pub struct Animation {
pub m_AnimatePhysics: bool,
pub m_Animation: PPtr,
pub m_Animations: Vec<PPtr>,
pub m_CullingType: i32,
pub m_Enabled: u8,
pub m_GameObject: PPtr,
pub m_PlayAutomatically: bool,
pub m_WrapMode: i32,
pub m_UserAABB: Option<AABB>,
}
Expand description
Animation is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: The animation component is used to play back animations. You can assign animation clips to the animation component and control playback from your script.
The animation system in Unity is weight-based and supports Animation Blending, Additive animations, Animation Mixing, Layers and full control over all aspects of playback.For an overview of animation scripting in Unity please read this introduction.AnimationState can be used to change the layer of an animation, modify playback speed, and for direct control over blending and mixing.Also Animation supports enumerators. Looping through all AnimationStates is performed like this: See Also: An overview of animation scripting in Unity is here.
Fields§
§m_AnimatePhysics: bool
When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.
m_Animation: PPtr
PPtr<AnimationClip
>: (3.4.0 - 2022.3.2f1)
m_Animations: Vec<PPtr>
Vec<PPtr<AnimationClip
>>: (3.4.0 - 2022.3.2f1)
m_CullingType: i32
Controls culling of this Animation component.
m_Enabled: u8
Enabled Behaviours are Updated, disabled Behaviours are not.
m_GameObject: PPtr
The game object this component is attached to. A component is always attached to a game object.
PPtr<GameObject
>: (3.4.0 - 2022.3.2f1)
m_PlayAutomatically: bool
Should the default animation clip (the Animation.clip property) automatically start playing on startup?
m_WrapMode: i32
How should time beyond the playback range of the clip be treated?
m_UserAABB: Option<AABB>
AABB: (3.4.0 - 4.2.2)