void Rebind ()
Rebind all the animated properties and mesh data with the Animator.
void Stop ()
Stop the Animator.
void SetTime (double time)
Function Description
double GetTime ()
Function Description
double GetNormalizedTime (int layer=0)
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.
double GetLength (int layer=0)
Current duration of the state.
bool GetLoop (int layer=0)
Is the state looping.
float GetFloat (string name) float GetFloat (int id)
Returns the value of the given float parameter. name: The name of the parameter. id: The id of the parameter.
bool GetBool (string name) bool GetBool (int id)
Returns the value of the given boolean parameter. name: The name of the parameter. id: The id of the parameter.
int GetInteger (string name) int GetInteger (int id)
Returns the value of the given integer parameter. name: The name of the parameter. id: The id of the parameter.
void ResetTrigger (string name) void ResetTrigger (int id)
Resets the trigger parameter to false.
bool IsParameterControlledByCurve (string name)
bool IsParameterControlledByCurve (int id)
Returns true if a parameter is controlled by an additional curve on an animation.
string GetLayerName (int layerIndex)
Gets name of the layer.
int GetLayerIndex (string layerName)
Gets the index of the layer with specified name.
float GetLayerWeight (int layerIndex)
Gets the layer's current weight.
void SetLayerWeight (int layerIndex, float weight)
Sets the weight of the layer at the given index.
bool IsInTransition (int layerIndex)
Is the specified layer in a transition.
void CrossFadeInFixedTime (string stateName, float transitionDuration)
void CrossFadeInFixedTime (string stateName, float transitionDuration, int layer)
void CrossFadeInFixedTime (string stateName, float transitionDuration, int layer, float fixedTime)
Creates a dynamic transition between the current state and the destination state. The duration and offset in the target state are in fixed time. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in seconds. layer: Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. fixedTime: Start time of the current destination state. Value is in seconds. If no explicit fixedTime is specified or fixedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen.
void CrossFade (string stateName, float transitionDuration)
void CrossFade (string stateName, float transitionDuration, int layer)
void CrossFade (string stateName, float transitionDuration, int layer, float normalizedTime)
Creates a dynamic transition between the current state and the destination state. stateName: The name of the destination state. transitionDuration: The duration of the transition. Value is in source state normalized time. layer: Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played. normalizedTime: Start time of the current destination state. Value is in source state normalized time, should be between 0 and 1. If no explicit normalizedTime is specified or normalizedTime value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time and no transition will happen.
void PlayInFixedTime (string stateName, int layer) void PlayInFixedTime (string stateName) void PlayInFixedTime (string stateName, int layer, float fixedTime)
Plays a state. The offset in the target state is in fixed time. stateName: The name of the state to play. Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
void Play (string stateName)
void Play (string stateName, int layer)
void Play (string stateName, int layer, float normalizedTime)
Plays a state.
void StartPlayback ()
Sets the animator in playback mode.
void StopPlayback ()
Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.
void StartRecording ()
Sets the animator in recording mode. The recording will continue until the user calls StopRecording. Maximum 10,000 frames. Note it is not possible to start playback until a call to StopRecording is made
void StopRecording ()
Stops animator record mode.
void Update (float deltaTime)
Function Description
void SetTrigger (string trigger)
void SetTrigger (int id)
Sets a trigger parameter to active. A trigger parameter is a bool parameter that gets reset to false when it has been used in a transition. For state machines with multiple layers, the trigger will only get reset once all layers have been evaluated, so that the layers can synchronize their transitions on the same parameter.
void SetFloat (string name, float value)
void SetFloat (string name, float value, float dampTime, float deltaTime)
void SetFloat (int id, float value)
void SetFloat (int id, float value, float dampTime, float deltaTime)
Send float values to the Animator to affect transitions. dampTime: The damper total time. deltaTime: The delta time to give to the damper.
void SetBool (int id, bool value) void SetBool (string name, bool value)
Sets the value of a boolean parameter.
void SetInteger (string name, int value) void SetInteger (int id, int value)
Sets the value of the given integer parameter.
int StringToHash (string name)
Generates an parameter id from a string. Ids are used for optimized setters and getters on parameters.
GetCurrentAnimatorStateInfo (int Layerindex)
Returns an SAnimatorStateInfo with the information on the current state..
Controller get set
The Animator Controller resource of this Animator
Avatar get set
Gets/Sets the current Avatar.
bool ApplyRootMotion get set
Should root motion be applied?
Root motion is the effect where an object's entire mesh moves away from its starting point but that motion is created by the animation itself rather than by changing the Transform position.
float PlaybackTime get set
Property Description
bool Enabled get set
Whether the Animator component is enabled or not
string[] Parameters get
The AnimatorControllerParameter list used by the animator.
