### Start() Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer/SimpleTimer/B52BBA8B This is the method signature for Start(). It is an inlined method that returns void. ```csharp [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Start() ``` -------------------------------- ### Character State Machine Setup Source: https://kybernetik.com.au/animancer/api/Animancer.FSM/StateExtensions Demonstrates the basic setup for a character with a state machine and a custom state class implementing IOwnedState. ```csharp public class Character : MonoBehaviour { public StateMachine StateMachine { get; private set; } } public class CharacterState : StateBehaviour, IOwnedState { [SerializeField] private Character _Character; public Character Character => _Character; public StateMachine OwnerStateMachine => _Character.StateMachine; } ``` -------------------------------- ### TwoBoneIKJob Setup Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer.Samples.Jobs/TwoBoneIKJob/2A5E88FA Defines the signature for the Setup method, which initializes the TwoBoneIKJob with necessary Transforms and the Animator. ```csharp public void Setup(Animator animator, Transform topX, Transform midX, Transform lowX, Transform effectorX) ``` -------------------------------- ### C# Example Implementation of IUpdatable Source: https://kybernetik.com.au/animancer/api/Animancer/IUpdatable Demonstrates how to implement the IUpdatable interface to receive animation update callbacks. This example shows how to register and unregister for pre-update and post-update events. ```csharp public sealed class MyUpdatable : IUpdatable { // Implement IUpdatable. // You can avoid this by inheriting from Updatable instead. int IUpdatable.UpdatableIndex { get; set; } = IUpdatable.List.NotInList; private AnimancerComponent _Animancer; public void StartUpdating(AnimancerComponent animancer) { _Animancer = animancer; // If you want Update to be called before the playables get updated. _Animancer.Graph.RequirePreUpdate(this); // If you want Update to be called after the playables get updated. _Animancer.Graph.RequirePostUpdate(this); } public void StopUpdating() { // If you used RequirePreUpdate. _Animancer.Graph.CancelPreUpdate(this); // If you used RequirePostUpdate. _Animancer.Graph.CancelPostUpdate(this); } void IUpdatable.Update() { // Called during every animation update. // AnimancerGraph.Current can be used to access the system it is being updated by. } } ``` -------------------------------- ### Get Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer/NamedEventDictionary/65F0A3EB This is the syntax for the Get method. It takes a StringReference and returns an Action. ```csharp public Action Get(StringReference name) ``` -------------------------------- ### Custom Mixer State Example Source: https://kybernetik.com.au/animancer/api/Animancer/ManualMixerState/55176BF0 Example of how to create a custom mixer state by overriding `CreatePlayable` and providing a custom `IAnimationJob`. ```csharp public class MyMixer : LinearMixerState { protected override void CreatePlayable(out Playable playable) { CreatePlayable(out playable, new MyJob()); } private struct MyJob : IAnimationJob { public void ProcessAnimation(AnimationStream stream) { } public void ProcessRootMotion(AnimationStream stream) { } } } ``` -------------------------------- ### Start Method Source: https://kybernetik.com.au/animancer/api/Animancer/Fade/DABCB303 Initializes this fade and registers it to receive updates. ```APIDOC ## Start Method ### Description Initializes this fade and registers it to receive updates. ### Method Signature public void Start(WeightedMaskLayers layers, int layerIndex, int groupIndex, float duration, Func easing = null) ### Parameters #### Path Parameters - **layers** (WeightedMaskLayers) - Description: - **layerIndex** (int) - Description: - **groupIndex** (int) - Description: - **duration** (float) - Description: - **easing** (Func) - Optional - Description: ### Return Value Type: void Description: ``` -------------------------------- ### SequenceState.GetStartTime Method Source: https://kybernetik.com.au/animancer/api/Animancer/SequenceState/6FF484D5 Gets the time when the specified child starts relative to the start of this sequence. ```APIDOC ## SequenceState.GetStartTime(int) ### Description Gets the time when the specified child starts relative to the start of this sequence. ### Method public double GetStartTime(int childIndex) ### Parameters #### Path Parameters - **childIndex** (int) - Description: ### Return Value Type | Description ---|--- double | ``` -------------------------------- ### TransitionModifierDefinition.NormalizedStartTime Source: https://kybernetik.com.au/animancer/api/Animancer.TransitionLibraries/TransitionModifierDefinition/916AEA21 Gets the normalized start time for this modifier. This value is used instead of the transition's default start time. ```APIDOC ## TransitionModifierDefinition.NormalizedStartTime ### Description Gets the normalized start time for this modifier. This value is used instead of the transition's default start time. ### Syntax ```csharp public float NormalizedStartTime { get; } ``` ### Value Type | Description ---|--- float | The normalized start time. ``` -------------------------------- ### SoloAnimation.NormalizedStartTime Source: https://kybernetik.com.au/animancer/api/Animancer/SoloAnimation/57696F1A The normalized time that the animation will start at. This property allows you to get or set the starting point of the animation, expressed as a value between 0 and 1. ```APIDOC ## SoloAnimation.NormalizedStartTime ### Description Gets or sets the normalized time at which the animation will start. ### Syntax ```csharp public float NormalizedStartTime { get; set; } ``` ### Value Type: `float` Description: The normalized start time of the animation (0.0 to 1.0). ``` -------------------------------- ### Start Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer/Fade/DABCB303 Initializes this fade and registers it to receive updates. Optional easing can be provided. ```csharp public void Start(WeightedMaskLayers layers, int layerIndex, int groupIndex, float duration, Func easing = null) ``` -------------------------------- ### ObjectHighlightGUI.CurrentTime Source: https://kybernetik.com.au/animancer/api/Animancer.Editor/ObjectHighlightGUI/0A9652C5 Gets the current time since the Unity Editor started. ```APIDOC ## ObjectHighlightGUI.CurrentTime ### Description Gets the current time since the Unity Editor started. This is a static read-only property that returns a double representing the time in seconds. ### Syntax ```csharp public static double CurrentTime { get; } ``` ### Value - **double**: The time in seconds since the Unity Editor startup. ``` -------------------------------- ### TwoBoneIKJob.Setup Method Source: https://kybernetik.com.au/animancer/api/Animancer.Samples.Jobs/TwoBoneIKJob/2A5E88FA Sets up the TwoBoneIKJob with the necessary animator and bone transforms for IK calculations. ```APIDOC ## Setup Method ### Description Sets up the TwoBoneIKJob with the necessary animator and bone transforms for IK calculations. ### Syntax ```csharp public void Setup(Animator animator, Transform topX, Transform midX, Transform lowX, Transform effectorX) ``` ### Parameters #### Parameters - **animator** (Animator) - The Animator component. - **topX** (Transform) - The top bone transform. - **midX** (Transform) - The middle bone transform. - **lowX** (Transform) - The lower bone transform. - **effectorX** (Transform) - The effector transform. ### Return Value void - This method does not return a value. ``` -------------------------------- ### GetStartTime(int) Source: https://kybernetik.com.au/animancer/api/Animancer/SequenceState Gets the start time of a child state relative to the beginning of the sequence. ```APIDOC ## GetStartTime(int) ### Description Gets the time when the specified child starts relative to the start of this sequence. ### Method double ### Endpoint GetStartTime(int childIndex) ### Parameters #### Path Parameters - **childIndex** (int) - Required - The index of the child state. ### Response - **double** - The start time of the child state. ### Response Example None ``` -------------------------------- ### DoShowOnStartup() Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer.Editor/Editor/A21C6BAF This is the signature for the DoShowOnStartup method. It is a protected virtual method that returns void. ```csharp protected virtual void DoShowOnStartup() ``` -------------------------------- ### Using StateExtensions for State Transitions Source: https://kybernetik.com.au/animancer/api/Animancer.FSM/StateExtensions Shows how to use the TryEnterState extension method to transition to a state, simplifying the process compared to directly accessing the state machine. ```csharp public class CharacterBrain : MonoBehaviour { [SerializeField] private Character _Character; [SerializeField] private CharacterState _Jump; private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { // Normally you would need to refer to both the state machine and the state: _Character.StateMachine.TrySetState(_Jump); // But since CharacterState