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UnityEngine - Animator class 본문

Unity

UnityEngine - Animator class

Ln Ro 2021. 9. 21. 00:55
#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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