AnimatorStateMachine

Struct AnimatorStateMachine 

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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.

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§m_AnyStatePosition: Vector3f

The 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: PPtr

The state that the state machine will be in when it starts. PPtr<AnimatorState>: (5.0.0f4 - 2022.3.2f1)

§m_EntryPosition: Vector3f

The 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: Vector3f

The position of the exit node.

§m_Name: String

The name of the object.

§m_ParentStateMachinePosition: Vector3f

The 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)

Trait Implementations§

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impl Debug for AnimatorStateMachine

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for AnimatorStateMachine

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for AnimatorStateMachine

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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where T: ?Sized,

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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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impl<T> DeserializeOwned for T
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