pub struct AnimatorTransition {
pub m_Conditions: Vec<AnimatorCondition>,
pub m_DstState: PPtr,
pub m_DstStateMachine: PPtr,
pub m_IsExit: bool,
pub m_Mute: bool,
pub m_Name: String,
pub m_Solo: bool,
}Expand description
AnimatorTransition is a class of the Unity engine since version 5.0.0f4. Exert from Unity’s scripting documentation: Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry. They do not define timing parameters. A transition happens when all its conditions are met.
Fields§
§m_Conditions: Vec<AnimatorCondition>AnimatorCondition conditions that need to be met for a transition to happen.
m_DstState: PPtrPPtr<AnimatorState>: (5.0.0f4 - 2022.3.2f1)
m_DstStateMachine: PPtrPPtr<AnimatorStateMachine>: (5.0.0f4 - 2022.3.2f1)
m_IsExit: boolIs the transition destination the exit of the current state machine.
m_Mute: boolMutes the transition. The transition will never occur.
m_Name: StringThe name of the object.
m_Solo: boolMutes all other transitions in the source state.
Trait Implementations§
Source§impl Debug for AnimatorTransition
impl Debug for AnimatorTransition
Source§impl<'de> Deserialize<'de> for AnimatorTransition
impl<'de> Deserialize<'de> for AnimatorTransition
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations§
impl Freeze for AnimatorTransition
impl RefUnwindSafe for AnimatorTransition
impl Send for AnimatorTransition
impl Sync for AnimatorTransition
impl Unpin for AnimatorTransition
impl UnwindSafe for AnimatorTransition
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more