class AnimGraphDirectPlayback
For communicating with a Direct Playback Anim Node, which allows code to tell it to play a given sequence
public float StartTime { set; }
Set the time at which the currently playing sequence should have had a cycle of zero. This will adjust the current cycle of the sequence to match.
public float TimeNormalized { get; }
Get the cycle of the currently playing sequence. Will return 0 if no sequence is playing.
public float Duration { get; }
The duration of the currently playing sequence (seconds)
public float Time { get; }
The elapsed time of the currently playing animation sequence (seconds)
public string Name { get; }
Returns the currently playing sequence.
public int AnimationCount { get; }
Get the number of animations that can be used.
public IEnumerable<string> Animations { get; }
Get the list of animations that can be used.
public IReadOnlyList<string> Sequences { get; }
Get the list of sequences that can be used.
public void Play( string name )
Play the given sequence until it ends, then blend back. Calling this function with a new sequence while another one is playing will immediately start blending from the old one to the new one.
public void Play( string name, Vector3 target, float heading, float interpTime )
Same as the other Play function, but also sets a target position and heading for the sequence. Over interpTime seconds, the entity's root motion will be augmented to move it to target and rotate it to heading.
public void Cancel( )
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public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public int GetHashCode( )
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