예제 #1
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 /// <summary>
 /// Constructs a new <see cref="FloatControllerState"/> to play the 'controller' and connects
 /// it to the 'layer's <see cref="IAnimationMixer.Playable"/> using a spare port if there are any from
 /// previously destroyed states, or by adding a new port.
 /// </summary>
 public FloatControllerState(AnimancerLayer layer, RuntimeAnimatorController controller, Parameter parameter)
     : this(layer.Root, controller, parameter)
 {
     layer.AddChild(this);
 }
 /// <summary>
 /// Constructs a new <see cref="Float3ControllerState"/> to play the `controller` and connects it to the
 /// the `layer`.
 /// </summary>
 public Float3ControllerState(AnimancerLayer layer, RuntimeAnimatorController controller,
                              Parameter parameterX, Parameter parameterY, Parameter parameterZ, bool resetStatesOnStop = true)
     : this(layer.Root, controller, parameterX, parameterY, parameterZ, resetStatesOnStop)
 {
     layer.AddChild(this);
 }
 /// <summary>
 /// Constructs a new <see cref="ControllerState"/> to play the `animatorController` and connects it to
 /// the `layer`.
 /// </summary>
 public ControllerState(AnimancerLayer layer, RuntimeAnimatorController animatorController,
     bool keepStateOnStop = false)
     : this(layer.Root, animatorController, keepStateOnStop)
 {
     layer.AddChild(this);
 }
예제 #4
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 /// <summary>
 /// Constructs a new <see cref="Vector3ControllerState"/> to play the 'controller' and
 /// connects it to the 'layer's <see cref="IAnimationMixer.Playable"/> using a spare port if there are any from
 /// previously destroyed states, or by adding a new port.
 /// </summary>
 public Vector3ControllerState(AnimancerLayer layer, RuntimeAnimatorController controller,
                               Parameter parameterX, Parameter parameterY, Parameter parameterZ)
     : this(layer.Root, controller, parameterX, parameterY, parameterZ)
 {
     layer.AddChild(this);
 }
예제 #5
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 /// <summary>
 /// Constructs a new <see cref="PlayableAssetState"/> to play the `asset` and connects it to a new port on the
 /// `layer`s <see cref="Playable"/>.
 /// </summary>
 public PlayableAssetState(AnimancerLayer layer, PlayableAsset asset)
     : this(layer.Root, asset)
 {
     layer.AddChild(this);
 }
예제 #6
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 /// <summary>
 /// Constructs a new <see cref="ControllerState"/> to play the 'animatorController' and connects it to
 /// the 'layer's <see cref="IAnimationMixer.Playable"/> using a spare port if there are any from previously
 /// destroyed states, or by adding a new port.
 /// </summary>
 public ControllerState(AnimancerLayer layer, RuntimeAnimatorController animatorController)
     : this(layer.Root, animatorController)
 {
     layer.AddChild(this);
 }
예제 #7
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 /// <summary>
 /// Constructs a new <see cref="MixerState"/> and connects it to the 'layer's
 /// <see cref="IAnimationMixer.Playable"/> using a spare port if there are any from previously destroyed
 /// states, or by adding a new port.
 /// </summary>
 public MixerState(AnimancerLayer layer)
     : this(layer.Root)
 {
     layer.AddChild(this);
 }