameObject"/> is the root of a character when
|
||
<see cref="M:Animancer.Editor.AnimancerEditorUtilities.FindRoot(UnityEngine.GameObject)"/> is called.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ICharacterRoot.transform">
|
||
<summary>
|
||
The <see cref="T:UnityEngine.Transform"/> to search for <see cref="T:UnityEngine.AnimationClip"/>s beneath.
|
||
</summary>
|
||
|
||
<example>
|
||
Implementing this interface in a <see cref="T:UnityEngine.MonoBehaviour"/> will automatically inherit this property so
|
||
you do not need to do anything else:
|
||
<code>public class MyComponent : MonoBehaviour, IAnimancerRoot
|
||
{
|
||
}</code>
|
||
But if you want to have your script point to a different object as the root, you can explicitly implement
|
||
this property:
|
||
<code>public class MyComponent : MonoBehaviour, IAnimancerRoot
|
||
{
|
||
Transform IAnimancerRoot.transform { get { return ???; } }
|
||
}</code>
|
||
</example>
|
||
</member>
|
||
<member name="T:Animancer.IHasKey">
|
||
<summary>
|
||
Exposes a <see cref="P:Animancer.IHasKey.Key"/> object that can be used for dictionaries and hash sets.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.IHasKey.Key">
|
||
<summary>An identifier object that can be used for dictionaries and hash sets.</summary>
|
||
</member>
|
||
<member name="T:Animancer.IPlayableWrapper">
|
||
<summary>
|
||
Interface for objects that manage a <see cref="T:UnityEngine.Playables.Playable"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.IPlayableWrapper.Parent">
|
||
<summary>The object which receives the output of the <see cref="P:Animancer.IPlayableWrapper.Playable"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.IPlayableWrapper.Playable">
|
||
<summary>The <see cref="T:UnityEngine.Playables.Playable"/> managed by this object.</summary>
|
||
</member>
|
||
<member name="P:Animancer.IPlayableWrapper.KeepChildrenConnected">
|
||
<summary>
|
||
Indicates whether child playables should stay connected to the graph at all times.
|
||
<para></para>
|
||
If false, playables will be disconnected from the graph while they are at 0 weight to stop it from
|
||
evaluating them every frame.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.IPlayableWrapper.Speed">
|
||
<summary>
|
||
How fast the <see cref="T:UnityEngine.Time"/> is advancing every frame.
|
||
<para></para>
|
||
1 is the normal speed.
|
||
<para></para>
|
||
A negative value will play the animation backwards.
|
||
<para></para>
|
||
Animancer Lite does not allow this value to be changed in a runtime build.
|
||
</summary>
|
||
|
||
<example>
|
||
<code>
|
||
void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
{
|
||
var state = animancer.Play(clip);
|
||
|
||
state.Speed = 1;// Normal speed.
|
||
state.Speed = 2;// Double speed.
|
||
state.Speed = 0.5f;// Half speed.
|
||
state.Speed = -1;// Normal speed playing backwards.
|
||
}
|
||
</code>
|
||
</example>
|
||
</member>
|
||
<member name="T:Animancer.ITransition">
|
||
<summary>
|
||
An object that can create an <see cref="T:Animancer.AnimancerState"/> and manage the details of how it should be played.
|
||
<para></para>
|
||
Transitions are generally used as arguments for <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ITransition.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.AnimancerState"/> connected to the `layer`.
|
||
</summary>
|
||
<remarks>
|
||
The first time a transition is used on an object, this method is called to create the state and register it
|
||
in the internal dictionary using the <see cref="P:Animancer.IHasKey.Key"/> so that it can be reused later on.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.ITransition.FadeMode">
|
||
<summary>
|
||
When a transition is passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>, this property
|
||
determines which <see cref="T:Animancer.FadeMode"/> will be used.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ITransition.FadeDuration">
|
||
<summary>The amount of time the transition should take (in seconds).</summary>
|
||
</member>
|
||
<member name="M:Animancer.ITransition.Apply(Animancer.AnimancerState)">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/> to apply any modifications to the `state`.
|
||
</summary>
|
||
<remarks>
|
||
Unlike <see cref="M:Animancer.ITransition.CreateState"/>, this method is called every time the transition is used so it can do
|
||
things like set the <see cref="P:Animancer.AnimancerState.Events"/> or <see cref="P:Animancer.AnimancerState.Time"/>.
|
||
</remarks>
|
||
</member>
|
||
<member name="T:Animancer.ITransitionDetailed">
|
||
<summary>
|
||
An <see cref="T:Animancer.ITransition"/> with some additional details for the Unity Editor GUI.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ITransitionDetailed.IsLooping">
|
||
<summary>Indicates what the value of <see cref="P:Animancer.AnimancerState.IsLooping"/> will be for the created state.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ITransitionDetailed.NormalizedStartTime">
|
||
<summary>Determines what <see cref="P:Animancer.AnimancerState.NormalizedTime"/> to start the animation at.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ITransitionDetailed.Speed">
|
||
<summary>Determines how fast the animation plays (1x = normal speed).</summary>
|
||
</member>
|
||
<member name="P:Animancer.ITransitionDetailed.MaximumDuration">
|
||
<summary>The maximum amount of time the animation is expected to take (in seconds).</summary>
|
||
</member>
|
||
<member name="P:Animancer.ITransitionDetailed.IsValid">
|
||
<summary>Indicates whether this transition can create a valid <see cref="T:Animancer.AnimancerState"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ITransitionDetailed.AddItemsToContextMenu(UnityEditor.GenericMenu,UnityEditor.SerializedProperty,Animancer.Editor.Serialization.PropertyAccessor)">
|
||
<summary>[Editor-Only] Adds context menu functions for this transition.</summary>
|
||
</member>
|
||
<member name="T:Animancer.IUpdatable">
|
||
<summary>
|
||
An object that can be updated during <see cref="M:UnityEngine.Playables.PlayableBehaviour.PrepareFrame(UnityEngine.Playables.Playable,UnityEngine.Playables.FrameData)"/>.
|
||
<para></para>
|
||
Register to receive updates using <see cref="M:Animancer.AnimancerPlayable.RequireUpdate(Animancer.IUpdatable)"/> and stop
|
||
receiving updates using <see cref="M:Animancer.AnimancerPlayable.CancelUpdate(Animancer.IUpdatable)"/>.
|
||
</summary>
|
||
|
||
<example><code>
|
||
public sealed class UpdatableBehaviour : MonoBehaviour, IUpdatable
|
||
{
|
||
[SerializeField] private AnimancerComponent _Animancer;
|
||
|
||
private void OnEnable()
|
||
{
|
||
_Animancer.Playable.RequireUpdate(this);
|
||
}
|
||
|
||
private void OnEnable()
|
||
{
|
||
_Animancer.Playable.CancelUpdate(this);
|
||
}
|
||
|
||
public void EarlyUpdate()
|
||
{
|
||
// Called at the start of every Animator update before the playables get updated.
