[ Web Proxy ]
URL:
Viewing: https://docs.unity3d.com/ScriptReference/Animations.AnimatorController.html [Back]  [Original]

Unity - Scripting API: AnimatorController
Version: Unity 6.5 (6000.5)
    • Supported
    • Legacy
    LanguageEnglish
    • C#

    AnimatorController

    class in UnityEditor.Animations

    /

    Inherits from:RuntimeAnimatorController

    Suggest a change

    Success!

    Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

    Close

    Submission failed

    For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

    Close
    Your name Your email Suggestion* Submit suggestion

    Cancel

    Description

    The Animator Controller controls animation through layers with state machines, controlled by parameters.

    using UnityEngine;
    using UnityEditor;
    using UnityEditor.Animations;
    using System.Collections;

    // Create a menu item that causes a new controller and statemachine to be created.

    public class SM : MonoBehaviour { [MenuItem("MyMenu/Create Controller")] static void CreateController() { // Creates the controller var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath("Assets/Mecanim/StateMachineTransitions.controller");

    // Add parameters controller.AddParameter("TransitionNow", AnimatorControllerParameterType.Trigger); controller.AddParameter("Reset", AnimatorControllerParameterType.Trigger); controller.AddParameter("GotoB1", AnimatorControllerParameterType.Trigger); controller.AddParameter("GotoC", AnimatorControllerParameterType.Trigger);

    // Add StateMachines var rootStateMachine = controller.layers[0].stateMachine; var stateMachineA = rootStateMachine.AddStateMachine("smA"); var stateMachineB = rootStateMachine.AddStateMachine("smB"); var stateMachineC = stateMachineB.AddStateMachine("smC");

    // Add States var stateA1 = stateMachineA.AddState("stateA1"); var stateB1 = stateMachineB.AddState("stateB1"); var stateB2 = stateMachineB.AddState("stateB2"); stateMachineC.AddState("stateC1"); var stateC2 = stateMachineC.AddState("stateC2"); // dont add an entry transition, should entry to state by default

    // Add Transitions var exitTransition = stateA1.AddExitTransition(); exitTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow"); exitTransition.duration = 0;

    var resetTransition = rootStateMachine.AddAnyStateTransition(stateA1); resetTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "Reset"); resetTransition.duration = 0;

    var transitionB1 = stateMachineB.AddEntryTransition(stateB1); transitionB1.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoB1"); stateMachineB.AddEntryTransition(stateB2); stateMachineC.defaultState = stateC2; var exitTransitionC2 = stateC2.AddExitTransition(); exitTransitionC2.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow"); exitTransitionC2.duration = 0;

    var stateMachineTransition = rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineC); stateMachineTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoC"); rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineB); } }

    Properties

    Property Description
    evaluateEntryTransitionsOnStartConfigures the initialization of the controller.
    layersThe layers in the controller.
    parametersParameters are used to communicate between scripting and the controller. They are used to drive transitions and blendtrees for example.

    Constructors

    Constructor Description
    AnimatorControllerConstructor.

    Public Methods

    Method Description
    AddEffectiveStateMachineBehaviourAdds a state machine behaviour class of a specific type to the AnimatorState for layer layerIndex. This method should be used when you are dealing with synchronized layer and would like to add a state machine behaviour on a synchronized layer. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy.
    AddLayerUtility function to add a layer to the controller.
    AddMotionUtility function that creates a new state with the motion in it.
    AddParameterUtility function to add a parameter to the controller.
    CreateBlendTreeInControllerCreates a BlendTree in a new AnimatorState.
    GetBehavioursReturns all StateMachineBehaviour that match type T or are derived from T.
    GetStateEffectiveBehavioursGets the effective state machine behaviour list for the AnimatorState. Behaviours are either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get Behaviour list that is effectively used.
    GetStateEffectiveMotionGets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to get the Motion that is effectively used.
    MakeUniqueLayerNameCreates a unique name for the layers.
    MakeUniqueParameterNameCreates a unique name for the parameter.
    RemoveLayerUtility function to remove a layer from the controller.
    RemoveParameterUtility function to remove a parameter from the controller.
    SetStateEffectiveBehavioursSets the effective state machine Behaviour list for the AnimatorState. The Behaviour list is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Behaviour list that is effectively used.
    SetStateEffectiveMotionSets the effective Motion for the AnimatorState. The Motion is either stored in the AnimatorStateMachine or in the AnimatorLayer's ovverrides. Use this function to set the Motion that is effectively used.

    Static Methods

    Method Description
    CreateAnimatorControllerAtPathCreates an AnimatorController at the given path.
    CreateAnimatorControllerAtPathWithClipCreates an AnimatorController at the given path, and automatically create an AnimatorLayer with an AnimatorStateMachine that will add a State with the AnimationClip in it.
    CreateNewStateMachineBehaviourThis function will create a StateMachineBehaviour instance based on the class define in this script.
    FindStateMachineBehaviourContextUse this function to retrieve the owner of this behaviour.

    Inherited Members

    Properties

    PropertyDescription
    hideFlagsControls whether the object is hidden, saved with the scene, and editable by the user.
    nameThe name of the object.
    animationClipsRetrieves all AnimationClip used by the controller.

    Public Methods

    MethodDescription
    GetEntityIdGets the EntityId of the object.
    GetHashCodeReturns the hash code for the object.
    ToStringReturns the name of the object.

    Static Methods

    MethodDescription
    DestroyRemoves a GameObject, component, or asset.
    DestroyImmediateDestroys the specified object immediately. Use with caution and in Edit mode only.
    DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
    FindAnyObjectByTypeRetrieves any active loaded object of Type T.
    FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
    InstantiateClones the object original and returns the clone.
    InstantiateAsyncCaptures a snapshot of the original object that's related to another GameObject and obtains an AsyncInstantiateOperation instance of the resulting objects.

    Operators

    OperatorDescription
    boolDetermines whether the object exists.
    operator !=Compares if two objects refer to a different object.
    operator ==Compares two object references to see if they refer to the same object.

    Web Proxy Viewer  |  New URL  |  Original Page