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UnityEngine - Animator class 본문
#region 어셈블리 UnityEngine.AnimationModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// C:\Program Files\Unity\Hub\Editor\2021.1.10f1\Editor\Data\Managed\UnityEngine\UnityEngine.AnimationModule.dll
#endregion
using System;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine.Bindings;
using UnityEngine.Playables;
using UnityEngine.Scripting;
namespace UnityEngine
{
//
// 요약:
// Interface to control the Mecanim animation system.
[NativeHeader("Modules/Animation/Animator.h")]
[NativeHeader("Modules/Animation/ScriptBindings/AnimatorControllerParameter.bindings.h")]
[NativeHeader("Modules/Animation/ScriptBindings/Animator.bindings.h")]
[UsedByNativeCode]
public class Animator : Behaviour
{
public Animator();
//
// 요약:
// Controls the behaviour of the Animator component when a GameObject is disabled.
public bool keepAnimatorControllerStateOnDisable { get; set; }
//
// 요약:
// The rotation of the body center of mass.
public Quaternion bodyRotation { get; set; }
//
// 요약:
// The position of the body center of mass.
public Vector3 bodyPosition { get; set; }
//
// 요약:
// Returns true if the object has a transform hierarchy.
public bool hasTransformHierarchy { get; }
//
// 요약:
// Specifies the update mode of the Animator.
public AnimatorUpdateMode updateMode { get; set; }
//
// 요약:
// When turned on, animations will be executed in the physics loop. This is only
// useful in conjunction with kinematic rigidbodies.
[Obsolete("Animator.animatePhysics has been deprecated. Use Animator.updateMode instead.")]
public bool animatePhysics { get; set; }
//
// 요약:
// When linearVelocityBlending is set to true, the root motion velocity and angular
// velocity will be blended linearly.
[Obsolete("Animator.linearVelocityBlending is no longer used and has been deprecated.")]
public bool linearVelocityBlending { get; set; }
//
// 요약:
// Should root motion be applied?
public bool applyRootMotion { get; set; }
//
// 요약:
// The root rotation, the rotation of the game object.
public Quaternion rootRotation { get; set; }
//
// 요약:
// The root position, the position of the game object.
public Vector3 rootPosition { get; set; }
//
// 요약:
// Gets the avatar angular velocity for the last evaluated frame.
public Vector3 angularVelocity { get; }
//
// 요약:
// Gets the avatar velocity for the last evaluated frame.
public Vector3 velocity { get; }
//
// 요약:
// Gets the avatar delta rotation for the last evaluated frame.
public Quaternion deltaRotation { get; }
//
// 요약:
// Gets the avatar delta position for the last evaluated frame.
public Vector3 deltaPosition { get; }
//
// 요약:
// Returns whether the animator is initialized successfully.
public bool isInitialized { get; }
//
// 요약:
// Returns the scale of the current Avatar for a humanoid rig, (1 by default if
// the rig is generic).
public float humanScale { get; }
//
// 요약:
// Returns true if the current rig has root motion.
public bool hasRootMotion { get; }
//
// 요약:
// Returns true if the current rig is humanoid, false if it is generic.
public bool isHuman { get; }
//
// 요약:
// Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.
public bool isOptimizable { get; }
//
// 요약:
// Sets whether the Animator sends events of type AnimationEvent.
public bool fireEvents { get; set; }
//
// 요약:
// Automatic stabilization of feet during transition and blending.
public bool stabilizeFeet { get; set; }
//
// 요약:
// Returns the number of layers in the controller.
public int layerCount { get; }
//
// 요약:
// The current gravity weight based on current animations that are played.
public float gravityWeight { get; }
//
// 요약:
// Returns the number of parameters in the controller.
public int parameterCount { get; }
public bool logWarnings { get; set; }
//
// 요약:
// Get right foot bottom height.
public float rightFeetBottomHeight { get; }
//
// 요약:
// Get left foot bottom height.
public float leftFeetBottomHeight { get; }
//
// 요약:
// Additional layers affects the center of mass.
public bool layersAffectMassCenter { get; set; }
//
// 요약:
// The PlayableGraph created by the Animator.
