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SAnimatorStateInfo

Index​

Functions Index​

Function Name
bool IsName (string name)
bool IsTag (string tag)

Properties Index​

Property Name
int fullPathHash get
int nameHash get
int shortNameHash get
float normalizedTime get
float length get
float speed get
float speedMultiplier get
int tagHash get
bool loop get
float Length get

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