|
||
}
|
||
|
||
public void LateUpdate()
|
||
{
|
||
// Called at the end of every Animator update after the playables get updated.
|
||
}
|
||
|
||
public void OnDestroy()
|
||
{
|
||
// Called by AnimancerPlayable.Destroy if this object is currently being updated.
|
||
}
|
||
}
|
||
</code></example>
|
||
</member>
|
||
<member name="M:Animancer.IUpdatable.EarlyUpdate">
|
||
<summary>Called at the start of every <see cref="T:UnityEngine.Animator"/> update before the playables get updated.</summary>
|
||
<remarks>The <see cref="P:UnityEngine.Animator.updateMode"/> determines when it updates.</remarks>
|
||
</member>
|
||
<member name="M:Animancer.IUpdatable.LateUpdate">
|
||
<summary>Called at the end of every <see cref="T:UnityEngine.Animator"/> update after the playables get updated.</summary>
|
||
<remarks>
|
||
The <see cref="P:UnityEngine.Animator.updateMode"/> determines when it updates.
|
||
This method has nothing to do with <see cref="T:UnityEngine.MonoBehaviour"/>.LateUpdate().
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.IUpdatable.OnDestroy">
|
||
<summary>Called by <see cref="M:Animancer.AnimancerPlayable.Destroy"/> if this object is currently being updated.</summary>
|
||
</member>
|
||
<member name="T:Animancer.CartesianMixerState">
|
||
<summary>[Pro-Only]
|
||
An <see cref="T:Animancer.AnimancerState"/> which blends an array of other states together based on a two dimensional
|
||
parameter and thresholds using Gradient Band Interpolation.
|
||
<para></para>
|
||
This mixer type is similar to the 2D Freeform Cartesian Blend Type in Mecanim Blend Trees.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.CartesianMixerState._BlendFactors">
|
||
<summary>Precalculated values to speed up the recalculation of weights.</summary>
|
||
</member>
|
||
<member name="F:Animancer.CartesianMixerState._BlendFactorsDirty">
|
||
<summary>Indicates whether the <see cref="F:Animancer.CartesianMixerState._BlendFactors"/> need to be recalculated.</summary>
|
||
</member>
|
||
<member name="P:Animancer.CartesianMixerState.ParameterX">
|
||
<summary>Gets or sets Parameter.x.</summary>
|
||
</member>
|
||
<member name="P:Animancer.CartesianMixerState.ParameterY">
|
||
<summary>Gets or sets Parameter.y.</summary>
|
||
</member>
|
||
<member name="M:Animancer.CartesianMixerState.OnThresholdsChanged">
|
||
<summary>
|
||
Called whenever the thresholds are changed. Indicates that the internal blend factors need to be
|
||
recalculated and calls <see cref="M:Animancer.CartesianMixerState.RecalculateWeights"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.CartesianMixerState.RecalculateWeights">
|
||
<summary>
|
||
Recalculates the weights of all <see cref="F:Animancer.ManualMixerState._States"/> based on the current value of the
|
||
<see cref="P:Animancer.MixerState`1.Parameter"/> and the <see cref="F:Animancer.MixerState`1._Thresholds"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.CartesianMixerState.AppendParameter(System.Text.StringBuilder,UnityEngine.Vector2)">
|
||
<summary>Appends the `parameter` in a viewer-friendly format.</summary>
|
||
</member>
|
||
<member name="P:Animancer.CartesianMixerState.ParameterCount">
|
||
<summary>The number of parameters being managed by this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.CartesianMixerState.GetParameterName(System.Int32)">
|
||
<summary>Returns the name of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.CartesianMixerState.GetParameterType(System.Int32)">
|
||
<summary>Returns the type of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.CartesianMixerState.GetParameterValue(System.Int32)">
|
||
<summary>Returns the value of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.CartesianMixerState.SetParameterValue(System.Int32,System.Object)">
|
||
<summary>Sets the value of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="T:Animancer.DirectionalMixerState">
|
||
<summary>[Pro-Only]
|
||
An <see cref="T:Animancer.AnimancerState"/> which blends an array of other states together based on a two dimensional
|
||
parameter and thresholds using Polar Gradient Band Interpolation.
|
||
<para></para>
|
||
This mixer type is similar to the 2D Freeform Directional Blend Type in Mecanim Blend Trees.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.DirectionalMixerState._ThresholdMagnitudes">
|
||
<summary>Precalculated magnitudes of all thresholds to speed up the recalculation of weights.</summary>
|
||
</member>
|
||
<member name="F:Animancer.DirectionalMixerState._BlendFactors">
|
||
<summary>Precalculated values to speed up the recalculation of weights.</summary>
|
||
</member>
|
||
<member name="F:Animancer.DirectionalMixerState._BlendFactorsDirty">
|
||
<summary>Indicates whether the <see cref="F:Animancer.DirectionalMixerState._BlendFactors"/> need to be recalculated.</summary>
|
||
</member>
|
||
<member name="F:Animancer.DirectionalMixerState.AngleFactor">
|
||
<summary>The multiplier that controls how much an angle (in radians) is worth compared to normalized distance.</summary>
|
||
</member>
|
||
<member name="P:Animancer.DirectionalMixerState.ParameterX">
|
||
<summary>Gets or sets Parameter.x.</summary>
|
||
</member>
|
||
<member name="P:Animancer.DirectionalMixerState.ParameterY">
|
||
<summary>Gets or sets Parameter.y.</summary>
|
||
</member>
|
||
<member name="M:Animancer.DirectionalMixerState.OnThresholdsChanged">
|
||
<summary>
|
||
Called whenever the thresholds are changed. Indicates that the internal blend factors need to be
|
||
recalculated and calls <see cref="M:Animancer.DirectionalMixerState.RecalculateWeights"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.DirectionalMixerState.RecalculateWeights">
|
||
<summary>
|
||
Recalculates the weights of all <see cref="F:Animancer.ManualMixerState._States"/> based on the current value of the
|
||
<see cref="P:Animancer.MixerState`1.Parameter"/> and the thresholds.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.DirectionalMixerState.AppendParameter(System.Text.StringBuilder,UnityEngine.Vector2)">
|
||
<summary>Appends the `parameter` in a viewer-friendly format.</summary>
|
||
</member>
|
||
<member name="P:Animancer.DirectionalMixerState.ParameterCount">
|
||
<summary>The number of parameters being managed by this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.DirectionalMixerState.GetParameterName(System.Int32)">
|
||
<summary>Returns the name of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.DirectionalMixerState.GetParameterType(System.Int32)">
|
||
<summary>Returns the type of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.DirectionalMixerState.GetParameterValue(System.Int32)">
|
||
<summary>Returns the value of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.DirectionalMixerState.SetParameterValue(System.Int32,System.Object)">
|
||
<summary>Sets the value of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="T:Animancer.LinearMixerState">
|
||
<summary>[Pro-Only]
|
||
An <see cref="T:Animancer.AnimancerState"/> which blends an array of other states together using linear interpolation
|
||
between the specified thresholds.
|
||
<para></para>
|
||
This mixer type is similar to the 1D Blend Type in Mecanim Blend Trees.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.Initialise(UnityEngine.AnimationClip[],System.Single,System.Single)">
|
||
<summary>
|
||
Initialises the <see cref="T:UnityEngine.Animations.AnimationMixerPlayable"/> and <see cref="F:Animancer.ManualMixerState._States"/> with one
|
||
state per clip and assigns thresholds evenly spaced between the specified min and max (inclusive).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.Initialise(UnityEngine.AnimationClip,UnityEngine.AnimationClip,System.Single,System.Single)">
|
||
<summary>
|
||
Initialises the <see cref="T:UnityEngine.Animations.AnimationMixerPlayable"/> with two ports and connects two states to them for
|
||
the specified clips at the specified thresholds (default 0 and 1).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.Initialise(UnityEngine.AnimationClip,UnityEngine.AnimationClip,UnityEngine.AnimationClip,System.Single,System.Single,System.Single)">
|
||
<summary>
|
||
Initialises the <see cref="T:UnityEngine.Animations.AnimationMixerPlayable"/> with three ports and connects three states to them for
|
||
the specified clips at the specified thresholds (default -1, 0, and 1).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.OnThresholdsChanged">
|
||
<summary>
|
||
Called whenever the thresholds are changed. Indicates that <see cref="M:Animancer.LinearMixerState.AssertThresholdsSorted"/> needs to
|
||
be called by the next <see cref="M:Animancer.LinearMixerState.RecalculateWeights"/> if UNITY_ASSERTIONS is defined, then calls
|
||
<see cref="M:Animancer.MixerState`1.OnThresholdsChanged"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.AssertThresholdsSorted">
|
||
<summary>
|
||
Throws an <see cref="T:System.ArgumentException"/> if the thresholds are not sorted from lowest to highest without
|
||
any duplicates.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException"/>
|
||
<exception cref="T:System.InvalidOperationException">Thrown if the thresholds have not been initialised.</exception>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.RecalculateWeights">
|
||
<summary>
|
||
Recalculates the weights of all <see cref="F:Animancer.ManualMixerState._States"/> based on the current value of the
|
||
<see cref="P:Animancer.MixerState`1.Parameter"/> and the thresholds.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.AssignLinearThresholds(System.Single,System.Single)">
|
||
<summary>
|
||
Assigns the thresholds to be evenly spaced between the specified min and max (inclusive).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.LinearMixerState.ParameterCount">
|
||
<summary>The number of parameters being managed by this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.GetParameterName(System.Int32)">
|
||
<summary>Returns the name of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.GetParameterType(System.Int32)">
|
||
<summary>Returns the type of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.GetParameterValue(System.Int32)">
|
||
<summary>Returns the value of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.SetParameterValue(System.Int32,System.Object)">
|
||
<summary>Sets the value of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="T:Animancer.LinearMixerState.Transition">
|
||
<summary>
|
||
A serializable <see cref="T:Animancer.ITransition"/> which can create a <see cref="T:Animancer.LinearMixerState"/> when
|
||
passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.Transition.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.LinearMixerState"/> connected to the `layer`.
|
||
<para></para>
|
||
This method also assigns it as the <see cref="P:Animancer.AnimancerState.Transition`1.State"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.Transition.SortByThresholds">
|
||
<summary>
|
||
Sorts all states so that their thresholds go from lowest to highest.
|
||
<para></para>
|
||
This method uses Bubble Sort which is inefficient for large numbers of states.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.LinearMixerState.Transition.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.LinearMixerState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.Transition.Drawer.DoThresholdGUI(UnityEngine.Rect,System.Int32)">
|
||
<summary>Draws the GUI of the threshold at the specified `index`.</summary>
|
||
</member>
|
||
<member name="P:Animancer.LinearMixerState.Transition.Drawer.HasThresholdContextMenu">
|
||
<summary><see cref="M:Animancer.LinearMixerState.Transition.Drawer.AddThresholdFunctionsToMenu(UnityEditor.GenericMenu)"/> will add some functions to the menu.</summary>
|
||
</member>
|
||
<member name="M:Animancer.LinearMixerState.Transition.Drawer.AddThresholdFunctionsToMenu(UnityEditor.GenericMenu)">
|
||
<summary>Adds functions to the `menu` relating to the thresholds.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ManualMixerState">
|
||
<summary>[Pro-Only]
|
||
An <see cref="T:Animancer.AnimancerState"/> which blends multiple child states. Unlike other mixers, this class does not
|
||
perform any automatic weight calculations, it simple allows you to control the weight of all states manually.
|
||
<para></para>
|
||
This mixer type is similar to the Direct Blend Type in Mecanim Blend Trees.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.ManualMixerState._States">
|
||
<summary>The states managed by this mixer.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.ChildStates">
|
||
<summary>Returns the <see cref="F:Animancer.ManualMixerState._States"/> array.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.ChildCount">
|
||
<summary>The number of states using this mixer as their <see cref="P:Animancer.AnimancerState.Parent"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.GetChild(System.Int32)">
|
||
<summary>Returns the state connected to the specified `index` as a child of this mixer.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.SetChild(System.Int32,Animancer.AnimancerState)">
|
||
<summary>Assigns the `state` as a child of this mixer.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.RawTime">
|
||
<summary>
|
||
The weighted average <see cref="P:Animancer.AnimancerState.Time"/> of each child state according to their
|
||
<see cref="P:Animancer.AnimancerNode.Weight"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Length">
|
||
<summary>
|
||
The weighted average <see cref="P:Animancer.AnimancerState.Length"/> of each child state according to their
|
||
<see cref="P:Animancer.AnimancerNode.Weight"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Initialise(System.Int32)">
|
||
<summary>
|
||
Initialises this mixer with the specified number of ports which can be filled individually by <see cref="M:Animancer.ManualMixerState.CreateState(System.Int32,UnityEngine.AnimationClip)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Initialise(UnityEngine.AnimationClip[])">
|
||
<summary>
|
||
Initialises this mixer with one state per clip.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.IsInitialised">
|
||
<summary>Indicates whether the child states of this mixer have been initialised.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.CreateState(System.Int32,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ClipState"/> to play the `clip` with this mixer as its parent.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.GetOrCreateState(System.Int32,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ClipState"/> to play the `clip` with this
|
||
<see cref="T:Animancer.MixerState"/> as its parent.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.OnAddChild(Animancer.AnimancerState)">
|
||
<summary>Connects the `state` to this mixer at its <see cref="P:Animancer.AnimancerNode.Index"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.OnRemoveChild(Animancer.AnimancerState)">
|
||
<summary>Disconnects the `state` from this mixer at its <see cref="P:Animancer.AnimancerNode.Index"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Destroy">
|
||
<summary>
|
||
Destroys the <see cref="T:UnityEngine.Playables.Playable"/> of this mixer and its <see cref="F:Animancer.ManualMixerState._States"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.CalculateTotalChildWeight">
|
||
<summary>
|
||
Calculates the sum of the <see cref="P:Animancer.AnimancerNode.Weight"/> of all child states.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.DestroyChildren">
|
||
<summary>
|
||
Destroys all <see cref="F:Animancer.ManualMixerState._States"/> connected to this mixer. This operation cannot be undone.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.RecalculateWeights">
|
||
<summary>
|
||
Does nothing. Manual mixers do not automatically recalculate their weights.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.DisableRemainingStates(System.Int32)">
|
||
<summary>
|
||
Sets the weight of all states after the `previousIndex` to 0.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.GetNextState(System.Int32@)">
|
||
<summary>
|
||
Returns the state at the specified `index` if it is not null, otherwise increments the index and checks
|
||
again. Returns null if no state is found by the end of the <see cref="F:Animancer.ManualMixerState._States"/> array.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.NormalizeWeights(System.Single)">
|
||
<summary>
|
||
Divides the weight of all states by the `totalWeight` so that they all add up to 1.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.GetDisplayKey(Animancer.AnimancerState)">
|
||
<summary>Gets a user-friendly key to identify the `state` in the Inspector.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ManualMixerState.Transition`1">
|
||
<summary>
|
||
Base class for serializable <see cref="T:Animancer.ITransition"/>s which can create a particular type of
|
||
<see cref="T:Animancer.ManualMixerState"/> when passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
<para></para>
|
||
Even though it has the <see cref="T:System.SerializableAttribute"/>, this class won't actually get serialized
|
||
by Unity because it's generic and abstract. Each child class still needs to include the attribute.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition`1.Speed">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
Determines how fast the mixer plays (1x = normal speed, 2x = double speed).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition`1.Clips">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.ClipState.Clip"/> to use for each state in the mixer.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition`1.Speeds">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.AnimancerNode.Speed"/> to use for each state in the mixer.
