Unity - Scripting API: AnimatorStateMachine
class in UnityEditor.Animations
/
Inherits from:Object
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Description
A graph controlling the interaction of states. Each state references a motion.
Public Methods
| Method | Description |
|---|---|
| AddAnyStateTransition | Utility function to add an AnyState transition to the specified state or statemachine. |
| AddEntryTransition | Utility function to add an incoming transition to the exit of it's parent state machine. |
| AddState | Utility function to add a state to the state machine. |
| AddStateMachine | Utility function to add a state machine to the state machine. |
| AddStateMachineBehaviour | Adds a state machine behaviour class of type T to the AnimatorStateMachine. Note that there is no corresponding "Remove" method. To remove a state machine behaviour, use Object.Destroy. |
| AddStateMachineExitTransition | Utility function to add an outgoing transition from the source state machine to the exit of it's parent state machine. |
| AddStateMachineTransition | Utility function to add an outgoing transition from the source state machine to the destination. |
| GetStateMachineTransitions | Gets the list of all outgoing state machine transitions from given state machine. |
| MakeUniqueStateMachineName | Makes a unique state machine name in the context of the parent state machine. |
| MakeUniqueStateName | Makes a unique state name in the context of the parent state machine. |
| RemoveAnyStateTransition | Utility function to remove an AnyState transition from the state machine. |
| RemoveEntryTransition | Utility function to remove an entry transition from the state machine. |
| RemoveState | Utility function to remove a state from the state machine. |
| RemoveStateMachine | Utility function to remove a state machine from its parent state machine. |
| RemoveStateMachineTransition | Utility function to remove an outgoing transition from source state machine. |
| SetStateMachineTransitions | Sets the list of all outgoing state machine transitions from given state machine. |
Inherited Members
Properties
| Property | Description |
|---|---|
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
Public Methods
| Method | Description |
|---|---|
| GetInstanceID | Gets the instance ID of the object. |
| ToString | Returns the name of the object. |
Static Methods
| Method | Description |
|---|---|
| Destroy | Removes a GameObject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
Operators
| Operator | Description |
|---|---|
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |