[U3d][Animator]StateMachineBehaviour
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StateMachineBehaviour
Description
StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from.
By default the Animator does instantiate a new instance of each behaviour define in the controller. The class attributeSharedBetweenAnimatorsAttribute control how behaviours are instantiated.
StateMachineBehaviour has some predefined messages:OnStateEnter,OnStateExit, OnStateIK, OnStateMove, OnStateUpdate.
OnStateEnterCalled on the first Update frame when a statemachine evaluate this state.OnStateExitCalled on the last update frame when a statemachine evaluate this state.OnStateIKCalled right after MonoBehaviour.OnAnimatorIK.OnStateMoveCalled right after MonoBehaviour.OnAnimatorMove.OnStateUpdateCalled at each Update frame except for the first and last frame.
状态机行为
描述
StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from.
StateMachineBehaviour脚本可以通过AddBehaviour添加到状态机的子状态下,state或者subState都可以。
By default the Animator does instantiate a new instance of each behaviour define in the controller. The class attributeSharedBetweenAnimatorsAttribute control how behaviours are instantiated.
StateMachineBehaviour has some predefined messages:OnStateEnter,OnStateExit, OnStateIK, OnStateMove, OnStateUpdate.
OnStateEnterCalled on the first Update frame when a statemachine evaluate this state.OnStateExitCalled on the last update frame when a statemachine evaluate this state.OnStateIKCalled right after MonoBehaviour.OnAnimatorIK.OnStateMoveCalled right after MonoBehaviour.OnAnimatorMove.OnStateUpdateCalled at each Update frame except for the first and last frame.
使用
挂载需要监听的Animator.AnimationClip下。
使用
挂载需要监听的Animator.AnimationClip下。
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