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Unity Engine


GetBehaviours

Returns all StateMachineBehaviour that match type T or are derived from T. Returns null if none are found.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AnimationModule

GetBehaviours<T>()

Returns all StateMachineBehaviour that match type
T
or are derived from
T
. Returns null if none are found.
public T[] GetBehaviours<T>() where T : StateMachineBehaviour

Returns

Type

Description

<T>[]

Examples

using UnityEngine;using System.Collections; // An example StateMachineBehaviour.public class BreathBehaviour : StateMachineBehaviour{ public bool fastBreath; // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SetBool("FastBreath", fastBreath); }}public class RunBehaviour : StateMachineBehaviour{ // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { BreathBehaviour[] breathBehaviours = animator.GetBehaviours<BreathBehaviour>(); for (int i = 0; i < breathBehaviours.Length; i++) breathBehaviours[i].fastBreath = true; }}

GetBehaviours(int, int)

Returns all StateMachineBehaviour that match type
T
or are derived from
T
. Returns null if none are found.
public StateMachineBehaviour[] GetBehaviours(int fullPathHash, int layerIndex)

Parameters

fullPathHash


layerIndex

Returns

Examples

using UnityEngine;using System.Collections; // An example StateMachineBehaviour.public class BreathBehaviour : StateMachineBehaviour{ public bool fastBreath; // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SetBool("FastBreath", fastBreath); }}public class RunBehaviour : StateMachineBehaviour{ // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { BreathBehaviour[] breathBehaviours = animator.GetBehaviours<BreathBehaviour>(); for (int i = 0; i < breathBehaviours.Length; i++) breathBehaviours[i].fastBreath = true; }}