GameObject get
Returns a reference to the GameObject of this component.
string (int layerIndex)
int (string layerName)
float (int layerIndex)
void (int layerIndex, float weight)
bool (int layerIndex)
void (string stateName, float transitionDuration, int layer)
void (string stateName, float transitionDuration)
void (string stateName, float transitionDuration, int layer, float fixedTime)
void (string stateName, float transitionDuration, int layer)
void (string stateName, float transitionDuration)
void (string stateName, float transitionDuration, int layer, float normalizedTime)
void (string stateName, int layer)
void (string stateName)
void (string stateName, int layer, float fixedTime)
void (string stateName, int layer)
void (string stateName)
void (string stateName, int layer, float normalizedTime)
void ()
void ()
void ()
void ()
void (float deltaTime)
void (string trigger)
void (int id)
void (string name, float value, float dampTime, float deltaTime)
void (int id, float value)
void (int id, float value, float dampTime, float deltaTime)
void (string name, float value)
void (int id, bool value)
void (string name, bool value)
void (string name, int value)
void (int id, int value)
int (string name)
SAnimatorStateInfo (int Layerindex)
void Rebind ()
void Stop ()
void SetTime (double time)
double GetTime ()
double GetNormalizedTime (int layer=0)
double GetLength (int layer=0)
bool GetLoop (int layer=0)
int GetInteger (string name)
int GetInteger (int id)
void ResetTrigger (string name)
void ResetTrigger (int id)
SResource Controller get set
SResource Avatar get set
bool ApplyRootMotion get set
float PlaybackTime get set
bool Enabled get set
string[] Parameters get
stateName
string
The name of the state to play.
layer
int
Layer index containing the destination state. If no layer is specified or layer is -1, the first state that is found with the given name or hash will be played.
normalizedTime
float
Start time of the current destination state. Value is in normalized time. If no explicit normalizedTime is specified or value is float.NegativeInfinity, the state will either be played from the start if it's not already playing, or will continue playing from its current time.
bool (string name)
bool (int id)
Space.Host.ExecutingObject.Animator.Rebind()Space.Host.ExecutingObject.Animator.Stop()Space.Host.ExecutingObject.Animator.SetTime(1.0)layerStateTime = Space.Host.ExecutingObject.Animator.GetTime(0)layerStateNormalizedTime = Space.Host.ExecutingObject.Animator.GetNormalizedTime(0)layerStateLength = Space.Host.ExecutingObject.Animator.GetLength(1)layerStateLoop = Space.Host.ExecutingObject.Animator.GetLoop(0)getParam = Space.Host.ExecutingObject.Animator.GetFloat("paramName")
-- or
paramID = Space.Host.ExecutingObject.Animator.StringToHash("paramName")
getParam = Space.Host.ExecutingObject.Animator.GetFloat(paramID)--clicking the object will toggle it's Animator's "flySpeed" float parameter between 0.0 and 5.0
thisObject = Space.Host.ExecutingObject
OnClick = function()
if thisObject.Animator.GetFloat("flySpeed") == 0.0 then
thisObject.Animator.SetFloat("flySpeed", 5.0)
else
thisObject.Animator.SetFloat("flySpeed", 0.0)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)--clicking the object will toggle it's Animator's "flySpeed" float parameter between 0.0 and 5.0
--this script uses parameter ID instead of string (StringToHash function gets the ID)
thisObject = Space.Host.ExecutingObject
paramID = thisObject.Animator.StringToHash("flySpeed")
OnClick = function()
if thisObject.Animator.GetFloat(paramID) == 0.0 then
thisObject.Animator.SetFloat(paramID, 5.0)
else
thisObject.Animator.SetFloat(paramID, 0.0)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)isFlying = Space.Host.ExecutingObject.Animator.GetBool("IsFlying")
--or
ID = Space.Host.ExecutingObject.Animator.StringToHash("isFlying")
isFlying = Space.Host.ExecutingObject.Animator.GetBool(ID)--clicking the object will toggle it's "isFlying" bool parameter between true and false
thisObject = Space.Host.ExecutingObject
OnClick = function()
if thisObject.Animator.GetBool("isFlying") == true then
thisObject.Animator.SetBool("isFlying", false)
else
thisObject.Animator.SetBool("isFlying", true)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)--clicking the object will toggle it's "isFlying" bool parameter between true and false
--this script uses parameter ID instead of string (StringToHash function gets the ID)
thisObject = Space.Host.ExecutingObject
OnClick = function()
parameterID = thisObject.Animator.StringToHash("isFlying")
if thisObject.Animator.GetBool(parameterID) == true then
