Search Results for

    Show / Hide Table of Contents

    Class FixedSMAnim

    Abstract state machine to manage a set of given states and transitions. Supports basic unity events in addition to running an animation for each given state.

    Inheritance
    Object
    FixedSMBehaviour
    FixedSMAnim
    Implements
    IAnimStateMachine<Type>
    IStateMachine<Type>
    Inherited Members
    FixedSMBehaviour.unityService
    FixedSMBehaviour.deltaTimeInCurrentState
    FixedSMBehaviour.fixedDeltaTimeInCurrentState
    FixedSMBehaviour.CurrentState
    FixedSMBehaviour.RaiseEvent(IEvent)
    FixedSMBehaviour.SetStateQuiet(Type)
    FixedSMBehaviour.FixedUpdate()
    FixedSMBehaviour.LateUpdate()
    FixedSMBehaviour.OnGUI()
    FixedSMBehaviour.OnEnable()
    FixedSMBehaviour.OnDisable()
    FixedSMBehaviour.OnAnimatorIK()
    Namespace: nickmaltbie.StateMachineUnity.Fixed
    Assembly: cs.temp.dll.dll
    Syntax
    public abstract class FixedSMAnim : FixedSMBehaviour, IAnimStateMachine<Type>, IStateMachine<Type>

    Fields

    _attachedAnimator

    Animator associated with this state machine.

    Declaration
    protected Animator _attachedAnimator
    Field Value
    Type Description
    Animator

    Properties

    AttachedAnimator

    Animator associated with this state machine.

    Declaration
    public Animator AttachedAnimator { get; protected set; }
    Property Value
    Type Description
    Animator

    CurrentAnimationState

    Current target animation state for the animator.

    Declaration
    public int CurrentAnimationState { get; }
    Property Value
    Type Description
    Int32

    PendingReq

    Pending request for the animator.

    Declaration
    public AnimSMRequest? PendingReq { get; }
    Property Value
    Type Description
    Nullable<AnimSMRequest>

    Methods

    Awake()

    Configure and setup the fixed state machine with animations.

    Declaration
    public virtual void Awake()

    CrossFade(AnimSMRequest, Int32)

    Set the animation state of the anim state machine using a normalized transition time.

    Declaration
    public virtual void CrossFade(AnimSMRequest req, int layerIdx = 0)
    Parameters
    Type Name Description
    AnimSMRequest req
    Int32 layerIdx

    Layer to trigger animation in animator.

    GetAnimator()

    Gets the animator associated with this state machine.

    Declaration
    public Animator GetAnimator()
    Returns
    Type Description
    Animator

    Get the animator associated with this state machine.

    OnAnimationComplete(Object, String)

    Abstract state machine to manage a set of given states and transitions. Supports basic unity events in addition to running an animation for each given state.

    Declaration
    public void OnAnimationComplete(object source, string clipName)
    Parameters
    Type Name Description
    Object source
    String clipName

    Update()

    Performs the action of Update() in addition to updating the

    Declaration
    public override void Update()
    Overrides
    FixedSMBehaviour.Update()

    UpdateAnimationState()

    Update the animation state of this fixed sm animator based on the current animation tag of the current state of the state machine.

    Declaration
    protected void UpdateAnimationState()

    Implements

    IAnimStateMachine<E>
    IStateMachine<E>
    In This Article
    Back to top State Machine Unity Documentation