implements IOwnedState you can use these extension methods: _Jump.TryEnterState(); } } } ``` -------------------------------- ### AnimancerComponent.Stop(Object) Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerComponent/E6A5BCFC Gets the state associated with the key, stops and rewinds it to the start, then returns it. ```APIDOC ## AnimancerComponent.Stop(Object) Method ### Description Gets the state associated with the `key`, stops and rewinds it to the start, then returns it. ### Syntax ```csharp public AnimancerState Stop(Object key) ``` ### Parameters #### Parameters - **key** (Object) - Description: (No description provided in source) ``` -------------------------------- ### AnimancerComponent.Stop(AnimationClip) Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerComponent/ADBE95AF Gets the state associated with the clip, stops and rewinds it to the start, then returns it. ```APIDOC ## AnimancerComponent.Stop(AnimationClip) ### Description Gets the state associated with the `clip`, stops and rewinds it to the start, then returns it. ### Method public AnimancerState Stop(AnimationClip clip) ### Parameters #### Path Parameters - **clip** (AnimationClip) - Description: ### Return Value #### Success Response - **AnimancerState** - Description: ``` -------------------------------- ### AnimancerComponent.Stop(IHasKey) Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerComponent/AD5C7CFB Gets the state registered with the Animancer.IHasKey.Key, stops and rewinds it to the start, then returns it. ```APIDOC ## Stop(IHasKey) ### Description Gets the state registered with the `Animancer.IHasKey.Key`, stops and rewinds it to the start, then returns it. ### Method public AnimancerState Stop(IHasKey hasKey) ### Parameters #### Path Parameters - **hasKey** (IHasKey) - Description: ### Return Value #### Success Response - **AnimancerState** - Description: ``` -------------------------------- ### TransitionLibrary.Initialize(TransitionLibraryDefinition) Source: https://kybernetik.com.au/animancer/api/Animancer.TransitionLibraries/TransitionLibrary/A2CCFA5D Adds the contents of the `definition` to this library. Existing values will be completely replaced. ```APIDOC ## TransitionLibrary.Initialize(TransitionLibraryDefinition) ### Description Adds the contents of the `definition` to this library. Existing values will be completely replaced. ### Method public void Initialize(TransitionLibraryDefinition definition) ### Parameters #### Path Parameters - **definition** (TransitionLibraryDefinition) - Description: ### Return Value Type | Description ---|--- void | ``` -------------------------------- ### ClipTransitionSequence.Length Source: https://kybernetik.com.au/animancer/api/Animancer/ClipTransitionSequence/520E459F Gets the length of the animation clip in seconds, accounting for normalized start and end times. ```APIDOC ## ClipTransitionSequence.Length ### Description Gets the length of the `Animancer.ClipTransition.Clip` in seconds. This value accounts for the `Animancer.ClipTransition.NormalizedStartTime` and `Animancer.AnimancerEvent.Sequence.NormalizedEndTime`, but not the playback `Speed`. ### Syntax ```csharp public override float Length { get; } ``` ### Value Type | Description ---|--- float | The length of the clip in seconds. ``` -------------------------------- ### Get and Initialize Methods Source: https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_2 Methods for retrieving states and initializing the StateMachine. ```APIDOC ## Get and Initialize States ### Description Retrieves states and initializes the StateMachine. ### Methods - `TState GetState(TKey key)`: Returns the state registered with the specified key. - `void InitializeAfterDeserialize()`: Call this after deserializing to properly initialize the `Animancer.FSM.StateMachine`1.CurrentState`. ``` -------------------------------- ### ClipTransition.Length Source: https://kybernetik.com.au/animancer/api/Animancer/ClipTransition/2427DF61 Gets the length of the animation clip in seconds, accounting for normalized start and end times. ```APIDOC ## ClipTransition.Length Property ### Description Gets the length of the `Animancer.ClipTransition.Clip` in seconds. This value accounts for the `Animancer.ClipTransition.NormalizedStartTime` and `Animancer.AnimancerEvent.Sequence.NormalizedEndTime`, but not the playback `Speed`. ### Syntax ```csharp public virtual float Length { get; } ``` ### Value Type | Description ---|--- float | The length of the clip in seconds. ``` -------------------------------- ### AnimancerState.IsLooping Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerState/DBAA38E1 