SkinnedModelRenderer Class |
Namespace: GeonBit.ECS.Components.Graphics
public class SkinnedModelRenderer : CompositeModelRenderer
The SkinnedModelRenderer type exposes the following members.
Name | Description | |
---|---|---|
SkinnedModelRenderer(Model) |
Create the model renderer component.
| |
SkinnedModelRenderer(String) |
Create the model renderer component.
|
Name | Description | |
---|---|---|
_GameObject |
Get the game object this component is attached to.
(Inherited from BaseComponent.) | |
AnimationClip |
Currently playing animation clip.
| |
BlendingState |
Set / get Entity blending state.
(Inherited from BaseRendererComponent.) | |
Enabled |
Is this component currently enabled.
(Inherited from BaseComponent.) | |
IsIdle |
Return if currently playing the 'idle' animation.
| |
LockWhileTransitioning |
Lock animation while transitioning.
| |
MeshesCount |
Return meshes count.
(Inherited from CompositeModelRenderer.) | |
Name |
Get / set the name of this component.
(Inherited from IComponent.) | |
RenderingQueue |
Set the rendering queue of for all meshes in the composite model.
(Inherited from CompositeModelRenderer.) | |
TransitionTime |
Set / get transition time between clips, when changing animation clip.
|
Name | Description | |
---|---|---|
Clone |
Clone this component.
(Overrides CompositeModelRendererClone.) | |
CollisionEnd |
Called when this physical body stop colliding with another body.
(Inherited from BaseComponent.) | |
CollisionProcess |
Called while this physical body is colliding with another body.
(Inherited from BaseComponent.) | |
CollisionStart |
Called when this physical body start colliding with another body.
(Inherited from BaseComponent.) | |
Destroy |
Destroy this component.
(Inherited from BaseComponent.) | |
Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
FixedUpdate |
Just like Update(), but called every constant amount of time regardless of FPS and Vsync.
(Inherited from BaseComponent.) | |
GetHashCode | Serves as the default hash function. (Inherited from Object.) | |
GetImplementedFrameBasedEvents |
Get a list of frame-based events this component implements.
(Inherited from BaseComponent.) | |
GetMaterials |
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.) | |
GetMesh(Int32) |
Get mesh entity by index.
(Inherited from CompositeModelRenderer.) | |
GetMesh(String) |
Get mesh entity by name.
(Inherited from CompositeModelRenderer.) | |
GetMeshes |
Get all meshes as a list.
(Inherited from CompositeModelRenderer.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
HasMethodImplemented |
Return if this component has a method implemented.
(Inherited from BaseComponent.) | |
Heartbeat |
An event that triggers every X miliseconds (defined per GameObject instance).
(Inherited from BaseComponent.) | |
RemoveFromParent |
Remove this component from parent.
(Inherited from BaseComponent.) | |
SendMessage |
Send message to this component.
(Inherited from BaseComponent.) | |
SetClip |
Set the currently playing animation clip.
| |
ToString | Returns a string that represents the current object. (Inherited from Object.) | |
Update |
Update this component (called every frame parent is active).
(Inherited from BaseComponent.) |
Name | Description | |
---|---|---|
AnimateWhenCulled |
If true (default), will animate mesh even when not drawn (due to cluiing optimizations).
If false and object is culled, will not animate.
| |
AnimationSpeed |
Animation speed factor.
| |
AsDebug |
If true, it means this component was added to its parent in debug mode.
(Inherited from BaseComponent.) | |
BackToIdleTransitionTime |
Transition time to use when going back to idle animation after a clip ends.
| |
IdleAnimationClip |
The name of the clip to play in loop while no other clip is playing, or after finishing a one-timer clip.
| |
IsLooped |
If true, will play current animation clip in a loop.
| |
MaxAnimationDistance |
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.
|