stateName | 状态名称。 |
stateNameHash | The 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。 |
normalizedTime | The time offset between zero and one. |
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); } } } }