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Unity3D中文文档

script:unityengine:classes:animator:animator

Animator 动画器

Namespace: UnityEngine

Inherits from: Behaviour

Description 描述

Interface to control the Mecanim animation system.

控制Mecanim动画系统的接口。

Variables 变量

angularVelocityGets the avatar angular velocity for the last evaluated frame.
获得上一帧计算的阿凡达角速度。
applyRootMotion Should root motion be applied?
是否应用根运动?
avatar Gets/Sets the current Avatar.
获取或设置当前的Avatar。
bodyPosition The position of the body center of mass.
身体质量中心的位置。
bodyRotation The rotation of the body center of mass.
该身体质量中心的旋转。
cullingMode Controls culling of this Animator component.
控制动画器组件的剔除模式。
deltaPosition Gets the avatar delta position for the last evaluated frame.
获取上一帧avatar的增量位置。
deltaRotation Gets the avatar delta rotation for the last evaluated frame.
获取上一帧avatar的增量旋转。
feetPivotActive Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot.
混合身体质量中心与脚质量中心的轴心点。0%表示混合轴心点在身体的质量中心;100%表示混合轴心点在脚的轴心点;
gravityWeight The current gravity weight based on current animations that are played.
基于当前播放的动画的当前重力。
hasRootMotion Returns true if the current rig has root motion.
如果当前绑定已经是根运动,返回真。
hasTransformHierarchy Returns true if the object has a transform hierarchy.
如果该对象已经是变换层级,返回真。
humanScale Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).
返回当前人形绑定Avatar的缩放,(如果绑定是generic,默认为1)
isHuman Returns true if the current rig is humanoid, false if it is generic.
如果当前的绑定是人形的,返回真;如果是generic(普通)的则返回假。
isMatchingTarget If automatic matching is active.
如果自动匹配是激活的。
isOptimizable Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.
如果当前的绑定是AnimatorUtility.OptimizeTransformHierarchy优化的。
layerCount The AnimatorController layer count.
该动画器控制器的层数。
leftFeetBottomHeight Get left foot bottom height.
获得左脚底的高度。
linearVelocityBlending When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly.
当linearVelocityBlending 设置为true,根运动速度和角速度将线性混合。
parameters Read only acces to the AnimatorControllerParameters used by the animator.
用于动画器只读访问动画器控制器参数。
pivotPosition Get the current position of the pivot.
获得当前轴心点的位置 。
pivotWeight Gets the pivot weight.
获得轴心点的权重。
playbackTime Sets the playback position in the recording buffer.
在记录缓冲区设置播放位置。
recorderMode Gets the mode of the Animator recorder.
获取动画器录制的模式。
recorderStartTime Start time of the first frame of the buffer relative to the frame at which StartRecording was called.
缓冲区第一帧的开始时间,相对于StartRecording被调用时的帧。
recorderStopTime End time of the recorded clip relative to when StartRecording was called.
记录剪辑的结束时间,相对于StartRecording被调用的帧。
rightFeetBottomHeight Get right foot bottom height.
获取右脚底的高度。
rootPosition The root position, the position of the game object.
根位置,该游戏对象的位置。
rootRotation The root rotation, the rotation of the game object.
根旋转,该游戏对象的旋转角度。
runtimeAnimatorController The runtime representation of AnimatorController that controls the Animator.
AnimatorController的运行时代表,用来控制Animator。
speed The playback speed of the Animator. 1 is normal playback speed.
动画器的播放速度。1表示正常播放速度。
stabilizeFeet Automatic stabilization of feet during transition and blending.
过渡和混合时,脚自动稳定。
targetPosition Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).
返回由SetTarget(AvatarTarget targetIndex, float targetNormalizedTime))指定的目标的位置。
targetRotation Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).
返回由SetTarget(AvatarTarget targetIndex, float targetNormalizedTime))指定的目标的旋转角度。
updateMode Specifies the update mode of the Animator.
该动画器的指定更新模式。
velocity Gets the avatar velocity for the last evaluated frame.
获得上帧计算的阿凡达速度。

Functions 函数

ApplyBuiltinRootMotion Apply the default Root Motion.
应用默认的根运动。
CrossFade Create a dynamic transition between the current state and the destination state.
在当前状态和目标状态之间创建一个动态过渡。
CrossFadeInFixedTime Same as Animator.CrossFade, but the duration and offset in the target state are in fixed time.
与animator.crossfade相同,但在目标状态的持续时间和偏移是在固定的时间。
GetAnimatorTransitionInfo Gets the Transition information on a specified AnimatorController layer.
获取指定AnimatorController层的过渡信息。
GetBehaviour Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found.
返回匹配类型T或派生自T的首个状态机行为,如果没有找到返回null。
GetBehaviours Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found.
返回匹配类型T或派生自T的所有状态机行为,如果没有找到返回null。
GetBoneTransform Returns transform mapped to this human bone id.
返回人形骨骼ID映射的变换。
GetBool Gets the value of a bool parameter.
获取布尔参数的值。
GetCurrentAnimationClipState Gets the list of AnimationInfo currently played by the current state.
获取当前状态播放的当前动画信息列表。
GetCurrentAnimatorStateInfo Gets the current State information on a specified AnimatorController layer.
获取指定的AnimatorController层的当前状态信息。
GetFloat Gets the value of a float parameter.
获取一个浮点数参数的值。
GetIKHintPosition Gets the position of an IK hint.
获取IK hint的位置。
GetIKHintPositionWeight Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint).
获取IK Hint的过渡的权重。 (0表示IK之前的原始动画,1表示在Hint)。
GetIKPosition Gets the position of an IK goal.
获取IK goal的位置。
GetIKPositionWeight Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).
获取IK goal的过渡权重(0表示IK之前的原始动画,1表示在goal)。
GetIKRotation Gets the rotation of an IK goal.
获取IK goal的旋转。
GetIKRotationWeight Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).
获取IK goal的旋转权重(0表示IK之前的旋转,1表示IK goal的旋转)。
GetInteger Gets the value of an integer parameter.
获取整数参数的值。
GetLayerName Gets name of the layer.
获取该层的名称。
GetLayerWeight Gets the layer's current weight.
过去该层的当前权重。
GetNextAnimationClipState Gets the list of AnimationInfo currently played by the next state.
获取当前播放动画信息列表的下个状态。
GetNextAnimatorStateInfo Gets the next State information on a specified AnimatorController layer.
获取指定的AnimatorController层上的下个状态信息。
HasState Returns true if the AnimatorState is present in the Animator's controller.
如果在动画器控制器是当前动画状态返回true 。
InterruptMatchTarget Interrupts the automatic target matching.
中断目标自动匹配。
IsInTransition Is the specified AnimatorController layer in a transition.
指定的AnimatorController层是否在过渡。
IsParameterControlledByCurve Returns true if a parameter is controlled by an additional curve on an animation.
如果参数是由动画的附加曲线控制,返回真。
MatchTarget Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.
自动调节该对象的位置和旋转,因此,在当前状态是在指定的进度时,AvatarTarget达到matchPosition。
Play Plays a state.
播放一个状态。
PlayInFixedTime Same as Animator.CrossFade, but the duration and offset in the target state are in fixed time.
与animator.crossfade相同,但在目标状态的持续时间和偏移是在固定的时间。
Rebind Rebind all the animated properties and mesh data with the Animator.
重新绑定动画器的所有动画的属性和网格数据。
ResetTrigger Resets the trigger parameter to false.
重设该触发参数为假。
SetBool Sets the value of a bool parameter.
设置一个布尔参数的值。
SetFloat Sets the value of a float parameter.
设置一个浮点数的值。
SetIKHintPosition Sets the position of an IK hint.
设置一个IK hint的位置。
SetIKHintPositionWeight Sets the position of an IK goal.
Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint).
设置IK hint过渡权重(0表示IK之前的原始动画,1表示在hint)
SetIKPosition Sets the position of an IK goal.
设置一个IK goal的位置。
SetIKPositionWeight Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).
设置IK goal的过渡权重(0表示IK之前的原始动画,1表示在goal)。
SetIKRotation Sets the rotation of an IK goal.
设置IK goal的旋转。
SetIKRotationWeight Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).
设置IK goal的旋转权重(0表示IK之前的旋转,1表示IKgoal旋转)。
SetInteger Sets the value of an integer parameter.
设置一个整数参数的值。
SetLayerWeight Sets the layer's current weight.
设置该层的当前权重。
SetLookAtPosition Sets the look at position.
设置注视的位置。
SetLookAtWeight Set look at weights.
设置注视的权重。
SetTarget Sets an AvatarTarget and a targetNormalizedTime for the current state.
设置AvatarTarget和targetNormalizedTime 用于当前状态。
SetTrigger Sets a trigger parameter to active.
设置一个要激活的触发器参数。
StartPlayback Sets the animator in playback mode.
在播放模式设置动画。
StartRecording Sets the animator in recording mode, and allocates a circular buffer of size frameCount.
设置动画器的记录模式并分配frameCount大小的圆形缓冲区。
StopPlayback Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.
停止动画器播放模式。当播放停止时,Avatar恢复从游戏逻辑获得控制权。
StopRecording Stops animator record mode.
停止动画器记录模式。
Update Evaluates the animator based on deltaTime.
基于deltaTime计算动画器。

Static Functions 静态函数

StringToHash Generates an parameter id from a string.
从字符串生成一个参数ID。
script/unityengine/classes/animator/animator.txt · 最后更改: 2016/08/02 05:34 (外部编辑)