Class NetworkAnimator
Inheritance
Inherited Members
Namespace: FishNet.Component.Animating
Assembly: FishNet.Runtime.dll
Syntax
[AddComponentMenu("FishNet/Component/NetworkAnimator")]
public sealed class NetworkAnimator : NetworkBehaviour
Properties
Animator
The animator component to synchronize.
Declaration
public Animator Animator { get; }
Property Value
Type | Description |
---|---|
UnityEngine.Animator |
ClientAuthoritative
True if using client authoritative animations.
Declaration
public bool ClientAuthoritative { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Methods
CrossFade(Int32, Single, Int32, Single, Single)
Creates a crossfade from the current state to any other state using normalized times.
Declaration
public void CrossFade(int hash, float normalizedTransitionDuration, int layer, float normalizedTimeOffset = 0F, float normalizedTransitionTime = 0F)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | hash | |
System.Single | normalizedTransitionDuration | |
System.Int32 | layer | |
System.Single | normalizedTimeOffset | |
System.Single | normalizedTransitionTime |
CrossFade(String, Single, Int32, Single, Single)
Creates a crossfade from the current state to any other state using normalized times.
Declaration
public void CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset = -InfinityF, float normalizedTransitionTime = 0F)
Parameters
Type | Name | Description |
---|---|---|
System.String | stateName | |
System.Single | normalizedTransitionDuration | |
System.Int32 | layer | |
System.Single | normalizedTimeOffset | |
System.Single | normalizedTransitionTime |
CrossFadeInFixedTime(Int32, Single, Int32, Single, Single)
Creates a crossfade from the current state to any other state using times in seconds.
Declaration
public void CrossFadeInFixedTime(int hash, float fixedTransitionDuration, int layer, float fixedTimeOffset = 0F, float normalizedTransitionTime = 0F)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | hash | |
System.Single | fixedTransitionDuration | |
System.Int32 | layer | |
System.Single | fixedTimeOffset | |
System.Single | normalizedTransitionTime |
CrossFadeInFixedTime(String, Single, Int32, Single, Single)
Creates a crossfade from the current state to any other state using times in seconds.
Declaration
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset = 0F, float normalizedTransitionTime = 0F)
Parameters
Type | Name | Description |
---|---|---|
System.String | stateName | |
System.Single | fixedTransitionDuration | |
System.Int32 | layer | |
System.Single | fixedTimeOffset | |
System.Single | normalizedTransitionTime |
OnStartClient()
Declaration
public override void OnStartClient()
Overrides
OnStartNetwork()
Declaration
public override void OnStartNetwork()
Overrides
OnStopClient()
Declaration
public override void OnStopClient()
Overrides
OnStopNetwork()
Declaration
public override void OnStopNetwork()
Overrides
Play(Int32)
Plays a state.
Declaration
public void Play(int hash)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | hash |
Play(Int32, Int32)
Plays a state.
Declaration
public void Play(int hash, int layer)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | hash | |
System.Int32 | layer |
Play(Int32, Int32, Single)
Plays a state.
Declaration
public void Play(int hash, int layer, float normalizedTime)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | hash | |
System.Int32 | layer | |
System.Single | normalizedTime |
Play(String)
Plays a state.
Declaration
public void Play(string name)
Parameters
Type | Name | Description |
---|---|---|
System.String | name |
Play(String, Int32)
Plays a state.
Declaration
public void Play(string name, int layer)
Parameters
Type | Name | Description |
---|---|---|
System.String | name | |
System.Int32 | layer |
Play(String, Int32, Single)
Plays a state.
Declaration
public void Play(string name, int layer, float normalizedTime)
Parameters
Type | Name | Description |
---|---|---|
System.String | name | |
System.Int32 | layer | |
System.Single | normalizedTime |
PlayInFixedTime(Int32, Int32, Single)
Plays a state.
Declaration
public void PlayInFixedTime(int hash, int layer, float fixedTime)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | hash | |
System.Int32 | layer | |
System.Single | fixedTime |
PlayInFixedTime(Int32, Single)
Plays a state.
Declaration
public void PlayInFixedTime(int hash, float fixedTime)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | hash | |
System.Single | fixedTime |
PlayInFixedTime(String, Int32, Single)
Plays a state.
Declaration
public void PlayInFixedTime(string name, int layer, float fixedTime)
Parameters
Type | Name | Description |
---|---|---|
System.String | name | |
System.Int32 | layer | |
System.Single | fixedTime |
PlayInFixedTime(String, Single)
Plays a state.
Declaration
public void PlayInFixedTime(string name, float fixedTime)
Parameters
Type | Name | Description |
---|---|---|
System.String | name | |
System.Single | fixedTime |
ResetTrigger(Int32)
Resets a trigger on the animator and sends it over the network.
Declaration
public void ResetTrigger(int hash)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | hash |
ResetTrigger(String)
Resets a trigger on the animator and sends it over the network.
Declaration
public void ResetTrigger(string name)
Parameters
Type | Name | Description |
---|---|---|
System.String | name |
SendAll()
Immediately sends all variables and states of layers. This is a very bandwidth intensive operation.
Declaration
public void SendAll()
SetAnimator(Animator)
Sets which animator to use. You must call this with the appropriate animator on all clients and server. This change is not automatically synchronized.
Declaration
public void SetAnimator(Animator animator)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.Animator | animator |
SetController(RuntimeAnimatorController)
Sets which controller to use. You must call this with the appropriate controller on all clients and server. This change is not automatically synchronized.
Declaration
public void SetController(RuntimeAnimatorController controller)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.RuntimeAnimatorController | controller |
SetTrigger(Int32)
Sets a trigger on the animator and sends it over the network.
Declaration
public void SetTrigger(int hash)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | hash |
SetTrigger(String)
Sets a trigger on the animator and sends it over the network.
Declaration
public void SetTrigger(string name)
Parameters
Type | Name | Description |
---|---|---|
System.String | name |