-
-
Notifications
You must be signed in to change notification settings - Fork 0
Logic Animator
Description | Icon |
---|---|
A reactive logic component that can control a Unity Animator component. |
Name | Description |
---|---|
Animator | The Unity animation system component. |
Name | Description | Parameter |
---|---|---|
Play | Plays a state whose name is passed by the string parameter. The name of the parent layer should be included when specifying a state name. For example, if you have a Bounce state in the Base Layer , the name would be Base Layer.Bounce . |
state (string) The optional (recommended) layer and required name of the state. |
SetSpeed | Sets the playback speed of the animator to the float parameter. |
speed (float) The playback speed of the animator; where 1.0 is normal playback. |
SetParam:[Name] | Sets the animator parameter to the given parameter. |
parameter (string) The parameter that was passed to the input. |
SetParamDamping:[Name] | Sets the damping applied to animator parameter changes. |
damping (float) The damping to be used on changes to this parameter, this roughly corresponds to the number of seconds. |
SetLayerWeight:[Name] | Sets the animator layer weight to the given parameter. |
weight (float) The weight of the layer between 0.0 and 1.0. |
SetLayerOffset:[Name] | Sets the normalized playback offset of the animator layer to the float parameter between zero and one. |
offset (float) The playback offset between 0.0 and 1.0. |
SetLayerOffsetSeconds:[Name] | Sets the playback offset of the animator layer to the float parameter in seconds. |
seconds (float) The playback offset in exact seconds. |
Name | Description | Parameter |
---|---|---|
None | None | None |
Animations set things to a specific value. For example, a motion animation might start position.x at 0 and move it to 1 over the course of the animation, but then when the animation loops it will set it back to 0 and teleport back to the start.
Apply Root Motion
changes any motion that would normally be applied to the root object to be additive instead. So if your position.x is at 4 and you play this animation, it will add the motion so that it goes to 5, then 6, then 7 and not jump back to the start value when it loops.
Animation positions are in world space. Simply place the animated object inside an empty parent. The animation will then be positioned in the parent's coordinate space, and you can move the parent to reposition the visible object.
Logic Components | Terminology | Programming | External Components | |
---|---|---|---|---|
Logic Animator | Activator | Custom Logic | Reactive Dynamic Light | |
Logic Auto | Caller | Custom Inspector | ||
Logic Branch | Delay | Use Key | ||
Logic Case | Target | |||
Logic Collision Pair | User Inputs | |||
Logic Compare | ||||
Logic Counter | ||||
Logic Destroy | ||||
Logic Filter | ||||
Logic Group | ||||
Logic Instantiate | ||||
Logic Log | ||||
Logic Move Linear | ||||
Logic Relay | ||||
Logic Timer | ||||
Logic Trigger | ||||
Logic Unity |