StringToHash() public static method

public static StringToHash ( string name ) : int
name string
return int
Example #1
0
        public bool IsName(string name)
        {
            int num = Animator.StringToHash(name);

            return(((num == this.m_FullPath) || (num == this.m_Name)) || (num == this.m_Path));
        }
Example #2
0
 public bool IsTag(string tag)
 {
     return(Animator.StringToHash(tag) == this.m_Tag);
 }
Example #3
0
 public bool IsUserName(string name)
 {
     return(Animator.StringToHash(name) == this.m_UserName);
 }
Example #4
0
 public bool IsName(string name)
 {
     return(Animator.StringToHash(name) == this.m_Name || Animator.StringToHash(name) == this.m_FullPath);
 }
Example #5
0
 public void CrossFadeInFixedTime(string stateName, float transitionDuration, [UnityEngine.Internal.DefaultValue("-1")] int layer, [UnityEngine.Internal.DefaultValue("0.0f")] float fixedTime)
 {
     this.CrossFadeInFixedTime(Animator.StringToHash(stateName), transitionDuration, layer, fixedTime);
 }
Example #6
0
 public void Play(string stateName, [UnityEngine.Internal.DefaultValue("-1")] int layer, [UnityEngine.Internal.DefaultValue("float.NegativeInfinity")] float normalizedTime)
 {
     this.Play(Animator.StringToHash(stateName), layer, normalizedTime);
 }
Example #7
0
 public void CrossFade(string stateName, float transitionDuration, [UnityEngine.Internal.DefaultValue("-1")] int layer, [UnityEngine.Internal.DefaultValue("float.NegativeInfinity")] float normalizedTime)
 {
     this.CrossFade(Animator.StringToHash(stateName), transitionDuration, layer, normalizedTime);
 }