pub struct StateMachineBehaviour(/* private fields */);Expand description
IL2CPP class: UnityEngine.StateMachineBehaviour
Inherits: ScriptableObject
Implementations§
Source§impl StateMachineBehaviour
impl StateMachineBehaviour
pub fn base(self) -> ScriptableObject
Source§impl StateMachineBehaviour
impl StateMachineBehaviour
pub fn on_state_enter_method_info() -> &'static MethodInfo
pub fn on_state_update_method_info() -> &'static MethodInfo
pub fn on_state_exit_method_info() -> &'static MethodInfo
pub fn on_state_move_method_info() -> &'static MethodInfo
pub fn on_state_ik_method_info() -> &'static MethodInfo
pub fn on_state_machine_enter_method_info() -> &'static MethodInfo
pub fn on_state_machine_exit_method_info() -> &'static MethodInfo
pub fn on_state_enter_2_method_info() -> &'static MethodInfo
pub fn on_state_update_2_method_info() -> &'static MethodInfo
pub fn on_state_exit_2_method_info() -> &'static MethodInfo
pub fn on_state_move_2_method_info() -> &'static MethodInfo
pub fn on_state_ik_2_method_info() -> &'static MethodInfo
pub fn on_state_machine_enter_2_method_info() -> &'static MethodInfo
pub fn on_state_machine_exit_2_method_info() -> &'static MethodInfo
pub fn ctor_method_info() -> &'static MethodInfo
Source§impl StateMachineBehaviour
impl StateMachineBehaviour
Sourcepub unsafe fn on_state_enter(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
)
pub unsafe fn on_state_enter( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateEnter. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_update(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
)
pub unsafe fn on_state_update( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateUpdate. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_exit(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
)
pub unsafe fn on_state_exit( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateExit. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_move(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
)
pub unsafe fn on_state_move( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateMove. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_ik(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
)
pub unsafe fn on_state_ik( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateIK. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_machine_enter(
this: impl Into<IlInstance>,
animator: Animator,
state_machine_path_hash: i32,
)
pub unsafe fn on_state_machine_enter( this: impl Into<IlInstance>, animator: Animator, state_machine_path_hash: i32, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateMachineEnter. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_machine_exit(
this: impl Into<IlInstance>,
animator: Animator,
state_machine_path_hash: i32,
)
pub unsafe fn on_state_machine_exit( this: impl Into<IlInstance>, animator: Animator, state_machine_path_hash: i32, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateMachineExit. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_enter_2(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
controller: AnimatorControllerPlayable,
)
pub unsafe fn on_state_enter_2( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, controller: AnimatorControllerPlayable, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateEnter. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_update_2(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
controller: AnimatorControllerPlayable,
)
pub unsafe fn on_state_update_2( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, controller: AnimatorControllerPlayable, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateUpdate. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_exit_2(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
controller: AnimatorControllerPlayable,
)
pub unsafe fn on_state_exit_2( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, controller: AnimatorControllerPlayable, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateExit. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_move_2(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
controller: AnimatorControllerPlayable,
)
pub unsafe fn on_state_move_2( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, controller: AnimatorControllerPlayable, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateMove. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_ik_2(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
controller: AnimatorControllerPlayable,
)
pub unsafe fn on_state_ik_2( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, controller: AnimatorControllerPlayable, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateIK. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_machine_enter_2(
this: impl Into<IlInstance>,
animator: Animator,
state_machine_path_hash: i32,
controller: AnimatorControllerPlayable,
)
pub unsafe fn on_state_machine_enter_2( this: impl Into<IlInstance>, animator: Animator, state_machine_path_hash: i32, controller: AnimatorControllerPlayable, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateMachineEnter. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_machine_exit_2(
this: impl Into<IlInstance>,
animator: Animator,
state_machine_path_hash: i32,
controller: AnimatorControllerPlayable,
)
pub unsafe fn on_state_machine_exit_2( this: impl Into<IlInstance>, animator: Animator, state_machine_path_hash: i32, controller: AnimatorControllerPlayable, )
Direct (non-virtual) call to StateMachineBehaviour’s own OnStateMachineExit. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Trait Implementations§
Source§impl Clone for StateMachineBehaviour
impl Clone for StateMachineBehaviour
Source§fn clone(&self) -> StateMachineBehaviour
fn clone(&self) -> StateMachineBehaviour
1.0.0§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl FromIlInstance for StateMachineBehaviour
impl FromIlInstance for StateMachineBehaviour
fn from_il_instance(instance: IlInstance) -> Self
fn instantiate() -> Option<Self>
§fn instantiate_with_class(class: Class) -> Option<Self>
fn instantiate_with_class(class: Class) -> Option<Self>
class is a subtype of Self or layout compatibleSource§impl IObject_2 for StateMachineBehaviour
impl IObject_2 for StateMachineBehaviour
fn m_cached_ptr(self) -> IntPtr
fn set_m_cached_ptr(self, value: IntPtr)
impl Copy for StateMachineBehaviour
impl IObject for StateMachineBehaviour
impl IScriptableObject for StateMachineBehaviour
impl IStateMachineBehaviour for StateMachineBehaviour
Auto Trait Implementations§
impl Freeze for StateMachineBehaviour
impl RefUnwindSafe for StateMachineBehaviour
impl !Send for StateMachineBehaviour
impl !Sync for StateMachineBehaviour
impl Unpin for StateMachineBehaviour
impl UnwindSafe for StateMachineBehaviour
