pub trait IStateMachineBehaviourMethods: IStateMachineBehaviour {
Show 15 methods
// Provided methods
fn on_state_enter(
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>,
) { ... }
fn on_state_exit(
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>,
) { ... }
fn on_state_ik(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
) { ... }
fn on_state_machine_enter(
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>,
) { ... }
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_update_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>,
) { ... }
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_ik_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: 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>,
) { ... }
fn on_state_machine_exit_2(
self,
animator: impl Into<Animator>,
state_machine_path_hash: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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) overload
Sourcefn 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
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.
Implementors§
impl<__T: IStateMachineBehaviour> IStateMachineBehaviourMethods for __T
unity_engine-statemachinebehaviour only.