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 or are derived from . Returns null if none are found.
TTpublic 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 or are derived from . Returns null if none are found.
TTpublic StateMachineBehaviour[] GetBehaviours(int fullPathHash, int layerIndex)
Parameters
Returns
Type | Description |
|---|---|
| StateMachineBehaviour[] |
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; }}