Gets a value indicating whether this state will loop back to the start when it reaches the end. ```APIDOC ## AnimancerState.IsLooping Property ### Description Gets a value indicating whether this state will loop back to the start when it reaches the end. ### Syntax ```csharp public virtual bool IsLooping { get; } ``` ### Remarks Note that `Animancer.AnimancerState.Time` always continues increasing regardless of this value. See the comments on `Animancer.AnimancerState.Time` for more information. ### Value - **bool**: Indicates whether the animation state will loop. ``` -------------------------------- ### CreatePlayable Example Source: https://kybernetik.com.au/animancer/api/Animancer/ManualMixerState/B9359E64 Demonstrates how to create a script playable for a custom animation job using `ManualMixerState.CreatePlayable`. Ensure your custom job struct implements `IAnimationJob` and configure the mixer's children as needed. ```csharp void CreatePlayableExample(AnimancerComponent animancer) { var job = new MyJob();// A struct that implements IAnimationJob. var mixer = new WhateverMixerState();// e.g. LinearMixerState. mixer.CreatePlayable(animancer, job); // Use mixer.Initialize, CreateChild, and SetChild to configure the children as normal. } ``` -------------------------------- ### Stop Animation State Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerComponent/E6A5BCFC Gets the state associated with the key, stops and rewinds it to the start, then returns it. ```csharp public AnimancerState Stop(Object key) ``` -------------------------------- ### Initialize() Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer.Units.Editor/UnitsAttributeDrawer/76A96762 This is the syntax for the Initialize() method. It does not return any value. ```csharp public void Initialize() ``` -------------------------------- ### Initialize Source: https://kybernetik.com.au/animancer/api/Animancer.TransitionLibraries/TransitionLibrary Initializes the transition library by adding contents from a definition. This is a Pro-Only operation. ```APIDOC ## Initialize(TransitionLibraryDefinition) ### Description Adds the contents of the `definition` to this library. ### Method (Not specified, likely a method call within the Animancer API) ### Parameters - **definition** (TransitionLibraryDefinition) - The definition containing transitions and modifiers to add. ### Notes [Pro-Only] ``` -------------------------------- ### Stop AnimationClip Method Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerComponent/ADBE95AF Gets the state associated with the clip, stops and rewinds it to the start, then returns it. ```csharp public AnimancerState Stop(AnimationClip clip) ``` -------------------------------- ### WavyBonesAnimationJob.IsLooping Source: https://kybernetik.com.au/animancer/api/Animancer.Samples.Jobs/WavyBonesAnimationJob/79147039 Gets a value indicating whether this job loops back to the start when its time passes its Animancer.IAnimancerStateJob.Length. ```APIDOC ## WavyBonesAnimationJob.IsLooping Property ### Description Gets a value indicating whether this job loops back to the start when its time passes its `Animancer.IAnimancerStateJob.Length`. ### Syntax ```csharp public bool IsLooping { get; } ``` ### Value - **bool**: Indicates whether the job is set to loop. ``` -------------------------------- ### TransitionPreviewPlayer.NormalizedStartTime Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.Previews/TransitionPreviewPlayer/C85CCED7 Gets or sets the normalized start time of the transition. This value is used to control playback position. ```APIDOC ## TransitionPreviewPlayer.NormalizedStartTime ### Description Gets or sets the normalized start time of the transition. This value is used to control playback position. ### Syntax ```csharp public float NormalizedStartTime { get; set; } ``` ### Remarks `System.Single.NaN` uses the value from the `Animancer.Editor.Previews.TransitionPreviewPlayer.ToTransition`. ### Value Type | Description ---|--- float | The normalized start time of the transition. ``` -------------------------------- ### Initialize TransitionLibrary Source: https://kybernetik.com.au/animancer/api/Animancer.TransitionLibraries/TransitionLibrary/A2CCFA5D Adds the contents of the definition to this library. Existing values will be completely replaced. ```csharp public void Initialize(TransitionLibraryDefinition definition) ``` -------------------------------- ### TransitionLibraryWindowPage.HelpTooltip Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibraryWindowPage/AA1E0CCE