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?

ParameterTypeDescription

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.

ParameterTypeDescription

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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