|
||
<para></para>
|
||
If the size of this array doesn't match the <see cref="P:Animancer.ManualMixerState.Transition`1.Clips"/>, it will be ignored.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition`1.SynchroniseChildren">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="P:Animancer.MixerState.SynchroniseChildren"/> flags for each state in the mixer.
|
||
<para></para>
|
||
The array can be null or empty. Any elements not in the array will be treated as true.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition`1.IsLooping">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>]
|
||
Returns true is any of the <see cref="P:Animancer.ManualMixerState.Transition`1.Clips"/> are looping.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition`1.MaximumDuration">
|
||
<summary>[<see cref="T:Animancer.ITransitionDetailed"/>]
|
||
The maximum amount of time the animation is expected to take (in seconds).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition`1.InitialiseState">
|
||
<summary>
|
||
Initialises the <see cref="P:Animancer.AnimancerState.Transition`1.State"/> immediately after it is created.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition`1.Apply(Animancer.AnimancerState)">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/> to apply the <see cref="P:Animancer.ManualMixerState.Transition`1.Speed"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition`1.Animancer#IAnimationClipCollection#GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>Adds the <see cref="P:Animancer.ManualMixerState.Transition`1.Clips"/> to the collection.</summary>
|
||
</member>
|
||
<member name="T:Animancer.ManualMixerState.Transition">
|
||
<summary>
|
||
A serializable <see cref="T:Animancer.ITransition"/> which can create a <see cref="T:Animancer.ManualMixerState"/> when
|
||
passed into <see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ManualMixerState"/> connected to the `layer`.
|
||
<para></para>
|
||
This method also assigns it as the <see cref="P:Animancer.AnimancerState.Transition`1.State"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.ManualMixerState.Transition.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.ManualMixerState.Transition"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition.Drawer.CurrentProperty">
|
||
<summary>
|
||
The property this drawer is currently drawing.
|
||
<para></para>
|
||
Normally each property has its own drawer, but arrays share a single drawer for all elements.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition.Drawer.CurrentClips">
|
||
<summary>The <see cref="P:Animancer.ManualMixerState.Transition`1.Clips"/> field.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition.Drawer.CurrentSpeeds">
|
||
<summary>The <see cref="P:Animancer.ManualMixerState.Transition`1.Speeds"/> field.</summary>
|
||
</member>
|
||
<member name="P:Animancer.ManualMixerState.Transition.Drawer.CurrentSynchroniseChildren">
|
||
<summary>The <see cref="P:Animancer.ManualMixerState.Transition`1.SynchroniseChildren"/> field.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.GatherDetails(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Gather the details of the `property`.
|
||
<para></para>
|
||
This method gets called by every <see cref="M:Animancer.ManualMixerState.Transition.Drawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/> and <see cref="M:Animancer.ManualMixerState.Transition.Drawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/> call since
|
||
Unity uses the same <see cref="T:UnityEditor.PropertyDrawer"/> instance for each element in a collection, so it
|
||
needs to gather the details associated with the current property.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.GatherSubProperties(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Called every time a `property` is drawn to find the relevant child properties and store them to be
|
||
used in <see cref="M:Animancer.ManualMixerState.Transition.Drawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/> and <see cref="M:Animancer.ManualMixerState.Transition.Drawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.GatherSubPropertiesStatic(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Called every time a `property` is drawn to find the relevant child properties and store them to be
|
||
used in <see cref="M:Animancer.ManualMixerState.Transition.Drawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/> and <see cref="M:Animancer.ManualMixerState.Transition.Drawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.AddPropertyModifierFunction(UnityEditor.GenericMenu,System.String,Animancer.Editor.MenuFunctionState,System.Action{UnityEditor.SerializedProperty})">
|
||
<summary>
|
||
Adds a menu item that will call <see cref="M:Animancer.ManualMixerState.Transition.Drawer.GatherSubPropertiesStatic(UnityEditor.SerializedProperty)"/> then run the specified
|
||
`function`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.AddPropertyModifierFunction(UnityEditor.GenericMenu,System.String,System.Action{UnityEditor.SerializedProperty})">
|
||
<summary>
|
||
Adds a menu item that will call <see cref="M:Animancer.ManualMixerState.Transition.Drawer.GatherSubPropertiesStatic(UnityEditor.SerializedProperty)"/> then run the specified
|
||
`function`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>
|
||
Calculates the number of vertical pixels the `property` will occupy when it is drawn.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)">
|
||
<summary>
|
||
Draws the root `property` GUI and calls
|
||
<see cref="M:Animancer.Editor.TransitionDrawer.DoPropertyGUI(UnityEngine.Rect@,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/> for each of its children.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.SplitListRect(UnityEngine.Rect,System.Boolean,UnityEngine.Rect@,UnityEngine.Rect@,UnityEngine.Rect@)">
|
||
<summary>Splits the specified `area` into separate sections.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.DoStateListHeaderGUI(UnityEngine.Rect)">
|
||
<summary>Draws the headdings of the state list.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.DoAnimationHeaderGUI(UnityEngine.Rect)">
|
||
<summary>Draws an "Animation" header.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.DoSpeedHeaderGUI(UnityEngine.Rect)">
|
||
<summary>Draws a "Speed" header.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.NormalizeDurations(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Recalculates the <see cref="P:Animancer.ManualMixerState.Transition.Drawer.CurrentSpeeds"/> depending on the <see cref="P:UnityEngine.AnimationClip.length"/> of
|
||
their animations so that they all take the same amount of time to play fully.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.InitialiseSpeeds(System.Int32)">
|
||
<summary>
|
||
Initialises every element in the <see cref="P:Animancer.ManualMixerState.Transition.Drawer.CurrentSpeeds"/> array from the `start` to the end of
|
||
the array to contain a value of 1.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.DoSyncHeaderGUI(UnityEngine.Rect)">
|
||
<summary>Draws a "Sync" header.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.DoHeaderDropdownGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent,System.Action{UnityEditor.GenericMenu})">
|
||
<summary>Draws the GUI for a header dropdown button.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.GetElementHeight(System.Int32)">