thisObject.Animator.SetBool(parameterID, false)
else
thisObject.Animator.SetBool(parameterID, true)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)getParam = Space.Host.ExecutingObject.Animator.GetInteger("paramName")
--or
paramID = Space.Host.ExecutingObject.Animator.StringToHash("paramName")
getParam = Space.Host.ExecutingObject.Animator.GetInteger(paramID)--clicking the object will toggle it's Animator's "jumpHeight" int parameter between 0 and 5
thisObject = Space.Host.ExecutingObject
OnClick = function()
if thisObject.Animator.GetInteger("jumpHeight") == 0 then
thisObject.Animator.SetInteger("jumpHeight", 1)
else
thisObject.Animator.SetInteger("jumpHeight", 0)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)--clicking the object will toggle it's Animator's "jumpHeight" int parameter between 0 and 5
--this script uses parameter ID instead of string (StringToHash function gets the ID)
thisObject = Space.Host.ExecutingObject
paramID = thisObject.Animator.StringToHash("jumpHeight")
OnClick = function()
if thisObject.Animator.GetInteger(paramID ) == 0 then
thisObject.Animator.SetInteger(paramID , 1)
else
thisObject.Animator.SetInteger(paramID , 0)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)Space.Host.ExecutingObject.Animator.ResetTrigger("parameterName")
--or
paramID = Space.Host.ExecutingObject.Animator.StringToHash("parameterName")
Space.Host.ExecutingObject.Animator.ResetTrigger(paramID)-- when object is clicked, "clickedTrigger" trigger parameter will be set and initial trigger cleared
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.Animator.ResetTrigger("initialTrigger")
thisObject.Animator.SetTrigger("clickedTrigger")
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)-- when object is clicked, "clickedTrigger" trigger parameter will be set and initial trigger cleared
thisObject = Space.Host.ExecutingObject
initialID = thisObject.Animator.StringToHash("initialTrigger")
clickedID = thisObject.Animator.StringToHash("clickedTrigger")
OnClick = function()
thisObject.Animator.ResetTrigger(initialID)
thisObject.Animator.SetTrigger(clickedID)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)paramCurve = Space.Host.ExecutingObject.Animator.IsParameterControlledByCurve("parameterName")layerName = Space.Host.ExecutingObject.Animator.GetLayerName(1)layerIndex = Space.Host.ExecutingObject.Animator.GetLayerIndex("Layer Name")layerIndex = Space.Host.ExecutingObject.Animator.GetLayerWeight("Layer Name")Space.Host.ExecutingObject.Animator.SetLayerWeight(0,2.0)--clicking the object will toggle the Layer Weight of your second layer (index 1) between 0.0 and 1.0
thisObject = Space.Host.ExecutingObject
OnClick = function()
if thisObject.Animator.GetLayerWeight(1) == 0 then
thisObject.Animator.SetLayerWeight(1, 1.0)
else
thisObject.Animator.SetLayerWeight(1, 0.0)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)layerTransition = Space.Host.ExecutingObject.Animator.IsInTransition(0)Space.Host.ExecutingObject.Animator.CrossFadeInFixedTime("State Name", 15.0)
Space.Host.ExecutingObject.Animator.CrossFadeInFixedTime("State Name", 15.0, 0)
Space.Host.ExecutingObject.Animator.CrossFadeInFixedTime("State Name", 15.0, 0 , 0.0)--clicking the object will make it's animator crossfade from current state to the middle of "Second State" (on the second layer) in 3 seconds
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.Animator.CrossFadeInFixedTime("Second State", 3.0, 1, 0.5)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)Space.Host.ExecutingObject.Animator.CrossFade("State Name", 3.0)
Space.Host.ExecutingObject.Animator.CrossFade("State Name", 3.0, 0)
Space.Host.ExecutingObject.Animator.CrossFade("State Name", 3.0, 0 , 0.0)--clicking the object will make it's animator crossfade from current state to the middle of "Second State" (on the second layer)
--Crossfade duration will be triple the length of Source state
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.Animator.CrossFade("Second State", 3.0, 1, 0.5)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)Space.Host.ExecutingObject.Animator.PlayInFixedTime("State Name")
Space.Host.ExecutingObject.Animator.PlayInFixedTime("State Name", 0)
Space.Host.ExecutingObject.Animator.PlayInFixedTime("State Name", 0, 0.0)--clicking the object will make it's animator play the "Second State", on the second Layer, and starting half a second in
thisObject = Space.Host.ExecutingObject
OnClick = function()
thisObject.Animator.PlayInFixedTime("Second State",1,0.5) --add "Second State" to the second Layer in Animator Controller