public PlayableGraph playableGraph { get; }
//
// 요약:
// Gets/Sets the current Avatar.
public Avatar avatar { get; set; }
//
// 요약:
// The AnimatorControllerParameter list used by the animator. (Read Only)
public AnimatorControllerParameter[] parameters { get; }
//
// 요약:
// The runtime representation of AnimatorController that controls the Animator.
public RuntimeAnimatorController runtimeAnimatorController { get; set; }
//
// 요약:
// Gets the mode of the Animator recorder.
public AnimatorRecorderMode recorderMode { get; }
//
// 요약:
// End time of the recorded clip relative to when StartRecording was called.
public float recorderStopTime { get; set; }
//
// 요약:
// Returns true if Animator has any playables assigned to it.
public bool hasBoundPlayables { get; }
//
// 요약:
// Sets the playback position in the recording buffer.
public float playbackTime { get; set; }
//
// 요약:
// Controls culling of this Animator component.
public AnimatorCullingMode cullingMode { get; set; }
//
// 요약:
// Returns the rotation of the target specified by SetTarget.
public Quaternion targetRotation { get; }
//
// 요약:
// Returns the position of the target specified by SetTarget.
public Vector3 targetPosition { get; }
//
// 요약:
// The playback speed of the Animator. 1 is normal playback speed.
public float speed { get; set; }
//
// 요약:
// If automatic matching is active.
public bool isMatchingTarget { get; }
//
// 요약:
// Get the current position of the pivot.
public Vector3 pivotPosition { get; }
//
// 요약:
// Blends pivot point between body center of mass and feet pivot.
public float feetPivotActive { get; set; }
//
// 요약:
// Gets the pivot weight.
public float pivotWeight { get; }
//
// 요약:
// Start time of the first frame of the buffer relative to the frame at which StartRecording
// was called.
public float recorderStartTime { get; set; }
//
// 요약:
// Generates an parameter id from a string.
//
// 매개 변수:
// name:
// The string to convert to Id.
[NativeMethod(Name = "ScriptingStringToCRC32", IsThreadSafe = true)]
public static int StringToHash(string name);
//
// 요약:
// Apply the default Root Motion.
public void ApplyBuiltinRootMotion();
public void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer);
public void CrossFade(string stateName, float normalizedTransitionDuration, int layer);
//
// 요약:
// Creates a crossfade from the current state to any other state using normalized
// times.
//
// 매개 변수:
// stateName:
// The name of the state.
//
// stateHashName:
// The hash name of the state.
//
// normalizedTransitionDuration:
// The duration of the transition (normalized).
//
// layer:
// The layer where the crossfade occurs.
//
// normalizedTimeOffset:
// The time of the state (normalized).
//
// normalizedTransitionTime:
// The time of the transition (normalized).
[FreeFunction(Name = "AnimatorBindings::CrossFade", HasExplicitThis = true)]
public void CrossFade(int stateHashName, float normalizedTransitionDuration, [Internal.DefaultValue("-1")] int layer, [Internal.DefaultValue("0.0f")] float normalizedTimeOffset, [Internal.DefaultValue("0.0f")] float normalizedTransitionTime);
//
// 요약:
// Creates a crossfade from the current state to any other state using normalized
// times.
//
// 매개 변수:
// stateName:
// The name of the state.
//
// stateHashName:
// The hash name of the state.
//
// normalizedTransitionDuration:
// The duration of the transition (normalized).
//
// layer:
// The layer where the crossfade occurs.
//
// normalizedTimeOffset:
// The time of the state (normalized).
//
// normalizedTransitionTime:
// The time of the transition (normalized).
public void CrossFade(string stateName, float normalizedTransitionDuration, [Internal.DefaultValue("-1")] int layer, [Internal.DefaultValue("float.NegativeInfinity")] float normalizedTimeOffset, [Internal.DefaultValue("0.0f")] float normalizedTransitionTime);
public void CrossFade(string stateName, float normalizedTransitionDuration);
public void CrossFade(int stateHashName, float normalizedTransitionDuration);
public void CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset);
public void CrossFade(int stateHashName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset);
//
// 요약:
// Creates a crossfade from the current state to any other state using times in
// seconds.
//
// 매개 변수:
// stateName:
// The name of the state.
//
// stateHashName:
// The hash name of the state.
//
// fixedTransitionDuration:
// The duration of the transition (in seconds).
//
// layer:
// The layer where the crossfade occurs.
//
// fixedTimeOffset:
// The time of the state (in seconds).
//
// normalizedTransitionTime:
// The time of the transition (normalized).
[FreeFunction(Name = "AnimatorBindings::CrossFadeInFixedTime", HasExplicitThis = true)]
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, [Internal.DefaultValue("-1")] int layer, [Internal.DefaultValue("0.0f")] float fixedTimeOffset, [Internal.DefaultValue("0.0f")] float normalizedTransitionTime);
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration);
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration);
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer);
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset);
//
// 요약:
// Creates a crossfade from the current state to any other state using times in
// seconds.
//
// 매개 변수:
// stateName:
// The name of the state.
//
// stateHashName:
// The hash name of the state.
//
// fixedTransitionDuration:
// The duration of the transition (in seconds).
//
// layer:
// The layer where the crossfade occurs.
//
// fixedTimeOffset:
// The time of the state (in seconds).
//
// normalizedTransitionTime:
// The time of the transition (normalized).
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, [Internal.DefaultValue("-1")] int layer, [Internal.DefaultValue("0.0f")] float fixedTimeOffset, [Internal.DefaultValue("0.0f")] float normalizedTransitionTime);
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer, float fixedTimeOffset);
public void CrossFadeInFixedTime(int stateHashName, float fixedTransitionDuration, int layer);
[Obsolete("ForceStateNormalizedTime is deprecated. Please use Play or CrossFade instead.")]
public void ForceStateNormalizedTime(float normalizedTime);
//
// 요약:
// Returns an AnimatorTransitionInfo with the informations on the current transition.
//
// 매개 변수:
// layerIndex:
// The layer's index.
//
// 반환 값:
// An AnimatorTransitionInfo with the informations on the current transition.
public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex);
public T GetBehaviour<T>() where T : StateMachineBehaviour;
public T[] GetBehaviours<T>() where T : StateMachineBehaviour;
public StateMachineBehaviour[] GetBehaviours(int fullPathHash, int layerIndex);
//
// 요약:
// Returns Transform mapped to this human bone id.
//
// 매개 변수:
// humanBoneId:
// The human bone that is queried, see enum HumanBodyBones for a list of possible
// values.
public Transform GetBoneTransform(HumanBodyBones humanBoneId);
//
// 요약:
// Returns the value of the given boolean parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// 반환 값:
// The value of the parameter.
public bool GetBool(string name);
//
// 요약:
// Returns the value of the given boolean parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// 반환 값:
// The value of the parameter.
public bool GetBool(int id);
//
// 요약:
// Gets the list of AnimatorClipInfo currently played by the current state.
//
// 매개 변수:
// layerIndex:
// The layer's index.
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("GetCurrentAnimationClipState is obsolete. Use GetCurrentAnimatorClipInfo instead (UnityUpgradable) -> GetCurrentAnimatorClipInfo(*)", true)]
public AnimationInfo[] GetCurrentAnimationClipState(int layerIndex);
//
// 요약:
// Returns an array of all the AnimatorClipInfo in the current state of the given
// layer.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// 반환 값:
// An array of all the AnimatorClipInfo in the current state.
[FreeFunction(Name = "AnimatorBindings::GetCurrentAnimatorClipInfo", HasExplicitThis = true)]
public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex);
public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips);
//
// 요약:
// Returns the number of AnimatorClipInfo in the current state.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// 반환 값:
// The number of AnimatorClipInfo in the current state.
public int GetCurrentAnimatorClipInfoCount(int layerIndex);
//
// 요약:
// Returns an AnimatorStateInfo with the information on the current state.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// 반환 값:
// An AnimatorStateInfo with the information on the current state.
public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex);
//
// 요약:
// Returns the value of the given float parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// 반환 값:
// The value of the parameter.
public float GetFloat(string name);
//
// 요약:
// Returns the value of the given float parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// 반환 값:
// The value of the parameter.
public float GetFloat(int id);
//
// 요약:
// Gets the position of an IK hint.
//
// 매개 변수:
// hint:
// The AvatarIKHint that is queried.
//
// 반환 값:
// Return the current position of this IK hint in world space.
public Vector3 GetIKHintPosition(AvatarIKHint hint);
//
// 요약:
// Gets the translative weight of an IK Hint (0 = at the original animation before
// IK, 1 = at the hint).
//
// 매개 변수:
// hint:
// The AvatarIKHint that is queried.
//
// 반환 값:
// Return translative weight.
public float GetIKHintPositionWeight(AvatarIKHint hint);
//
// 요약:
// Gets the position of an IK goal.
//
// 매개 변수:
// goal:
// The AvatarIKGoal that is queried.
//
// 반환 값:
// Return the current position of this IK goal in world space.
public Vector3 GetIKPosition(AvatarIKGoal goal);
//
// 요약:
// Gets the translative weight of an IK goal (0 = at the original animation before
// IK, 1 = at the goal).
//
// 매개 변수:
// goal:
// The AvatarIKGoal that is queried.
public float GetIKPositionWeight(AvatarIKGoal goal);
//
// 요약:
// Gets the rotation of an IK goal.
//
// 매개 변수:
// goal:
// The AvatarIKGoal that is is queried.
public Quaternion GetIKRotation(AvatarIKGoal goal);
//
// 요약:
// Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation
// at the IK goal).
//
// 매개 변수:
// goal:
// The AvatarIKGoal that is queried.
public float GetIKRotationWeight(AvatarIKGoal goal);
//
// 요약:
// Returns the value of the given integer parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// 반환 값:
// The value of the parameter.
public int GetInteger(int id);
//
// 요약:
// Returns the value of the given integer parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// 반환 값:
// The value of the parameter.
public int GetInteger(string name);
//
// 요약:
// Returns the index of the layer with the given name.
//
// 매개 변수:
// layerName:
// The layer name.
//
// 반환 값:
// The layer index.
public int GetLayerIndex(string layerName);
//
// 요약:
// Returns the layer name.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// 반환 값:
// The layer name.
public string GetLayerName(int layerIndex);
//
// 요약:
// Returns the weight of the layer at the specified index.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// 반환 값:
// The layer weight.
public float GetLayerWeight(int layerIndex);
//
// 요약:
// Gets the list of AnimatorClipInfo currently played by the next state.
//
// 매개 변수:
// layerIndex:
// The layer's index.
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("GetNextAnimationClipState is obsolete. Use GetNextAnimatorClipInfo instead (UnityUpgradable) -> GetNextAnimatorClipInfo(*)", true)]
public AnimationInfo[] GetNextAnimationClipState(int layerIndex);
public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips);
//
// 요약:
// Returns an array of all the AnimatorClipInfo in the next state of the given layer.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// 반환 값:
// An array of all the AnimatorClipInfo in the next state.
[FreeFunction(Name = "AnimatorBindings::GetNextAnimatorClipInfo", HasExplicitThis = true)]
public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex);
//
// 요약:
// Returns the number of AnimatorClipInfo in the next state.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// 반환 값:
// The number of AnimatorClipInfo in the next state.
public int GetNextAnimatorClipInfoCount(int layerIndex);
//
// 요약:
// Returns an AnimatorStateInfo with the information on the next state.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// 반환 값:
// An AnimatorStateInfo with the information on the next state.
public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex);
//
// 요약:
// See AnimatorController.parameters.
//
// 매개 변수:
// index:
public AnimatorControllerParameter GetParameter(int index);
//
// 요약:
// Gets the value of a quaternion parameter.
//
// 매개 변수:
// id:
// The id of the parameter. The id is generated using Animator::StringToHash.
[Obsolete("GetQuaternion is deprecated.")]
public Quaternion GetQuaternion(int id);
//
// 요약:
// Gets the value of a quaternion parameter.
//
// 매개 변수:
// name:
// The name of the parameter.
[Obsolete("GetQuaternion is deprecated.")]
public Quaternion GetQuaternion(string name);
//
// 요약:
// Gets the value of a vector parameter.
//
// 매개 변수:
// name:
// The name of the parameter.
