Click or drag to resize
SkinnedModelRenderer Class
This component renders an animated skinned 3D model.
Inheritance Hierarchy

Namespace:  GeonBit.ECS.Components.Graphics
Assembly:  GeonBit (in GeonBit.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
public class SkinnedModelRenderer : CompositeModelRenderer

The SkinnedModelRenderer type exposes the following members.

Constructors
  NameDescription
Public methodSkinnedModelRenderer(Model)
Create the model renderer component.
Public methodSkinnedModelRenderer(String)
Create the model renderer component.
Top
Properties
  NameDescription
Public property_GameObject
Get the game object this component is attached to.
(Inherited from BaseComponent.)
Public propertyAnimationClip
Currently playing animation clip.
Public propertyBlendingState
Set / get Entity blending state.
(Inherited from BaseRendererComponent.)
Public propertyEnabled
Is this component currently enabled.
(Inherited from BaseComponent.)
Public propertyIsIdle
Return if currently playing the 'idle' animation.
Public propertyLockWhileTransitioning
Lock animation while transitioning.
Public propertyMeshesCount
Return meshes count.
(Inherited from CompositeModelRenderer.)
Public propertyName
Get / set the name of this component.
(Inherited from IComponent.)
Public propertyRenderingQueue
Set the rendering queue of for all meshes in the composite model.
(Inherited from CompositeModelRenderer.)
Public propertyTransitionTime
Set / get transition time between clips, when changing animation clip.
Top
Methods
  NameDescription
Public methodClone
Clone this component.
(Overrides CompositeModelRendererClone.)
Public methodCollisionEnd
Called when this physical body stop colliding with another body.
(Inherited from BaseComponent.)
Public methodCollisionProcess
Called while this physical body is colliding with another body.
(Inherited from BaseComponent.)
Public methodCollisionStart
Called when this physical body start colliding with another body.
(Inherited from BaseComponent.)
Public methodDestroy
Destroy this component.
(Inherited from BaseComponent.)
Public methodEquals
Determines whether the specified object is equal to the current object.
(Inherited from Object.)
Public methodFixedUpdate
Just like Update(), but called every constant amount of time regardless of FPS and Vsync.
(Inherited from BaseComponent.)
Public methodGetHashCode
Serves as the default hash function.
(Inherited from Object.)
Public methodGetImplementedFrameBasedEvents
Get a list of frame-based events this component implements.
(Inherited from BaseComponent.)
Public methodGetMaterials
Return a list with all materials in model. Note: if alternative materials are set, will return them. Note2: prevent duplications, eg if even if more than one part uses the same material it will only return it once.
(Inherited from CompositeModelRenderer.)
Public methodGetMesh(Int32)
Get mesh entity by index.
(Inherited from CompositeModelRenderer.)
Public methodGetMesh(String)
Get mesh entity by name.
(Inherited from CompositeModelRenderer.)
Public methodGetMeshes
Get all meshes as a list.
(Inherited from CompositeModelRenderer.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodHasMethodImplemented
Return if this component has a method implemented.
(Inherited from BaseComponent.)
Public methodHeartbeat
An event that triggers every X miliseconds (defined per GameObject instance).
(Inherited from BaseComponent.)
Public methodRemoveFromParent
Remove this component from parent.
(Inherited from BaseComponent.)
Public methodSendMessage
Send message to this component.
(Inherited from BaseComponent.)
Public methodSetClip
Set the currently playing animation clip.
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
Public methodUpdate
Update this component (called every frame parent is active).
(Inherited from BaseComponent.)
Top
Fields
  NameDescription
Public fieldAnimateWhenCulled
If true (default), will animate mesh even when not drawn (due to cluiing optimizations). If false and object is culled, will not animate.
Public fieldAnimationSpeed
Animation speed factor.
Public fieldAsDebug
If true, it means this component was added to its parent in debug mode.
(Inherited from BaseComponent.)
Public fieldBackToIdleTransitionTime
Transition time to use when going back to idle animation after a clip ends.
Public fieldIdleAnimationClip
The name of the clip to play in loop while no other clip is playing, or after finishing a one-timer clip.
Public fieldIsLooped
If true, will play current animation clip in a loop.
Public fieldMaxAnimationDistance
If set, will not animate the mesh if distance from camera is greater than value. This is an optimization that allow you to disable small animations when too far away.
Top
See Also