The animation component is used to play back animations.
// Make all animations in this character play at half speed for (var state : AnimationState in animation) { state.speed = 0.5; }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Example() { foreach (AnimationState state in animation) { state.speed = 0.5F; } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Example() as void: for state as AnimationState in animation: state.speed = 0.5F
animatePhysics | When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies. |
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clip | The default animation. |
cullingType | Controls culling of this Animation component. |
isPlaying | Are we playing any animations? |
localBounds | AABB of this Animation animation component in local space. |
playAutomatically | Should the default animation clip (Animation.clip) automatically start playing on startup. |
this[string] | Returns the animation state named name. |
wrapMode | How should time beyond the playback range of the clip be treated? |
AddClip | Adds a clip to the animation with name newName. |
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Blend | Blends the animation named animation towards targetWeight over the next time seconds. |
CrossFade | Fades the animation with name animation in over a period of time seconds and fades other animations out. |
CrossFadeQueued | Cross fades an animation after previous animations has finished playing. |
GetClipCount | Get the number of clips currently assigned to this animation. |
IsPlaying | Is the animation named name playing? |
Play | Plays animation without any blending. |
PlayQueued | Plays an animation after previous animations has finished playing. |
RemoveClip | Remove clip from the animation list. |
Rewind | Rewinds the animation named name. |
Sample | Samples animations at the current state. |
Stop | Stops all playing animations that were started with this Animation. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
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animation | The Animation attached to this GameObject (null if there is none attached). |
audio | The AudioSource attached to this GameObject (null if there is none attached). |
camera | The Camera attached to this GameObject (null if there is none attached). |
collider | The Collider attached to this GameObject (null if there is none attached). |
collider2D | The Collider2D component attached to the object. |
constantForce | The ConstantForce attached to this GameObject (null if there is none attached). |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
guiText | The GUIText attached to this GameObject (null if there is none attached). |
guiTexture | The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint | The HingeJoint attached to this GameObject (null if there is none attached). |
light | The Light attached to this GameObject (null if there is none attached). |
networkView | The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
particleEmitter | The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem | The ParticleSystem attached to this GameObject (null if there is none attached). |
renderer | The Renderer attached to this GameObject (null if there is none attached). |
rigidbody | The Rigidbody attached to this GameObject (null if there is none attached). |
rigidbody2D | The Rigidbody2D that is attached to the Component's GameObject. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
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CompareTag | Is this game object tagged with tag? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
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DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
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operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |