Animator 动画器——参数解释
2015-07-29 16:33
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Animator 动画器
Namespace: UnityEngineInherits 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
angularVelocity | Gets 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。 |
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