public void Play (string stateName, int layer= -1, float normalizedTime= float.NegativeInfinity);
public void Play (int stateNameHash, int layer= -1, float normalizedTime= float.NegativeInfinity);

Parameters

stateName状态名称。
stateNameHashThe state hash name. If stateNameHash is 0, it changes the current state time.
layer层的索引。如果 layer 为 -1,则播放第一个具有给定状态名称或哈希的状态。
normalizedTimeThe time offset between zero and one.

Description

播放一个状态。

When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a Run state in the Base Layer, the name is Base Layer.Run. The normalizedTime parameter varies between 0 and 1. If this parameter is left at zero then Play will operate as expected. A different starting point can be given. An example could be normalizedTime set to 0.5, which means the animation starts half way through. If the transition from one state switches to another it may or may not be blended. If the transition starts at 0.75 it will be blended with the other state. If no transition is set up then Play will continue to 1.0 with no changes.


The following example script animates a cube.

This cube has two Animator states called Rest and Bounce. An empty animation is played in the Rest state. When the Space key is pressed the cube switches into the Bounce state. This causes the cube to jump up and down two times. The Rest state is then returned to. Because Bounce is selected from the Animator.Play script no Transition is needed however the return from Bounce to Rest does have a Transition. Has Exit Time is ticked to make Bounce last for its one second. Attach this script to the GameObject you want to animate. Make sure there is no

using UnityEngine;

// Press the space key in Play Mode to switch to the Bounce state.

public class Move : MonoBehaviour { private Animator anim;

void Start() { anim = GetComponent<Animator>(); }

void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (null != anim) { // play Bounce but start at a quarter of the way though anim.Play("Bounce", 0, 0.25f); } } } }