|
||
<summary>Calculates the height of the state at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.DoElementGUI(UnityEngine.Rect,System.Int32,System.Boolean,System.Boolean)">
|
||
<summary>Draws the GUI of the state at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.DoElementGUI(UnityEngine.Rect,System.Int32,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty)">
|
||
<summary>Draws the GUI of the state at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.DoElementGUI(UnityEngine.Rect,UnityEngine.Rect,UnityEngine.Rect,System.Int32,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty)">
|
||
<summary>Draws the GUI of the state at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.DoSyncToggleGUI(UnityEngine.Rect,System.Int32)">
|
||
<summary>
|
||
Draws a toggle to enable or disable <see cref="P:Animancer.MixerState.SynchroniseChildren"/> for the child at
|
||
the specified `index`.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.OnAddElement(UnityEditorInternal.ReorderableList)">
|
||
<summary>
|
||
Called when adding a new state to the list to ensure that any other relevant arrays have new
|
||
elements added as well.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.OnRemoveElement(UnityEditorInternal.ReorderableList)">
|
||
<summary>
|
||
Called when removing a state from the list to ensure that any other relevant arrays have elements
|
||
removed as well.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.RemoveArrayElement(UnityEditor.SerializedProperty,System.Int32)">
|
||
<summary>
|
||
Removes the specified array element from the `property`.
|
||
<para></para>
|
||
If the element is not at its default value, the first call to
|
||
<see cref="M:UnityEditor.SerializedProperty.DeleteArrayElementAtIndex(System.Int32)"/> will only reset it, so this method will
|
||
call it again if necessary to ensure that it actually gets removed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.OnReorderList(UnityEditorInternal.ReorderableList,System.Int32,System.Int32)">
|
||
<summary>
|
||
Called when reordering states in the list to ensure that any other relevant arrays have their
|
||
corresponding elements reordered as well.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.TryCollapseArrays">
|
||
<summary>
|
||
Calls <see cref="M:Animancer.ManualMixerState.Transition.Drawer.TryCollapseSpeeds"/> and <see cref="M:Animancer.ManualMixerState.Transition.Drawer.TryCollapseSync"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.TryCollapseSpeeds">
|
||
<summary>
|
||
If every element in the <see cref="P:Animancer.ManualMixerState.Transition.Drawer.CurrentSpeeds"/> array is 1, this method sets the array size to 0.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.ManualMixerState.Transition.Drawer.TryCollapseSync">
|
||
<summary>
|
||
Removes any true elements from the end of the <see cref="P:Animancer.ManualMixerState.Transition.Drawer.CurrentSynchroniseChildren"/> array.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.MixerState">
|
||
<summary>[Pro-Only]
|
||
Base class for <see cref="T:Animancer.AnimancerState"/>s which blend other states together.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.KeepChildrenConnected">
|
||
<summary>Mixers should keep child playables connected to the graph at all times.</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.Clip">
|
||
<summary>An <see cref="T:Animancer.MixerState"/> has no <see cref="T:UnityEngine.AnimationClip"/>.</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.ChildStates">
|
||
<summary>
|
||
Returns the collection of states connected to this mixer. Note that some elements may be null.
|
||
<para></para>
|
||
Getting an enumerator that automatically skips over null states is slower and creates garbage, so
|
||
internally we use this property and perform null checks manually even though it increases the code
|
||
complexity a bit.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.GetEnumerator">
|
||
<summary>Returns an enumerator which will iterate through each state connected to this mixer.</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.WeightsAreDirty">
|
||
<summary>Indicates whether the weights of all child states should be recalculated.</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.IsPlaying">
|
||
<summary>
|
||
Determines whether the states in this mixer are playing.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.IsLooping">
|
||
<summary>Returns true if any child state is looping.</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.SynchroniseChildren">
|
||
<summary>
|
||
Indicates which children should have their <see cref="P:Animancer.AnimancerNode.Speed"/> modified in order to keep
|
||
their <see cref="P:Animancer.AnimancerState.NormalizedTime"/> at approximately the same value.
|
||
<para></para>
|
||
The array can be null or empty. Any elements not in the array will be treated as true.
|
||
</summary>
|
||
<remarks>
|
||
The <see cref="P:Animancer.AnimancerNode.Speed"/> is modified to allow each state to trigger its events properly
|
||
where setting the <see cref="P:Animancer.AnimancerState.NormalizedTime"/> directly would prevent any events.
|
||
</remarks>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.#ctor">
|
||
<summary>Constructs a new <see cref="T:Animancer.MixerState"/></summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.CreatePlayable(UnityEngine.Playables.Playable@)">
|
||
<summary>Creates and assigns the <see cref="T:UnityEngine.Playables.Playable"/> managed by this node.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.CreateState(System.Int32,UnityEngine.AnimationClip)">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ClipState"/> to play the `clip` with this mixer as its parent.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.ChildCount">
|
||
<summary>The number of states using this mixer as their <see cref="P:Animancer.AnimancerState.Parent"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.GetChild(System.Int32)">
|
||
<summary>
|
||
Returns the state connected to the specified `index` as a child of this mixer.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Update(System.Boolean@)">
|
||
<summary>
|
||
Updates the time of this mixer and all of its child states.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.ApplySynchroniseChildren(System.Boolean@)">
|
||
<summary>Applies the effects of <see cref="P:Animancer.MixerState.SynchroniseChildren"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.RecalculateWeights">
|
||
<summary>
|
||
Recalculates the weights of all child states based on the current value of the
|
||
<see cref="P:Animancer.MixerState`1.Parameter"/> and the thresholds.
|
||
<para></para>
|
||
Overrides of this method must set <see cref="P:Animancer.MixerState.WeightsAreDirty"/> = false.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.SetChildrenTime(System.Single,System.Boolean)">
|
||
<summary>
|
||
Sets <see cref="P:Animancer.AnimancerState.Time"/> for all <see cref="P:Animancer.MixerState.ChildStates"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.AverageVelocity">
|
||
<summary>The average velocity of the root motion caused by this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.NormalizeDurations">
|
||
<summary>
|
||
Recalculates the <see cref="P:Animancer.AnimancerState.Duration"/> of all child states so that they add up to 1.
