/// <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); }
/// <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); }
/// <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); }
/// <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); }
/// <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); }