Class NetworkAnimator
Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkAnimator
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
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)
Declaration
public void Play(int hash)
Parameters
| Type |
Name |
Description |
| System.Int32 |
hash |
|
Play(Int32, Int32)
Declaration
public void Play(int hash, int layer)
Parameters
| Type |
Name |
Description |
| System.Int32 |
hash |
|
| System.Int32 |
layer |
|
Play(Int32, Int32, Single)
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)
Declaration
public void Play(string name)
Parameters
| Type |
Name |
Description |
| System.String |
name |
|
Play(String, Int32)
Declaration
public void Play(string name, int layer)
Parameters
| Type |
Name |
Description |
| System.String |
name |
|
| System.Int32 |
layer |
|
Play(String, Int32, Single)
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)
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)
Declaration
public void PlayInFixedTime(int hash, float fixedTime)
Parameters
| Type |
Name |
Description |
| System.Int32 |
hash |
|
| System.Single |
fixedTime |
|
PlayInFixedTime(String, Int32, Single)
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)
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
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 |
|