SAnimatorStateInfo

Index

Functions Index

Function Name

Properties Index

Property Name

Functions

IsName

bool IsName (string name)

Does name match the name of the active state in the statemachine?

Parameter
Type
Description

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
AnimationStateInfo.isName("aStateName")

IsTag

bool IsTag (string tag)

Does tag match the tag of the active state in the statemachine.

Parameter
Type
Description

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
AnimationStateInfo.isTag("aStateTag")

Properties

fullPathHash

int fullPathHash get

The full path hash for this state. The hash is generated using Animator.StringToHash.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
fullPathHash = AnimationStateInfo.fullPathHash

nameHash

int nameHash get

The hashed name of the State.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
nameHash= AnimationStateInfo.nameHash

shortNameHash

int shortNameHash get

The hash is generated using SAnimator.StringToHash. The hash does not include the name of the parent layer.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
shortNameHash= AnimationStateInfo.shortNameHash

normalizedTime

float normalizedTime get

Normalized time of the State. The integer part is the number of time a state has been looped. The fractional part is the % (0-1) of progress in the current loop.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
normalizedTime= AnimationStateInfo.normalizedTime

length

float length get

Current duration of the state. In seconds Can vary when the State contains a Blend Tree.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
length= AnimationStateInfo.length

speed

float speed get

The playback speed of the animation. 1 is the normal playback speed. A negative playback speed will play the animation from the end.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
speed= AnimationStateInfo.speed

speedMultiplier

float speedMultiplier get

_The speed multiplier for this state.

A negative speed multiplier will play the animation backwards. If no speed parameter as been set for this SAnimatorState, the default value will be 1._

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
speedMultiplier= AnimationStateInfo.speedMultiplier

tagHash

int tagHash get

_The Tag of the State.

The hash is generated using SAnimator.StringToHash._

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
tagHash= AnimationStateInfo.tagHash

loop

bool loop get

Is the state looping. All animations in the state must be looping.

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
loop= AnimationStateInfo.loop

Length

float Length get

Current duration of the state. In seconds Can vary when the State contains a Blend Tree

AnimationStateInfo = Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)
Length= AnimationStateInfo.Length

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