AnimationBinding#
Resolved shared controller/bindings snapshot; occurrences own playback, never this data.
public sealed record AnimationBinding(string Id, string ControllerId, string MeshId, string DefaultSlot, ImmutableDictionary<string, string> Clips)Record properties#
| Property | Type | Access | Constructor default |
|---|---|---|---|
Id | string | get; init; | required |
ControllerId | string | get; init; | required |
MeshId | string | get; init; | required |
DefaultSlot | string | get; init; | required |
Clips | ImmutableDictionary<string, string> | get; init; | required |
Members: Blend1D · Blend2D · Blends1D · ClipSources · Entries · Layers · Loops · Motion · Resolve · ResolveBlend1D · ResolveEntry · Sockets · States · Validate · ValidateNamedBlends
Blend1D#
public AnimationBlend1D? Blend1D { get; init; }Blend2D#
public AnimationBlend2D? Blend2D { get; init; }Blends1D#
public ImmutableArray<NamedAnimationBlend1D> Blends1D { get; init; }Initial value: ImmutableArray<NamedAnimationBlend1D>.Empty
ClipSources#
[System.Text.Json.Serialization.JsonIgnore]
public ImmutableDictionary<string, MeshAsset> ClipSources { get; set; }Initial value: ImmutableDictionary<string, MeshAsset>.Empty
The other models whose clips states use (by mesh ID); set before Validate and shipped with exported games.
Entries#
public ImmutableDictionary<string, string> Entries { get; init; }Initial value: ImmutableDictionary<string, string>.Empty
Named entry points: a name a script can enter by, and the state it plays (a state key). The first, simple form of a transition: a shortcut to a state.
Layers#
public ImmutableArray<AnimationLayerDefinition> Layers { get; init; }Initial value: ImmutableArray<AnimationLayerDefinition>.Empty
Loops#
public bool Loops(AnimationClipReference clip);Whether playing a state by default loops it (states made before looping was a property always loop).
Motion#
public MotionDefinition? Motion { get; init; }Resolve#
public string Resolve(AnimationClipReference clip);The clip a state or slot plays, named as the rig knows it. A state may be named by its key or, when the name is unique, its name.
ResolveBlend1D#
public NamedAnimationBlend1D ResolveBlend1D(string idOrName);ResolveEntry#
public string ResolveEntry(string name);Sockets#
public ImmutableArray<AnimationSocket> Sockets { get; init; }Initial value: ImmutableArray<AnimationSocket>.Empty
States#
public ImmutableDictionary<string, AnimationStateDefinition> States { get; init; }Initial value: ImmutableDictionary<string, AnimationStateDefinition>.Empty
The states a controller defines, by state key (the same keys as Clips). Empty for bindings made before states.
Validate#
public void Validate(MeshAsset mesh);ValidateNamedBlends#
public void ValidateNamedBlends();Related types#
AnimationBlend1D · AnimationBlend2D · AnimationClipReference · AnimationLayerDefinition · AnimationSocket · AnimationStateDefinition · MeshAsset · MotionDefinition · NamedAnimationBlend1D
Source#
- AnimationBinding.cs