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T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IQueue_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, q: Queue_1<T0>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn throw_enumeration_not_started_or_ended(self)where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<T0, __U> IScriptPlayable_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IScriptPlayable_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn get_null() -> ScriptPlayable_1<T0>
fn create(graph: PlayableGraph, input_count: i32) -> ScriptPlayable_1<T0>
fn create_2( graph: PlayableGraph, template: T0, input_count: i32, ) -> ScriptPlayable_1<T0>
fn create_handle( graph: PlayableGraph, template: T0, input_count: i32, ) -> PlayableHandle
fn create_script_instance() -> Object
fn clone_script_instance(source: IPlayableBehaviour_Interface) -> Object
fn clone_script_instance_from_engine_object(source: Object_2) -> Object
fn ctor(self, handle: PlayableHandle)where
Self: Sized,
fn get_handle(self) -> PlayableHandlewhere
Self: Sized,
fn get_behaviour(self) -> T0where
Self: Sized,
fn op_implicit(playable: ScriptPlayable_1<T0>) -> Playable
fn op_explicit(playable: Playable) -> ScriptPlayable_1<T0>
fn equals(self, other: ScriptPlayable_1<T0>) -> boolwhere
Self: Sized,
fn cctor()
Source§impl<__T> IScriptableObjectMethods for __Twhere
__T: IScriptableObject,
impl<__T> IScriptableObjectMethods for __Twhere
__T: IScriptableObject,
Source§impl<T0, T1, __U> ISortedDictionary_2_EnumeratorMethods<T0, T1> for __U
impl<T0, T1, __U> ISortedDictionary_2_EnumeratorMethods<T0, T1> for __U
fn ctor(
self,
dictionary: SortedDictionary_2<T0, T1>,
get_enumerator_ret_type: i32,
)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn dispose(self)where
Self: Sized,
fn get_current(self) -> KeyValuePair_2<T0, T1>where
Self: Sized,
fn get_not_started_or_ended(self) -> boolwhere
Self: Sized,
fn reset(self)where
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_dictionary_enumerator_get_key(self) -> Objectwhere
Self: Sized,
fn system_collections_i_dictionary_enumerator_get_value(self) -> Objectwhere
Self: Sized,
fn system_collections_i_dictionary_enumerator_get_entry(self) -> DictionaryEntrywhere
Self: Sized,
Source§impl<T0, T1, __U> ISortedDictionary_2_KeyCollection_EnumeratorMethods<T0, T1> for __U
impl<T0, T1, __U> ISortedDictionary_2_KeyCollection_EnumeratorMethods<T0, T1> for __U
fn ctor(self, dictionary: SortedDictionary_2<T0, T1>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<T0, T1, __U> ISortedDictionary_2_ValueCollection_EnumeratorMethods<T0, T1> for __U
impl<T0, T1, __U> ISortedDictionary_2_ValueCollection_EnumeratorMethods<T0, T1> for __U
fn ctor(self, dictionary: SortedDictionary_2<T0, T1>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T1where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<T0, __U> ISortedSet_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> ISortedSet_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, set: SortedSet_1<T0>)where
Self: Sized,
fn ctor_2(self, set: SortedSet_1<T0>, reverse: bool)where
Self: Sized,
fn system_runtime_serialization_i_deserialization_callback_on_deserialization(
self,
sender: Object,
)where
Self: Sized,
fn initialize(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn dispose(self)where
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn get_not_started_or_ended(self) -> boolwhere
Self: Sized,
fn reset(self)where
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
fn cctor()
Source§impl<T0, __U> IStack_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IStack_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, stack: Stack_1<T0>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn throw_enumeration_not_started_or_ended(self)where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<__T> IStateMachineBehaviourMethods for __Twhere
__T: IStateMachineBehaviour,
impl<__T> IStateMachineBehaviourMethods for __Twhere
__T: IStateMachineBehaviour,
Source§fn on_state_enter(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_enter( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateEnter(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_update(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_update( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateUpdate(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_exit(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_exit( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateExit(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_move(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_move( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateMove(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_ik(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_ik( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateIK(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_machine_enter(
self,
animator: impl Into<Animator>,
state_machine_path_hash: impl Into<i32>,
)
fn on_state_machine_enter( self, animator: impl Into<Animator>, state_machine_path_hash: impl Into<i32>, )
OnStateMachineEnter(crate::unity_engine::animator::Animator, i32) overloadSource§fn on_state_machine_exit(
self,
animator: impl Into<Animator>,
state_machine_path_hash: impl Into<i32>,
)
fn on_state_machine_exit( self, animator: impl Into<Animator>, state_machine_path_hash: impl Into<i32>, )
OnStateMachineExit(crate::unity_engine::animator::Animator, i32) overloadSource§fn on_state_enter_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_enter_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateEnter(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_update_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_update_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateUpdate(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_exit_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_exit_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateExit(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_move_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_move_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateMove(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_ik_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_ik_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateIK(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_machine_enter_2(
self,
animator: impl Into<Animator>,
state_machine_path_hash: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_machine_enter_2( self, animator: impl Into<Animator>, state_machine_path_hash: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateMachineEnter(crate::unity_engine::animator::Animator, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_machine_exit_2(
self,
animator: impl Into<Animator>,
state_machine_path_hash: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_machine_exit_2( self, animator: impl Into<Animator>, state_machine_path_hash: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateMachineExit(crate::unity_engine::animator::Animator, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overload