|
||
</summary>
|
||
<exception cref="T:System.NullReferenceException">Thrown if there are any states with no <see cref="P:Animancer.MixerState.Clip"/>.</exception>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.GetDisplayKey(Animancer.AnimancerState)">
|
||
<summary>Gets a user-friendly key to identify the `state` in the Inspector.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.ToString">
|
||
<summary>
|
||
Returns a string describing the type of this mixer and the name of <see cref="P:Animancer.MixerState.Clip"/>s connected to it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.AppendDetails(System.Text.StringBuilder,System.String)">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerNode.AppendDescription(System.Text.StringBuilder,System.Int32,System.String)"/> to append the details of this node.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip})">
|
||
<summary>[<see cref="T:Animancer.IAnimationClipCollection"/>]
|
||
Gathers all the animations in this state.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.ParameterCount">
|
||
<summary>The number of parameters being managed by this state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.GetParameterName(System.Int32)">
|
||
<summary>Returns the name of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.GetParameterType(System.Int32)">
|
||
<summary>Returns the type of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.GetParameterValue(System.Int32)">
|
||
<summary>Returns the value of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.SetParameterValue(System.Int32,System.Object)">
|
||
<summary>Sets the value of a parameter being managed by this state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.GetDrawer">
|
||
<summary>[Editor-Only] Returns a <see cref="T:Animancer.MixerState.Drawer"/> for this state.</summary>
|
||
</member>
|
||
<member name="T:Animancer.MixerState.Drawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for an <see cref="T:Animancer.ControllerState"/>.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Drawer.#ctor(Animancer.MixerState)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.MixerState.Drawer"/> to manage the Inspector GUI for the `state`.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.Drawer.ParameterCount">
|
||
<summary>The number of parameters being managed by the target state.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Drawer.GetParameterName(System.Int32)">
|
||
<summary>Returns the name of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Drawer.GetParameterType(System.Int32)">
|
||
<summary>Returns the type of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Drawer.GetParameterValue(System.Int32)">
|
||
<summary>Returns the value of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Drawer.SetParameterValue(System.Int32,System.Object)">
|
||
<summary>Sets the value of a parameter being managed by the target state.</summary>
|
||
<exception cref="T:System.NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Drawer.AddContextMenuFunctions(UnityEditor.GenericMenu)">
|
||
<summary>Adds the details of this state to the menu.</summary>
|
||
</member>
|
||
<member name="T:Animancer.MixerState.Transition`2">
|
||
<summary>
|
||
Base class for serializable <see cref="T:Animancer.ITransition"/>s which can create a particular type of
|
||
<see cref="T:Animancer.MixerState`1"/> when passed into
|
||
<see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
<remarks>
|
||
Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
<para></para>
|
||
Even though it has the <see cref="T:System.SerializableAttribute"/>, this class won't actually get serialized
|
||
by Unity because it's generic and abstract. Each child class still needs to include the attribute.
|
||
</remarks>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.Transition`2.Thresholds">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The parameter values at which each of the states are used and blended.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.Transition`2.DefaultParameter">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The initial parameter value to give the mixer when it is first created.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Transition`2.InitialiseState">
|
||
<summary>
|
||
Initialises the <see cref="P:Animancer.AnimancerState.Transition`1.State"/> immediately after it is created.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.MixerState.Transition2D">
|
||
<summary>
|
||
A serializable <see cref="T:Animancer.ITransition"/> which can create a <see cref="T:Animancer.CartesianMixerState"/> or
|
||
<see cref="T:Animancer.DirectionalMixerState"/> when passed into
|
||
<see cref="M:Animancer.AnimancerPlayable.Play(Animancer.ITransition)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.MixerState.Transition2D.MixerType">
|
||
<summary>
|
||
A type of <see cref="T:Animancer.MixerState"/> that can be created by a <see cref="T:Animancer.MixerState.Transition2D"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.MixerState.Transition2D.MixerType.Cartesian">
|
||
<summary><see cref="T:Animancer.CartesianMixerState"/></summary>
|
||
</member>
|
||
<member name="F:Animancer.MixerState.Transition2D.MixerType.Directional">
|
||
<summary><see cref="T:Animancer.DirectionalMixerState"/></summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.Transition2D.Type">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The type of <see cref="T:Animancer.MixerState"/> that this transition will create.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Transition2D.CreateState">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.CartesianMixerState"/> or <see cref="T:Animancer.DirectionalMixerState"/>
|
||
depending on the <see cref="P:Animancer.MixerState.Transition2D.Type"/> connected to the `layer`.
|
||
<para></para>
|
||
This method also assigns it as the <see cref="P:Animancer.AnimancerState.Transition`1.State"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="T:Animancer.MixerState.Transition2D.Drawer">
|
||
<summary>[Editor-Only]
|
||
Draws the Inspector GUI for a <see cref="T:UnityEngine.Vector2"/> <see cref="T:Animancer.MixerState.Transition`2"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Transition2D.Drawer.#ctor">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.MixerState.Transition2D.Drawer"/> using the a wider `thresholdWidth` than usual to accomodate
|
||
both the X and Y values.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.Transition2D.Drawer.HasThresholdContextMenu">
|
||
<summary><see cref="M:Animancer.MixerState.Transition2D.Drawer.AddThresholdFunctionsToMenu(UnityEditor.GenericMenu)"/> will add some functions to the menu.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.Transition2D.Drawer.AddThresholdFunctionsToMenu(UnityEditor.GenericMenu)">
|
||
<summary>Adds functions to the `menu` relating to the thresholds.</summary>
|
||
</member>
|
||
<member name="T:Animancer.MixerState.TransitionDrawer">
|
||
<summary>[Editor-Only] Draws the Inspector GUI for a <see cref="T:Animancer.MixerState.Transition`2"/>.</summary>
|
||
<remarks>
|
||
This class would be nested inside <see cref="T:Animancer.MixerState.Transition`2"/>, but the generic parameters
|
||
cause problems in Unity 2019.3.
