AnimatorStateTransition
Transitions define when and how the state machine switch from one state to another. AnimatorStateTransition always originate from an Animator State (or AnyState) and have timing parameters.
Read time 5 minutesLast updated 6 days ago
Definition
- Type: Class
- Namespace: UnityEditor.Animations
- Assembly: UnityEditor
- Inherits from: AnimatorTransitionBase
[HelpURL("class-Transition")]public class AnimatorStateTransition : AnimatorTransitionBase
Remarks
A transition happens when all its conditions are met. AnimatorStateTransition derives from AnimatorTransitionBase.
Constructors
Constructor | Description |
|---|---|
| AnimatorStateTransition() | Creates a new animator state transition. |
Properties
Property | Description |
|---|---|
| canTransitionToSelf | Set to true to allow or disallow transition to self during AnyState transition. |
| duration | The duration of the transition. |
| exitTime | If is true, exitTime represents the exact time at which the transition can take effect. |
| hasExitTime | When active the transition will have an exit time condition. |
| hasFixedDuration | Determines whether the duration of the transition is reported in a fixed duration in seconds or as a normalized time. |
| interruptionSource | Which AnimatorState transitions can interrupt the Transition. |
| offset | The time at which the destination state will start. |
| orderedInterruption | The Transition can be interrupted by a transition that has a higher priority. |
Inheritance
Operators
Operator | Description |
|---|---|
| operator == | Compares two object references to see if they refer to the same object. |
| bool | Determines whether the object exists. |
| operator != | Compares if two objects refer to a different object. |