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)Space.Host.ExecutingObject.Animator.Play("Run")
Space.Host.ExecutingObject.Animator.Play("Run", 0)
Space.Host.ExecutingObject.Animator.Play("Run", 0, 0.5)Space.Host.ExecutingObject.Animator.StartPlayback()Space.Host.ExecutingObject.Animator.StopPlayback()Space.Host.ExecutingObject.Animator.StartRecording()Space.Host.ExecutingObject.Animator.StopRecording()Space.Host.ExecutingObject.Animator.Update()Space.Host.ExecutingObject.SetTrigger("TheTriggerName")
--or
paramID = Space.Host.ExecutingObject.Animator.StringToHash("TheTriggerName")
Space.Host.ExecutingObject.SetTrigger(paramID) Space.Host.ExecutingObject.Animator.SetFloat("parameterName", 2.2)
--or
Space.Host.ExecutingObject.Animator.SetFloat("parameterName", 2.2,2.0,Space.DeltaTime)
--or
paramID = Space.Host.ExecutingObject.Animator.StringToHash("parameterName")
Space.Host.ExecutingObject.Animator.SetFloat(paramID, 2.2)
--or
paramID = Space.Host.ExecutingObject.Animator.StringToHash("parameterName")
Space.Host.ExecutingObject.Animator.SetFloat(paramID, 2.2,2.0,Space.DeltaTime)--clicking the object will make it's Animator damp transition it's "danceSpeed" property from 0.0 to 5.0
thisObject = Space.Host.ExecutingObject
OnClick = function()
Space.Host.StartCoroutine(function()
while thisObject.Animator.GetFloat("danceSpeed") < 5.0 do
thisObject.Animator.SetFloat("danceSpeed", 5.0, 1.0, Space.DeltaTime)
coroutine.yield(0)
end
end)
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)Space.Host.ExecutingObject.Animator.SetBool("IsFlying", true)
--or
paramID = Space.Host.ExecutingObject.Animator.StringToHash("parameterName")
Space.Host.ExecutingObject.Animator.SetFloat(paramID, 2.2)--clicking the object will toggle it's "isFlying" bool parameter between true and false
thisObject = Space.Host.ExecutingObject
OnClick = function()
if thisObject.Animator.GetBool("isFlying") == true then
thisObject.Animator.SetBool("isFlying", false)
else
thisObject.Animator.SetBool("isFlying", true)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)Space.Host.ExecutingObject.Animator.SetInteger("iParam", 2)
--or
paramID = Space.Host.ExecutingObject.Animator.StringToHash("iParam")
Space.Host.ExecutingObject.Animator.SetInteger(paramID, 2)--clicking the object will toggle it's Animator's "jumpHeight" int parameter between 0 and 5
thisObject = Space.Host.ExecutingObject
OnClick = function()
if thisObject.Animator.GetInteger("jumpHeight") == 0 then
thisObject.Animator.SetInteger("jumpHeight", 1)
else
thisObject.Animator.SetInteger("jumpHeight", 0)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)ID = Space.Host.ExecutingObject.Animator.StringToHash("isFlying")--clicking the object will toggle it's "isFlying" bool parameter between true and false
--this script uses parameter ID instead of string (StringToHash function gets the ID)
thisObject = Space.Host.ExecutingObject
OnClick = function()
parameterID = thisObject.Animator.StringToHash("isFlying")
if thisObject.Animator.GetBool(parameterID) == true then
thisObject.Animator.SetBool(parameterID, false)
else
thisObject.Animator.SetBool(parameterID, true)
end
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)Space.Host.ExecutingObject.Animator.GetCurrentAnimationStateInfo(0)Space.Host.ExecutingObject.Animator.Controller = Space.GetResource("newController")currentAvatar = thisObject.Animator.Avatar -- when object is clicked, it's Animator's Avatar will be changed to an alternate one
thisObject = Space.Host.ExecutingObject
alternateAvatar = Space.GetResource("altavatar") -- add Avatar to Scripting Runtime resources section
OnClick = function()
thisObject.Animator.Avatar = alternateAvatar
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClick)Space.Host.ExecutingObject.Animator.ApplyRootMotion = true--clicking this object will Enable/Disable it's Root Motion
thisGameObject = Space.Host.ExecutingObject.Animator
OnClick = function()
animator.ApplyRootMotion = not animator.ApplyRootMotion
end
thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)pace.Host.ExecutingObject.Animator.PlaybackTime = 0.5Space.Host.ExecutingObject.Animator.Enabled = true--clicking this object will Enable/Disable it's Animator component
thisGameObject = Space.Host.ExecutingObject
animator = thisGameObject.Animator
OnClick = function()
animator.Enabled = not animator.Enabled
end
thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)parameters = Space.Host.ExecutingObject.Animator.Parameters
for i=1,#parameters do Space.Log(parameters[i]) end --prints all parameterstheGameObject = Space.Host.ExecutingObject.Animator.GameObject