|
||
</remarks>
|
||
</member>
|
||
<member name="F:Animancer.MixerState.TransitionDrawer.ThresholdWidth">
|
||
<summary>
|
||
The number of horizontal pixels the "Threshold" label occupies.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.TransitionDrawer.StandardThresholdWidth">
|
||
<summary>
|
||
The number of horizontal pixels the word "Threshold" occupies when drawn with the
|
||
<see cref="P:UnityEditor.EditorStyles.popup"/> style.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.#ctor">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.MixerState.TransitionDrawer"/> using the default <see cref="P:Animancer.MixerState.TransitionDrawer.StandardThresholdWidth"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.#ctor(System.Single)">
|
||
<summary>
|
||
Constructs a new <see cref="T:Animancer.MixerState.TransitionDrawer"/> using a custom width for its threshold labels.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.TransitionDrawer.CurrentThresholds">
|
||
<summary>
|
||
The serialized <see cref="P:Animancer.MixerState.Transition`2.Thresholds"/> of the
|
||
<see cref="P:Animancer.ManualMixerState.Transition.Drawer.CurrentProperty"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.GatherSubProperties(UnityEditor.SerializedProperty)">
|
||
<summary>
|
||
Called every time a `property` is drawn to find the relevant child properties and store them to be
|
||
used in <see cref="M:Animancer.ManualMixerState.Transition.Drawer.GetPropertyHeight(UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/> and
|
||
<see cref="M:Animancer.ManualMixerState.Transition.Drawer.OnGUI(UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.SplitListRect(UnityEngine.Rect,System.Boolean,UnityEngine.Rect@,UnityEngine.Rect@,UnityEngine.Rect@,UnityEngine.Rect@)">
|
||
<summary>Splits the specified `area` into separate sections.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.DoStateListHeaderGUI(UnityEngine.Rect)">
|
||
<summary>Draws the headdings of the state list.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.DoElementGUI(UnityEngine.Rect,System.Int32,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty)">
|
||
<summary>Draws the GUI of the state at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.DoThresholdGUI(UnityEngine.Rect,System.Int32)">
|
||
<summary>Draws the GUI of the threshold at the specified `index`.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.OnAddElement(UnityEditorInternal.ReorderableList)">
|
||
<summary>
|
||
Called when adding a new state to the list to ensure that any other relevant arrays have new
|
||
elements added as well.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.OnRemoveElement(UnityEditorInternal.ReorderableList)">
|
||
<summary>
|
||
Called when removing a state from the list to ensure that any other relevant arrays have elements
|
||
removed as well.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.OnReorderList(UnityEditorInternal.ReorderableList,System.Int32,System.Int32)">
|
||
<summary>
|
||
Called when reordering states in the list to ensure that any other relevant arrays have their
|
||
corresponding elements reordered as well.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState.TransitionDrawer.HasThresholdContextMenu">
|
||
<summary>Indicates whether <see cref="M:Animancer.MixerState.TransitionDrawer.AddThresholdFunctionsToMenu(UnityEditor.GenericMenu)"/> will add anything to the menu.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState.TransitionDrawer.AddThresholdFunctionsToMenu(UnityEditor.GenericMenu)">
|
||
<summary>Adds functions to the `menu` relating to the thresholds.</summary>
|
||
</member>
|
||
<member name="T:Animancer.MixerState`1">
|
||
<summary>[Pro-Only]
|
||
Base class for mixers which blend an array of child states together based on a <see cref="P:Animancer.MixerState`1.Parameter"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.MixerState`1._Thresholds">
|
||
<summary>The parameter values at which each of the child states are used and blended.</summary>
|
||
</member>
|
||
<member name="P:Animancer.MixerState`1.Parameter">
|
||
<summary>The value used to calculate the weights of the child states.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.GetThreshold(System.Int32)">
|
||
<summary>
|
||
Returns the value of the threshold associated with the specified index.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.SetThreshold(System.Int32,`0)">
|
||
<summary>
|
||
Sets the value of the threshold associated with the specified index.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.SetThresholds(`0[])">
|
||
<summary>
|
||
Assigns the specified array as the thresholds to use for blending.
|
||
<para></para>
|
||
WARNING: if you keep a reference to the `thresholds` array you must call <see cref="M:Animancer.MixerState`1.OnThresholdsChanged"/>
|
||
whenever any changes are made to it, otherwise this mixer may not blend correctly.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.ValidateThresholdCount">
|
||
<summary>
|
||
If the <see cref="F:Animancer.MixerState`1._Thresholds"/> don't have the same <see cref="P:System.Array.Length"/> as the
|
||
<see cref="F:Animancer.ManualMixerState._States"/>, this method allocates and assigns a new array of that size.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.OnThresholdsChanged">
|
||
<summary>
|
||
Called whenever the thresholds are changed. By default this method simply indicates that the blend weights
|
||
need recalculating but it can be overridden by child classes to perform validation checks or optimisations.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.CalculateThresholds(System.Func{Animancer.AnimancerState,`0})">
|
||
<summary>
|
||
Calls `calculate` for each of the <see cref="F:Animancer.ManualMixerState._States"/> and stores the returned value as
|
||
the threshold for that state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.Initialise(System.Int32)">
|
||
<summary>
|
||
Initialises this mixer with the specified number of ports which can be filled individually by <see cref="M:Animancer.MixerState`1.CreateState(System.Int32,UnityEngine.AnimationClip,`0)"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.Initialise(UnityEngine.AnimationClip[],`0[])">
|
||
<summary>
|
||
Initialises the <see cref="T:UnityEngine.Animations.AnimationMixerPlayable"/> and <see cref="F:Animancer.ManualMixerState._States"/> with one
|
||
state per clip and assigns the `thresholds`.
|
||
<para></para>
|
||
WARNING: if you keep a reference to the `thresholds` array, you must call
|
||
<see cref="M:Animancer.MixerState`1.OnThresholdsChanged"/> whenever any changes are made to it, otherwise this mixer may not blend
|
||
correctly.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.Initialise(UnityEngine.AnimationClip[],System.Func{Animancer.AnimancerState,`0})">
|
||
<summary>
|
||
Initialises the <see cref="T:UnityEngine.Animations.AnimationMixerPlayable"/> and <see cref="F:Animancer.ManualMixerState._States"/> with one
|
||
state per clip and assigns the thresholds by calling `calculateThreshold` for each state.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.CreateState(System.Int32,UnityEngine.AnimationClip,`0)">
|
||
<summary>
|
||
Creates and returns a new <see cref="T:Animancer.ClipState"/> to play the `clip` with this
|
||
<see cref="T:Animancer.MixerState"/> as its parent, connects it to the specified `index`, and assigns the
|
||
`threshold` for it.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.GetDisplayKey(Animancer.AnimancerState)">
|
||
<summary>Gets a user-friendly key to identify the `state` in the Inspector.</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.AppendDetails(System.Text.StringBuilder,System.String)">
|
||
<summary>
|
||
Called by <see cref="M:Animancer.AnimancerNode.AppendDescription(System.Text.StringBuilder,System.Int32,System.String)"/> to append the details of this node.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.MixerState`1.AppendParameter(System.Text.StringBuilder,`0)">
|
||
<summary>Appends the `parameter` in a viewer-friendly format.</summary>
|
||
</member>
|
||
<member name="T:Animancer.SoloAnimationInternal">
|
||
<summary>Plays a single <see cref="T:UnityEngine.AnimationClip"/> on startup.</summary>
|
||
</member>
|
||
<member name="P:Animancer.SoloAnimationInternal.Animator">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="T:UnityEngine.Animator"/> component which this script controls.
