reckfellENGINE

AnimationTree

Evaluates clip states and blending through a resource graph.

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class AnimationTreeReckfellSharpInherits AnimationMixer

The tree uses AnimationPlayer libraries; TreeRoot selects a StateMachine, BlendTree or BlendSpace graph. AnimationNode... resources are graph elements, not gameplay entities or ECS.

Change per-instance parameters through parameters/.... Retrieve playback at your StateMachine path; parameters/playback applies to a root state machine. The graph evaluates animation; it does not authorize gameplay actions or move a physics body for you.

Working graphs, transitions and root motion

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

AnimationTreeConstructor
# AnimationTree
C#
public AnimationTree();

Properties4

AdvanceExpressionBaseEntityProperty
# AdvanceExpressionBaseEntity
C#
public EntityPath AdvanceExpressionBaseEntity { get; set; }

The path to the Entity used to evaluate the AnimationNode Expression if one is not explicitly specified internally.

AnimPlayerProperty
# AnimPlayer
C#
public EntityPath AnimPlayer { get; set; }

Path to the AnimationPlayer supplying libraries and the target root. It supplies clips rather than issuing Play(). While the tree controls properties, avoid parallel playback on that AnimationPlayer for the same targets.

ProcessCallbackProperty
# ProcessCallback
C#
public AnimationTree.AnimationProcessCallback ProcessCallback { get; set; }
TreeRootProperty
# TreeRoot
C#
public AnimationRootNode TreeRoot { get; set; }

The graph root resource, such as StateMachine, BlendTree or BlendSpace. AnimationNode resources describe the graph, not the gameplay entity hierarchy. Set per-instance parameters through AnimationTree parameters/...; do not treat a shared resource as local character state.

Methods9

GetAdvanceExpressionBaseEntityEntityPath
# GetAdvanceExpressionBaseEntity
C#
public EntityPath GetAdvanceExpressionBaseEntity();
Returns EntityPath
GetAnimationPlayerEntityPath
# GetAnimationPlayer
C#
public EntityPath GetAnimationPlayer();
Returns EntityPath
GetProcessCallbackAnimationTree.AnimationProcessCallback · Deprecated
# GetProcessCallback
C#
public AnimationTree.AnimationProcessCallback GetProcessCallback();

Returns the process notification in which to update animations.

Returns AnimationTree.AnimationProcessCallback
GetTreeRootAnimationRootNode
# GetTreeRoot
C#
public AnimationRootNode GetTreeRoot();
Returns AnimationRootNode
SetAdvanceExpressionBaseEntityvoid
# SetAdvanceExpressionBaseEntity
C#
public void SetAdvanceExpressionBaseEntity(EntityPath path);
Parameters
NameTypeDefault
pathEntityPath—
SetAnimationPlayervoid
# SetAnimationPlayer
C#
public void SetAnimationPlayer(EntityPath path);
Parameters
NameTypeDefault
pathEntityPath—
SetProcessCallbackvoid · Deprecated
# SetProcessCallback
C#
public void SetProcessCallback(AnimationTree.AnimationProcessCallback mode);

Sets the process notification in which to update animations.

Parameters
NameTypeDefault
modeAnimationTree.AnimationProcessCallback—
SetTreeRoot2 overloads
# SetTreeRoot · 1/2
C#
public void SetTreeRoot(AnimationNode root);
Parameters
NameTypeDefault
rootAnimationNode—
# SetTreeRoot · 2/2
C#
public void SetTreeRoot(AnimationRootNode animationNode);
Parameters
NameTypeDefault
animationNodeAnimationRootNode—

Signals and events1

AnimationPlayerChangedEvent
# AnimationPlayerChanged
C#
public event Action AnimationPlayerChanged;

Emitted when the AnimationTree.AnimPlayer is changed.

AnimationTree.AnimationProcessCallback

ValueDescription
Idle = 1
Manual = 2
Physics = 0
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