[Obsolete("GetVector is deprecated.")]
public Vector3 GetVector(string name);
//
// 요약:
// Gets the value of a vector parameter.
//
// 매개 변수:
// id:
// The id of the parameter. The id is generated using Animator::StringToHash.
[Obsolete("GetVector is deprecated.")]
public Vector3 GetVector(int id);
//
// 요약:
// Returns true if the state exists in this layer, false otherwise.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// stateID:
// The state ID.
//
// 반환 값:
// True if the state exists in this layer, false otherwise.
public bool HasState(int layerIndex, int stateID);
//
// 요약:
// Interrupts the automatic target matching.
//
// 매개 변수:
// completeMatch:
public void InterruptMatchTarget([Internal.DefaultValue("true")] bool completeMatch);
//
// 요약:
// Interrupts the automatic target matching.
//
// 매개 변수:
// completeMatch:
public void InterruptMatchTarget();
//
// 요약:
// Returns true if the transform is controlled by the Animator\.
//
// 매개 변수:
// transform:
// The transform that is queried.
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Use mask and layers to control subset of transfroms in a skeleton.", true)]
public bool IsControlled(Transform transform);
//
// 요약:
// Returns true if there is a transition on the given layer, false otherwise.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// 반환 값:
// True if there is a transition on the given layer, false otherwise.
public bool IsInTransition(int layerIndex);
//
// 요약:
// Returns true if the parameter is controlled by a curve, false otherwise.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// 반환 값:
// True if the parameter is controlled by a curve, false otherwise.
public bool IsParameterControlledByCurve(string name);
//
// 요약:
// Returns true if the parameter is controlled by a curve, false otherwise.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// 반환 값:
// True if the parameter is controlled by a curve, false otherwise.
public bool IsParameterControlledByCurve(int id);
public void MatchTarget(Vector3 matchPosition, Quaternion matchRotation, AvatarTarget targetBodyPart, MatchTargetWeightMask weightMask, float startNormalizedTime, [Internal.DefaultValue("1")] float targetNormalizedTime, [Internal.DefaultValue("true")] bool completeMatch);
public void MatchTarget(Vector3 matchPosition, Quaternion matchRotation, AvatarTarget targetBodyPart, MatchTargetWeightMask weightMask, float startNormalizedTime);
//
// 요약:
// Automatically adjust the GameObject position and rotation.
//
// 매개 변수:
// matchPosition:
// The position we want the body part to reach.
//
// matchRotation:
// The rotation in which we want the body part to be.
//
// targetBodyPart:
// The body part that is involved in the match.
//
// weightMask:
// Structure that contains weights for matching position and rotation.
//
// startNormalizedTime:
// Start time within the animation clip (0 - beginning of clip, 1 - end of clip).
//
// targetNormalizedTime:
// End time within the animation clip (0 - beginning of clip, 1 - end of clip),
// values greater than 1 can be set to trigger a match after a certain number of
// loops. Ex: 2.3 means at 30% of 2nd loop.
//
// completeMatch:
// Allows you to specify what should happen if the MatchTarget function is interrupted.
// A value of true causes the GameObject to immediately move to the matchPosition
// if interrupted. A value of false causes the GameObject to stay at its current
// position if interrupted.
public void MatchTarget(Vector3 matchPosition, Quaternion matchRotation, AvatarTarget targetBodyPart, MatchTargetWeightMask weightMask, float startNormalizedTime, [Internal.DefaultValue("1")] float targetNormalizedTime);
public void Play(string stateName, int layer);
//
// 요약:
// Plays a state.
//
// 매개 변수:
// stateName:
// The state name.
//
// stateNameHash:
// The state hash name. If stateNameHash is 0, it changes the current state time.
//
// layer:
// The layer index. If layer is -1, it plays the first state with the given state
// name or hash.
//
// normalizedTime:
// The time offset between zero and one.
public void Play(string stateName, [Internal.DefaultValue("-1")] int layer, [Internal.DefaultValue("float.NegativeInfinity")] float normalizedTime);
//
// 요약:
// Plays a state.
//
// 매개 변수:
// stateName:
// The state name.
//
// stateNameHash:
// The state hash name. If stateNameHash is 0, it changes the current state time.
//
// layer:
// The layer index. If layer is -1, it plays the first state with the given state
// name or hash.
//
// normalizedTime:
// The time offset between zero and one.
[FreeFunction(Name = "AnimatorBindings::Play", HasExplicitThis = true)]
public void Play(int stateNameHash, [Internal.DefaultValue("-1")] int layer, [Internal.DefaultValue("float.NegativeInfinity")] float normalizedTime);
public void Play(string stateName);
public void Play(int stateNameHash, int layer);
public void Play(int stateNameHash);
//
// 요약:
// Plays a state.
//
// 매개 변수:
// stateName:
// The state name.
//
// stateNameHash:
// The state hash name. If stateNameHash is 0, it changes the current state time.
//
// layer:
// The layer index. If layer is -1, it plays the first state with the given state
// name or hash.
//
// fixedTime:
// The time offset (in seconds).
public void PlayInFixedTime(string stateName, [Internal.DefaultValue("-1")] int layer, [Internal.DefaultValue("float.NegativeInfinity")] float fixedTime);
public void PlayInFixedTime(string stateName);
public void PlayInFixedTime(int stateNameHash, int layer);
public void PlayInFixedTime(int stateNameHash);
//
// 요약:
// Plays a state.
//
// 매개 변수:
// stateName:
// The state name.
//
// stateNameHash:
// The state hash name. If stateNameHash is 0, it changes the current state time.
//
// layer:
// The layer index. If layer is -1, it plays the first state with the given state
// name or hash.
//
// fixedTime:
// The time offset (in seconds).
[FreeFunction(Name = "AnimatorBindings::PlayInFixedTime", HasExplicitThis = true)]
public void PlayInFixedTime(int stateNameHash, [Internal.DefaultValue("-1")] int layer, [Internal.DefaultValue("float.NegativeInfinity")] float fixedTime);
public void PlayInFixedTime(string stateName, int layer);
//
// 요약:
// Rebind all the animated properties and mesh data with the Animator.
public void Rebind();
//
// 요약:
// Resets the value of the given trigger parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
public void ResetTrigger(int id);
//
// 요약:
// Resets the value of the given trigger parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
public void ResetTrigger(string name);
//
// 요약:
// Sets local rotation of a human bone during a IK pass.
//
// 매개 변수:
// humanBoneId:
// The human bone Id.
//
// rotation:
// The local rotation.
public void SetBoneLocalRotation(HumanBodyBones humanBoneId, Quaternion rotation);
//
// 요약:
// Sets the value of the given boolean parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// value:
// The new parameter value.
public void SetBool(string name, bool value);
//
// 요약:
// Sets the value of the given boolean parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// value:
// The new parameter value.
public void SetBool(int id, bool value);
//
// 요약:
// Send float values to the Animator to affect transitions.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// value:
// The new parameter value.
//
// dampTime:
// The damper total time.
//
// deltaTime:
// The delta time to give to the damper.
public void SetFloat(int id, float value, float dampTime, float deltaTime);
//
// 요약:
// Send float values to the Animator to affect transitions.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// value:
// The new parameter value.
//
// dampTime:
// The damper total time.
//
// deltaTime:
// The delta time to give to the damper.
public void SetFloat(int id, float value);
//
// 요약:
// Send float values to the Animator to affect transitions.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// value:
// The new parameter value.
//
// dampTime:
// The damper total time.
//
// deltaTime:
// The delta time to give to the damper.
public void SetFloat(string name, float value);
//
// 요약:
// Send float values to the Animator to affect transitions.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// value:
// The new parameter value.
//
// dampTime:
// The damper total time.
//
// deltaTime:
// The delta time to give to the damper.
public void SetFloat(string name, float value, float dampTime, float deltaTime);
//
// 요약:
// Sets the position of an IK hint.
//
// 매개 변수:
// hint:
// The AvatarIKHint that is set.
//
// hintPosition:
// The position in world space.
public void SetIKHintPosition(AvatarIKHint hint, Vector3 hintPosition);
//
// 요약:
// Sets the translative weight of an IK hint (0 = at the original animation before
// IK, 1 = at the hint).
