UxrAnimatedComponent<T> Class
Base class to create components that animate properties. Animation components should support two main ways of usage:
- Adding and setting up component using Unity’s editor.
- Adding and setting up component through scripting at runtime.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Animation.UxrAnimatedComponent<T>
UltimateXR.Animation.Lights.UxrAnimatedLightIntensity
UltimateXR.Animation.Materials.UxrAnimatedMaterial
Namespace: UltimateXR.Animation
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public abstract class UxrAnimatedComponent<T> : UxrComponent
where T : UxrAnimatedComponent<T>
Type Parameters
- T
- Type of animated component
Constructors
Name | Description | |
---|---|---|
UxrAnimatedComponent<T> |
Properties
Name | Description | |
---|---|---|
AnimationMode | Gets the animation mode. | |
AnimationTime | Gets the current animation time in seconds. The animation time is the scaled or unscaled time relative to the time the component was enabled. | |
HasFinished | Gets whether the animation finished. | |
InterpolatedValueEnd | Gets or sets the end value when the animation mode is set to Interpolate. | |
InterpolatedValueStart | Gets or sets the start value when the animation mode is set to Interpolate. | |
InterpolatedValueWhenDisabled | Gets or sets the value to set when the component is disabled, when the animation mode is set to Interpolate. | |
InterpolationSettings | Gets or sets the interpolation settings when the animation mode is set to Interpolate. | |
NoiseDurationSeconds | Gets or sets the animation duration in seconds when the animation mode is set to Noise. | |
NoiseFrequency | Gets or sets the noise frequency when the animation mode is set to Noise. | |
NoiseOffset | Gets or sets the noise offset when the animation mode is set to Noise. | |
NoiseTimeStart | Gets or sets the start time when the animation mode is set to Noise. | |
NoiseValueEnd | Gets or sets the end value when the animation mode is set to Noise. | |
NoiseValueMax | Gets or sets the noise max value when the animation mode is set to Noise. | |
NoiseValueMin | Gets or sets the noise min value when the animation mode is set to Noise. | |
NoiseValueStart | Gets or sets the start value when the animation mode is set to Noise. | |
Speed | Gets or sets the increment per second when the animation mode is set to Speed. | |
SpeedDurationSeconds | Gets or sets the animation duration in seconds when the animation mode is set to Speed. Durations of 0 or less than 0 will be considered as infinite duration. | |
UseUnscaledTime | Gets or sets whether to use the unscaled time (unscaledTime instead of time . |
Methods
Name | Description | |
---|---|---|
GetParameterValue | Gets the current parameter value | |
OnDisable | Called each time the object is disabled. (Overrides UxrComponent.OnDisable().) | |
OnEnable | Called each time the object is enabled. Reset timer and set the curve state to unfinished. (Overrides UxrComponent.OnEnable().) | |
OnFinished | Called when the animation finished. | |
RestoreOriginalValue | Restores the animated component to the state before the animation started. | |
SetParameterValue | Sets the parameter value | |
StartTimer | (Re)Starts the animation timer. | |
Stop(Boolean) | Stops the animation on an object if it has an UxrAnimatedComponent<T> component currently attached. | |
Stop(GameObject, Boolean) | Stops the animation on an object if it has an UxrAnimatedComponent<T> component currently attached. | |
ToVector4 | Converts a float value to a Vector4. Internally Vector4 values are used for everything but some animations only require to store a float value. The x component will be used to store the value. |
Events
Name | Description | |
---|---|---|
Finished | Called when the animation finished. |
Extension Methods
Name | Description | |
---|---|---|
CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) | |
GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) | |
GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) | |
GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) | |
GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) | |
LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) | |
SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) | |
ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) | |
ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) | |
ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |