AnimatorTransitionBase
class in UnityEditor.Animations
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Inherits from:Object
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Implemented in:UnityEditor
Description 描述
Base class for animator transitions. Transitions define when and how the state machine switches from one state to another.
A transition happens when all its conditions are met.
Properties 属性
| conditions | AnimatorCondition conditions that need to be met for a transition to happen. | ||
| destinationState | The destination state of the transition. | ||
| destinationStateMachine | The destination state machine of the transition. | ||
| isExit | Is the transition destination the exit of the current state machine. | ||
| mute | Mutes the transition. The transition will never occur. | ||
| solo | Mutes all other transitions in the source state. |
Public Methods 公共方法
| AddCondition | Utility function to add a condition to a transition. | ||
| RemoveCondition | Utility function to remove a condition from the transition. |
Inherited Members 继承成员
Properties 属性
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | ||
| name | The name of the object. |
Public Methods 公共方法
| GetInstanceID | Returns the instance id of the object. | ||
| ToString | Returns the name of the object. |
Static Methods 静态方法
| Destroy | Removes a GameObject, component or asset. | ||
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | ||
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | ||
| FindObjectOfType | Returns the first active loaded object of Type type. | ||
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | ||
| Instantiate | Clones the object original and returns the clone. |
Operators 运算符
Operators 运算符
Operators 运算符
| bool | Does the object exist? | ||
| operator != | Compares if two objects refer to a different object. | ||
| operator == | Compares two object references to see if they refer to the same object. |