//
// 매개 변수:
// hint:
// The AvatarIKHint that is set.
//
// value:
// The translative weight.
public void SetIKHintPositionWeight(AvatarIKHint hint, float value);
//
// 요약:
// Sets the position of an IK goal.
//
// 매개 변수:
// goal:
// The AvatarIKGoal that is set.
//
// goalPosition:
// The position in world space.
public void SetIKPosition(AvatarIKGoal goal, Vector3 goalPosition);
//
// 요약:
// Sets the translative weight of an IK goal (0 = at the original animation before
// IK, 1 = at the goal).
//
// 매개 변수:
// goal:
// The AvatarIKGoal that is set.
//
// value:
// The translative weight.
public void SetIKPositionWeight(AvatarIKGoal goal, float value);
//
// 요약:
// Sets the rotation of an IK goal.
//
// 매개 변수:
// goal:
// The AvatarIKGoal that is set.
//
// goalRotation:
// The rotation in world space.
public void SetIKRotation(AvatarIKGoal goal, Quaternion goalRotation);
//
// 요약:
// Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation
// at the IK goal).
//
// 매개 변수:
// goal:
// The AvatarIKGoal that is set.
//
// value:
// The rotational weight.
public void SetIKRotationWeight(AvatarIKGoal goal, float value);
//
// 요약:
// Sets the value of the given integer parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// value:
// The new parameter value.
public void SetInteger(int id, int value);
//
// 요약:
// Sets the value of the given integer parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
//
// value:
// The new parameter value.
public void SetInteger(string name, int value);
//
// 요약:
// Sets the weight of the layer at the given index.
//
// 매개 변수:
// layerIndex:
// The layer index.
//
// weight:
// The new layer weight.
public void SetLayerWeight(int layerIndex, float weight);
//
// 요약:
// Sets the look at position.
//
// 매개 변수:
// lookAtPosition:
// The position to lookAt.
public void SetLookAtPosition(Vector3 lookAtPosition);
//
// 요약:
// Set look at weights.
//
// 매개 변수:
// weight:
// (0-1) the global weight of the LookAt, multiplier for other parameters.
//
// bodyWeight:
// (0-1) determines how much the body is involved in the LookAt.
//
// headWeight:
// (0-1) determines how much the head is involved in the LookAt.
//
// eyesWeight:
// (0-1) determines how much the eyes are involved in the LookAt.
//
// clampWeight:
// (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means
// he's completely clamped (look at becomes impossible), and 0.5 means he'll be
// able to move on half of the possible range (180 degrees).
public void SetLookAtWeight(float weight, [Internal.DefaultValue("0.0f")] float bodyWeight, [Internal.DefaultValue("1.0f")] float headWeight, [Internal.DefaultValue("0.0f")] float eyesWeight, [Internal.DefaultValue("0.5f")] float clampWeight);
//
// 요약:
// Set look at weights.
//
// 매개 변수:
// weight:
// (0-1) the global weight of the LookAt, multiplier for other parameters.
//
// bodyWeight:
// (0-1) determines how much the body is involved in the LookAt.
//
// headWeight:
// (0-1) determines how much the head is involved in the LookAt.
//
// eyesWeight:
// (0-1) determines how much the eyes are involved in the LookAt.
//
// clampWeight:
// (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means
// he's completely clamped (look at becomes impossible), and 0.5 means he'll be
// able to move on half of the possible range (180 degrees).
public void SetLookAtWeight(float weight, float bodyWeight, float headWeight, float eyesWeight);
//
// 요약:
// Set look at weights.
//
// 매개 변수:
// weight:
// (0-1) the global weight of the LookAt, multiplier for other parameters.
//
// bodyWeight:
// (0-1) determines how much the body is involved in the LookAt.
//
// headWeight:
// (0-1) determines how much the head is involved in the LookAt.
//
// eyesWeight:
// (0-1) determines how much the eyes are involved in the LookAt.
//
// clampWeight:
// (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means
// he's completely clamped (look at becomes impossible), and 0.5 means he'll be
// able to move on half of the possible range (180 degrees).
public void SetLookAtWeight(float weight, float bodyWeight, float headWeight);
//
// 요약:
// Set look at weights.