|
||
<para></para>
|
||
If you need to set this value at runtime you are likely better off using a proper
|
||
<see cref="!:AnimancerComponent"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.SoloAnimationInternal.Clip">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The <see cref="T:UnityEngine.AnimationClip"/> which will be played by <see cref="M:Animancer.SoloAnimationInternal.OnEnable"/>.
|
||
<para></para>
|
||
If you need to set this value at runtime you are likely better off using a proper
|
||
<see cref="!:AnimancerComponent"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.SoloAnimationInternal.StopOnDisable">
|
||
<summary>
|
||
If true, disabling this object will stop and rewind the animation. Otherwise it will simply be paused
|
||
and will resume from its current state when it is re-enabled.
|
||
<para></para>
|
||
The default value is true.
|
||
<para></para>
|
||
This property wraps <see cref="P:UnityEngine.Animator.keepAnimatorControllerStateOnDisable"/> and inverts its value.
|
||
The value is serialized by the <see cref="T:UnityEngine.Animator"/>.
|
||
<para></para>
|
||
It requires Unity 2018.1 or newer.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.SoloAnimationInternal._Graph">
|
||
<summary>
|
||
The <see cref="T:UnityEngine.Playables.PlayableGraph"/> being used to play the <see cref="P:Animancer.SoloAnimationInternal.Clip"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="F:Animancer.SoloAnimationInternal._Playable">
|
||
<summary>
|
||
The <see cref="T:UnityEngine.Animations.AnimationClipPlayable"/> being used to play the <see cref="P:Animancer.SoloAnimationInternal.Clip"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.SoloAnimationInternal.IsPlaying">
|
||
<summary>
|
||
Indicates whether the animation is playing (true) or paused (false).
|
||
</summary>
|
||
</member>
|
||
<member name="P:Animancer.SoloAnimationInternal.Speed">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
The speed at which the animation is playing (default 1).
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if this component is not yet <see cref="M:Animancer.SoloAnimationInternal.Awake"/>.</exception>
|
||
</member>
|
||
<member name="P:Animancer.SoloAnimationInternal.FootIK">
|
||
<summary>[<see cref="T:UnityEngine.SerializeField"/>]
|
||
Determines whether Foot IK will be applied to the model (if it is Humanoid).
|
||
<para></para>
|
||
The developers of Unity have states that they believe it looks better with this enabled, but more often
|
||
than not it just makes the legs end up in a slightly different pose to what the animator intended.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if this component is not yet <see cref="M:Animancer.SoloAnimationInternal.Awake"/>.</exception>
|
||
</member>
|
||
<member name="P:Animancer.SoloAnimationInternal.Time">
|
||
<summary>
|
||
The number of seconds that have passed since the start of the animation.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if this component is not yet <see cref="M:Animancer.SoloAnimationInternal.Awake"/>.</exception>
|
||
</member>
|
||
<member name="P:Animancer.SoloAnimationInternal.NormalizedTime">
|
||
<summary>
|
||
The <see cref="P:Animancer.SoloAnimationInternal.Time"/> of this state as a portion of the <see cref="P:UnityEngine.AnimationClip.length"/>, meaning the
|
||
value goes from 0 to 1 as it plays from start to end, regardless of how long that actually takes.
|
||
<para></para>
|
||
This value will continue increasing after the animation passes the end of its length and it will either
|
||
freeze in place or start again from the beginning according to whether it is looping or not.
|
||
<para></para>
|
||
The fractional part of the value (<c>NormalizedTime % 1</c>) is the percentage (0-1) of progress in the
|
||
current loop while the integer part (<c>(int)NormalizedTime</c>) is the number of times the animation has
|
||
been looped.
|
||
</summary>
|
||
<exception cref="T:System.ArgumentException">Thrown if this component is not yet <see cref="M:Animancer.SoloAnimationInternal.Awake"/>.</exception>
|
||
</member>
|
||
<member name="P:Animancer.SoloAnimationInternal.IsInitialised">
|
||
<summary>Indicates whether the <see cref="T:UnityEngine.Playables.PlayableGraph"/> is valid.</summary>
|
||
</member>
|
||
<member name="M:Animancer.SoloAnimationInternal.Reset">
|
||
<summary>[Editor-Only]
|
||
Called by the Unity Editor when this component is first added (in Edit Mode) and whenever the Reset command
|
||
is executed from its context menu.
|
||
<para></para>
|
||
Tries to find an <see cref="T:UnityEngine.Animator"/> component on this <see cref="T:UnityEngine.GameObject"/> or its
|
||
children or parents (in that order).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.SoloAnimationInternal.OnValidate">
|
||
<summary>[Editor-Only]
|
||
Called by the Unity Editor in Edit Mode whenever an instance of this script is loaded or a value is changed
|
||
in the Inspector.
|
||
<para></para>
|
||
Tries to find an <see cref="T:UnityEngine.Animator"/> component on this <see cref="T:UnityEngine.GameObject"/> or its
|
||
parents or children (in that order).
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.SoloAnimationInternal.Awake">
|
||
<summary>
|
||
Called by Unity when this component is first created.
|
||
<para></para>
|
||
Initialises everything needed to play the <see cref="P:Animancer.SoloAnimationInternal.Clip"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.SoloAnimationInternal.OnEnable">
|
||
<summary>
|
||
Called by Unity when this component becomes enabled and active.
|
||
<para></para>
|
||
Plays the <see cref="P:Animancer.SoloAnimationInternal.Clip"/> on the target <see cref="P:Animancer.SoloAnimationInternal.Animator"/>.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.SoloAnimationInternal.Update">
|
||
<summary>
|
||
Called by Unity every frame while this component is enabled and active.
|
||
<para></para>
|
||
Checks if the animation is done so it can pause the <see cref="T:UnityEngine.Playables.PlayableGraph"/> to improve performance.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.SoloAnimationInternal.OnDisable">
|
||
<summary>
|
||
Called by Unity when this component becomes disabled or inactive.
|
||
<para></para>
|
||
Ensures that the <see cref="F:Animancer.SoloAnimationInternal._Graph"/> is properly cleaned up.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.SoloAnimationInternal.OnDestroy">
|
||
<summary>
|
||
Called by Unity when this component is destroyed.
|
||
<para></para>
|
||
Ensures that the <see cref="T:UnityEngine.Playables.PlayableGraph"/> is properly cleaned up.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.SoloAnimationInternal.Finalize">
|
||
<summary>[Editor-Only]
|
||
Ensures that the <see cref="T:UnityEngine.Playables.PlayableGraph"/> is destroyed.
|
||
</summary>
|
||
</member>
|
||
<member name="M:Animancer.SoloAnimationInternal.GetAnimationClips(System.Collections.Generic.List{UnityEngine.AnimationClip})">
|
||
<summary>[<see cref="T:Animancer.IAnimationClipSource"/>]
|
||
Adds the <see cref="P:Animancer.SoloAnimationInternal.Clip"/> to the list.
|
||
</summary>
|
||
</member>
|
||
</members>
|
||
</doc>
|