SkinnedModelRenderer Class |
Namespace: GeonBit.ECS.Components.Graphics
public class SkinnedModelRenderer : CompositeModelRenderer
The SkinnedModelRenderer type exposes the following members.
Name | Description | |
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![]() | SkinnedModelRenderer(Model) |
Create the model renderer component.
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![]() | SkinnedModelRenderer(String) |
Create the model renderer component.
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Name | Description | |
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![]() | _GameObject |
Get the game object this component is attached to.
(Inherited from BaseComponent.) |
![]() | AnimationClip |
Currently playing animation clip.
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![]() | 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.
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![]() | LockWhileTransitioning |
Lock animation while transitioning.
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![]() | 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.
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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.
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![]() | 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.
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![]() | AnimationSpeed |
Animation speed factor.
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![]() | 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.
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![]() | IdleAnimationClip |
The name of the clip to play in loop while no other clip is playing, or after finishing a one-timer clip.
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![]() | IsLooped |
If true, will play current animation clip in a loop.
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![]() | 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.
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