//
// 매개 변수:
// weight:
// (0-1) the global weight of the LookAt, multiplier for other parameters.
//
// bodyWeight:
// (0-1) determines how much the body is involved in the LookAt.
//
// headWeight:
// (0-1) determines how much the head is involved in the LookAt.
//
// eyesWeight:
// (0-1) determines how much the eyes are involved in the LookAt.
//
// clampWeight:
// (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means
// he's completely clamped (look at becomes impossible), and 0.5 means he'll be
// able to move on half of the possible range (180 degrees).
public void SetLookAtWeight(float weight, float bodyWeight);
//
// 요약:
// Set look at weights.
//
// 매개 변수:
// weight:
// (0-1) the global weight of the LookAt, multiplier for other parameters.
//
// bodyWeight:
// (0-1) determines how much the body is involved in the LookAt.
//
// headWeight:
// (0-1) determines how much the head is involved in the LookAt.
//
// eyesWeight:
// (0-1) determines how much the eyes are involved in the LookAt.
//
// clampWeight:
// (0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means
// he's completely clamped (look at becomes impossible), and 0.5 means he'll be
// able to move on half of the possible range (180 degrees).
public void SetLookAtWeight(float weight);
//
// 요약:
// Sets the value of a quaternion parameter.
//
// 매개 변수:
// id:
// Of the parameter. The id is generated using Animator::StringToHash.
//
// value:
// The new value for the parameter.
[Obsolete("SetQuaternion is deprecated.")]
public void SetQuaternion(int id, Quaternion value);
//
// 요약:
// Sets the value of a quaternion parameter.
//
// 매개 변수:
// name:
// The name of the parameter.
//
// value:
// The new value for the parameter.
[Obsolete("SetQuaternion is deprecated.")]
public void SetQuaternion(string name, Quaternion value);
//
// 요약:
// Sets an AvatarTarget and a targetNormalizedTime for the current state.
//
// 매개 변수:
// targetIndex:
// The avatar body part that is queried.
//
// targetNormalizedTime:
// The current state Time that is queried.
public void SetTarget(AvatarTarget targetIndex, float targetNormalizedTime);
//
// 요약:
// Sets the value of the given trigger parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
public void SetTrigger(int id);
//
// 요약:
// Sets the value of the given trigger parameter.
//
// 매개 변수:
// name:
// The parameter name.
//
// id:
// The parameter ID.
public void SetTrigger(string name);
//
// 요약:
// Sets the value of a vector parameter.
//
// 매개 변수:
// name:
// The name of the parameter.
//
// value:
// The new value for the parameter.
[Obsolete("SetVector is deprecated.")]
public void SetVector(string name, Vector3 value);
//
// 요약:
// Sets the value of a vector parameter.
//
// 매개 변수:
// id:
// The id of the parameter. The id is generated using Animator::StringToHash.
//
// value:
// The new value for the parameter.
[Obsolete("SetVector is deprecated.")]
public void SetVector(int id, Vector3 value);
//
// 요약:
// Sets the animator in playback mode.
public void StartPlayback();
//
// 요약:
// Sets the animator in recording mode, and allocates a circular buffer of size
// frameCount.
//
// 매개 변수:
// frameCount:
// The number of frames (updates) that will be recorded. If frameCount is 0, the
// recording will continue until the user calls StopRecording. The maximum value
// for frameCount is 10000.
public void StartRecording(int frameCount);
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Stop is obsolete. Use Animator.enabled = false instead", true)]
public void Stop();
//
// 요약:
// Stops the animator playback mode. When playback stops, the avatar resumes getting
// control from game logic.
public void StopPlayback();
//
// 요약:
// Stops animator record mode.
public void StopRecording();
//
// 요약:
// Evaluates the animator based on deltaTime.
//
// 매개 변수:
// deltaTime:
// The time delta.
[NativeMethod("UpdateWithDelta")]
public void Update(float deltaTime);
//
// 요약:
// Forces a write of the default values stored in the animator.
[FreeFunction(Name = "AnimatorBindings::WriteDefaultValues", HasExplicitThis = true)]
public void WriteDefaultValues();
}
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