pub struct AnimatorStateMachine {
pub m_AnyStatePosition: Vector3f,
pub m_AnyStateTransitions: Vec<PPtr>,
pub m_ChildStateMachines: Vec<ChildAnimatorStateMachine>,
pub m_ChildStates: Vec<ChildAnimatorState>,
pub m_DefaultState: PPtr,
pub m_EntryPosition: Vector3f,
pub m_EntryTransitions: Vec<PPtr>,
pub m_ExitPosition: Vector3f,
pub m_Name: String,
pub m_ParentStateMachinePosition: Vector3f,
pub m_StateMachineBehaviours: Vec<PPtr>,
pub m_StateMachineTransitions: Vec<(PPtr, Vec<PPtr>)>,
}Expand description
AnimatorStateMachine is a class of the Unity engine since version 5.0.0f4. Exert from Unity’s scripting documentation: A graph controlling the interaction of states. Each state references a motion.
Fields§
§m_AnyStatePosition: Vector3fThe position of the AnyState node.
m_AnyStateTransitions: Vec<PPtr>The list of AnyState transitions.
Vec<PPtr<AnimatorStateTransition>>: (5.0.0f4 - 2022.3.2f1)
m_ChildStateMachines: Vec<ChildAnimatorStateMachine>§m_ChildStates: Vec<ChildAnimatorState>§m_DefaultState: PPtrThe state that the state machine will be in when it starts.
PPtr<AnimatorState>: (5.0.0f4 - 2022.3.2f1)
m_EntryPosition: Vector3fThe position of the entry node.
m_EntryTransitions: Vec<PPtr>The list of entry transitions in the state machine.
Vec<PPtr<AnimatorTransition>>: (5.0.0f4 - 2022.3.2f1)
m_ExitPosition: Vector3fThe position of the exit node.
m_Name: StringThe name of the object.
m_ParentStateMachinePosition: Vector3fThe position of the parent state machine node. Only valid when in a hierachic state machine.
m_StateMachineBehaviours: Vec<PPtr>Vec<PPtr<MonoBehaviour>>: (5.0.0f4 - 2022.3.2f1)
m_StateMachineTransitions: Vec<(PPtr, Vec<PPtr>)>Vec<(PPtr<AnimatorStateMachine>, Vec<PPtr<AnimatorTransition>>)>: (5.0.0f4 - 2022.3.2f1)