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IStateMachineBehaviourMethods

Trait IStateMachineBehaviourMethods 

Source
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§

Source

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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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fn ctor(self)

.ctor() 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§

Source§

impl<__T: IStateMachineBehaviour> IStateMachineBehaviourMethods for __T

Available on crate feature unity_engine-statemachinebehaviour only.