The text to use for the tooltip on the help button while this page is visible. ```APIDOC ## TransitionLibraryWindowPage.HelpTooltip ### Description The text to use for the tooltip on the help button while this page is visible. ### Syntax ```csharp public abstract string HelpTooltip { get; } ``` ### Value Type | Description ---|--- string | ``` -------------------------------- ### TransitionPreviewPlayer.NormalizedTime Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.Previews/TransitionPreviewPlayer/3CA645A5 Gets or sets the amount of time that has passed since the `Animancer.Editor.Previews.TransitionPreviewPlayer.ToTransition` started, normalized between 0 and 1. ```APIDOC ## TransitionPreviewPlayer.NormalizedTime Property ### Description Gets or sets the amount of time that has passed since the `Animancer.Editor.Previews.TransitionPreviewPlayer.ToTransition` started, normalized between 0 and 1. 0 represents the `Animancer.Editor.Previews.TransitionPreviewPlayer.MinTime` and 1 represents the `Animancer.Editor.Previews.TransitionPreviewPlayer.MaxTime`. ### Syntax ```csharp public float NormalizedTime { get; set; } ``` ### Value Type: `float` Description: The normalized time value. ``` -------------------------------- ### AnimancerStateDictionary.Current Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerStateDictionary/58F09182 Gets the current AnimancerState on layer 0, which is the state most recently started via the Play methods. ```APIDOC ## AnimancerStateDictionary.Current Property ### Description Gets the current AnimancerState on layer 0. This is the state that was most recently started using any of the Play methods on that layer. States controlled individually via methods in the Animancer.AnimancerState itself will not register in this property. ### Syntax ```csharp public AnimancerState Current { get; } ``` ### Value Type | Description ---|--- AnimancerState | The current state. ``` -------------------------------- ### SampleButton.AddButton Method Source: https://kybernetik.com.au/animancer/api/Animancer.Samples/SampleButton/59FFE93C Initializes this button when called with `index` 0. Otherwise, creates a copy of this button and initializes it instead. ```APIDOC ## SampleButton.AddButton(int, string, UnityAction) Method ### Description Initializes this button when called with `index` 0. Otherwise, creates a copy of this button and initializes it instead. ### Syntax ```csharp public SampleButton AddButton(int index, string text, UnityAction onClick) ``` ### Parameters #### Path Parameters - **index** (int) - Description: - **text** (string) - Description: - **onClick** (UnityAction) - Description: ### Return Value Type | Description ---|--- SampleButton | ``` -------------------------------- ### TransitionAssetBase.NormalizedStartTime Source: https://kybernetik.com.au/animancer/api/Animancer/TransitionAssetBase/CAE2757A Gets or sets the normalized time at which the animation should start. `System.Single.NaN` allows the animation to continue from its current time. ```APIDOC ## TransitionAssetBase.NormalizedStartTime ### Description Gets or sets the normalized time at which the animation should start. `System.Single.NaN` allows the animation to continue from its current time. ### Syntax ```csharp public float NormalizedStartTime { get; set; } ``` ### Value Type | Description ---|--- float | The normalized start time. ``` -------------------------------- ### TransitionLibraryAsset.OnEnable() Source: https://kybernetik.com.au/animancer/api/Animancer.TransitionLibraries/TransitionLibraryAsset/FD98EA9A Initializes the Animancer.TransitionLibraries.TransitionLibraryAsset.Library. ```APIDOC ## TransitionLibraryAsset.OnEnable() ### Description Initializes the `Animancer.TransitionLibraries.TransitionLibraryAsset.Library`. ### Method protected virtual void ### Syntax ```csharp protected virtual void OnEnable() ``` ### Return Value Type | Description ---|--- void | ``` -------------------------------- ### ClipTransition.NormalizedStartTime Source: https://kybernetik.com.au/animancer/api/Animancer/ClipTransition/7D80D098 Gets or sets the normalized time to start the animation at. `System.Single.NaN` allows the animation to continue from its current time. ```APIDOC ## ClipTransition.NormalizedStartTime ### Description Gets or sets the normalized time to start the animation at. `System.Single.NaN` allows the animation to continue from its current time. ### Syntax ```csharp public override float NormalizedStartTime { get; set; } ``` ### Value Type | Description ---|--- float | ``` -------------------------------- ### TransitionLibraryStartTimesPage Constructor Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibraryStartTimesPage/9AD9A670 Initializes a new instance of the TransitionLibraryStartTimesPage class. This constructor has no parameters and returns void. ```csharp public TransitionLibraryStartTimesPage() ``` -------------------------------- ### Initialize Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer/EventNamesAttribute/14DBF64E This is the syntax for the Initialize method. It takes a Type as a parameter and returns void. ```csharp public void Initialize(Type type) ``` -------------------------------- ### TransitionPreviewPlayer.CurrentTime Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.Previews/TransitionPreviewPlayer/33B12943 Gets or sets the amount of time that has passed since the `Animancer.Editor.Previews.TransitionPreviewPlayer.ToTransition` started (in seconds). This value ranges from `Animancer.Editor.Previews.TransitionPreviewPlayer.MinTime` to `Animancer.Editor.Previews.TransitionPreviewPlayer.MaxTime`. ```APIDOC ## TransitionPreviewPlayer.CurrentTime Property ### Description Gets or sets the amount of time that has passed since the `Animancer.Editor.Previews.TransitionPreviewPlayer.ToTransition` started (in seconds). This value ranges from `Animancer.Editor.Previews.TransitionPreviewPlayer.MinTime` to `Animancer.Editor.Previews.TransitionPreviewPlayer.MaxTime`. ### Syntax ```csharp public float CurrentTime { get; set; } ``` ### Value Type | Description ---|--- float | The current time in seconds. ``` -------------------------------- ### TransitionLibraryStartTimesPage() Constructor Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibraryStartTimesPage/9AD9A670 Initializes a new instance of the TransitionLibraryStartTimesPage class. ```APIDOC ## TransitionLibraryStartTimesPage() ### Description Initializes a new instance of the TransitionLibraryStartTimesPage class. ### Method Constructor ### Syntax ```csharp public TransitionLibraryStartTimesPage() ``` ### Return Value Type | Description ---|--- void | ``` -------------------------------- ### TransitionAssetReference.NormalizedStartTime Source: https://kybernetik.com.au/animancer/api/Animancer/TransitionAssetReference/923699D7 Gets or sets the normalized time at which the animation should start. A value of `System.Single.NaN` allows the animation to continue from its current time. ```APIDOC ## TransitionAssetReference.NormalizedStartTime ### Description Gets or sets the normalized time at which the animation should start. A value of `System.Single.NaN` allows the animation to continue from its current time. ### Syntax ```csharp public float NormalizedStartTime { get; set; } ``` ### Value Type | Description ---|--- float | The normalized start time. ``` -------------------------------- ### PlayableAssetTransition.NormalizedStartTime Source: https://kybernetik.com.au/animancer/api/Animancer/PlayableAssetTransition/A0979D87 Gets or sets the normalized time at which the animation should start. Setting this to NaN allows the animation to continue from its current time. ```APIDOC ## PlayableAssetTransition.NormalizedStartTime ### Description Gets or sets the normalized time at which the animation should start. Setting this to NaN allows the animation to continue from its current time. ### Syntax ```csharp public override float NormalizedStartTime { get; set; } ``` ### Value Type | Description ---|--- float | The normalized start time. ``` -------------------------------- ### ApplyBuiltinRootMotion Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer/HybridAnimancerComponent/B198C185 The syntax for the ApplyBuiltinRootMotion method. It returns void and takes no arguments. ```csharp public void ApplyBuiltinRootMotion() ``` -------------------------------- ### Initialize and Use InputBuffer Source: https://kybernetik.com.au/animancer/api/Animancer.FSM/InputBuffer_1 Demonstrates how to initialize an InputBuffer and use it to buffer states based on player input. The buffer is updated each frame to attempt state transitions. ```csharp public StateMachine stateMachine;// Initialized elsewhere. [SerializeField] private CharacterState _Attack; [SerializeField] private float _AttackInputTimeOut = 0.5f; private StateMachine.InputBuffer _InputBuffer; private void Awake() { // Initialize the buffer. _InputBuffer = new StateMachine.InputBuffer(stateMachine); } private void Update() { // When input is detected, buffer the desired state. if (Input.GetButtonDown("Fire1"))// Left Click by default. { _InputBuffer.Buffer(_Attack, _AttackInputTimeOut); } // At