AnimationLayer
public sealed class AnimationLayerOne crossfading player: a set of states, which of them is playing, and how its pose meets the ones below it.
Every animator has at least one — Animator.Base, which is what Animator.Play and the rest of that class's state API drive. Extra layers exist so that two things can be true of a character at once: walking and waving, breathing and talking.
The layer owns the playhead and nothing else. It does not touch a node, because a pose is the result of every layer and no single one of them knows what the others did — Animator.Advance samples them in order and writes the answer once.
Properties
| Member | Description |
|---|---|
| How it meets the layers beneath it. The base layer is always |
| The state in the foreground, or null when nothing is playing here. |
| The state a finished one-shot returns to. Null leaves the pose where the one-shot ended. |
| How long |
| Whether anything is playing on this layer. |
| Which nodes it may move, or null for all of them. |
| What to call it. Only for a caller's own bookkeeping; nothing here is addressed by it. |
| What an additive layer measures against. Ignored by an overriding one. |
| The clips this layer can play, by name. |
| How much of this layer reaches the pose, from 0 to 1. On an |
Events
| Member | Description |
|---|---|
| Raised when a non-looping state on this layer reaches the end of its clip. |
Methods
| Member | Description |
|---|---|
| Blends into a state over Asking for the state already playing is a no-op rather than a restart: a button pressed twice should not stutter the gesture it is already showing. |
| Starts a state immediately, with no blend. Restarts it if it is already the current one. |
| Plays a state after the current one finishes, instead of returning to |
| Stops everything on this layer and leaves its contribution where it is. |