the end of the frame, Update the buffer so it tries to enter the buffered state. // After the time out, it will clear itself so Update does nothing until something else is buffered. _InputBuffer.Update(); } ``` -------------------------------- ### Get Current AnimancerState Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerStateDictionary/58F09182 Retrieves the AnimancerState that was most recently started on layer 0. This property is useful for tracking the active animation state. ```csharp public AnimancerState Current { get; } ``` -------------------------------- ### Implementing ITransitionGUI for Custom Transitions Source: https://kybernetik.com.au/animancer/api/Animancer.Editor/ITransitionGUI Example of implementing the ITransitionGUI interface for a custom transition type. This requires defining the custom transition and its corresponding drawer script, typically within Unity Editor conditional compilation. ```csharp using Animancer; using UnityEngine; // AttackTransition.cs contains your custom transition type. public partial class AttackTransition : ClipTransition { [SerializeField] private Bounds _HitBox; [SerializeField] private float _HitStartTime; [SerializeField] private float _HitEndTime; // Damage, Knockback, etc. } // AttackTransition.Drawer.cs contains the custom GUI for it. #if UNITY_EDITOR using Animancer.Editor; using UnityEditor; using UnityEngine; public partial class AttackTransition : ITransitionGUI { // See each method for an example. public void OnPreviewSceneGUI(TransitionPreviewDetails details) { } public void OnTimelineBackgroundGUI() { } public void OnTimelineForegroundGUI() { } } #endif ``` -------------------------------- ### ExitEvent Constructor Example Source: https://kybernetik.com.au/animancer/api/Animancer/ExitEvent Creates a new Animancer.ExitEvent. The callback is invoked when the Node starts fading out or after its effective weight reaches 0. ```csharp public ExitEvent(AnimancerNode node, System.Action callback, bool invokeOnStartExiting = false) ``` -------------------------------- ### Initialize Method Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibrarySelectionPreview/0727CA60 The Initialize method is an override that takes an array of objects as targets to set up the preview. ```APIDOC ## Initialize(Object[]) Method ### Description Initializes the TransitionLibrarySelectionPreview with a set of targets. ### Syntax ```csharp public override void Initialize(Object[] targets) ``` ### Parameters #### Path Parameters - **targets** (Object[]) - Description: The objects to be used as targets for the preview. ``` -------------------------------- ### ParentState.ChildCapacity Property Source: https://kybernetik.com.au/animancer/api/Animancer/ParentState/B9C79626 Gets or sets the size of the internal array for `Animancer.ParentState.ChildStates`. This value starts at 0 and expands to `Animancer.ParentState.ChildCapacity` when the first child is added. ```APIDOC ## ParentState.ChildCapacity Property ### Description Gets or sets the size of the internal array for `Animancer.ParentState.ChildStates`. This value starts at 0 and expands to `Animancer.ParentState.ChildCapacity` when the first child is added. ### Syntax ```csharp public int ChildCapacity { get; set; } ``` ### Remarks This value starts at 0 then expands to `Animancer.ParentState.ChildCapacity` when the first child is added. ### Value - **int**: The size of the internal array. ``` -------------------------------- ### TransitionLibrary Play Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer.TransitionLibraries/TransitionLibrary/2292706E This is the syntax for the Play method in the TransitionLibrary class. It takes an AnimancerLayer and an ITransition as parameters. ```csharp public AnimancerState Play(AnimancerLayer layer, ITransition transition) ``` -------------------------------- ### AnimancerLayer.CurrentState Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerLayer/61C25B46 Gets the state of the animation currently being played on this layer. This property reflects the most recently started state via Play or CrossFade methods. ```APIDOC ## AnimancerLayer.CurrentState ### Description The state of the animation currently being played. ### Syntax ```csharp public AnimancerState CurrentState { get; private set; } ``` ### Remarks This property holds the state that was most recently started using any of the `Play` or `CrossFade` methods on this layer. States controlled individually via methods in the `Animancer.AnimancerState` itself will not register in this property. Each time this property changes, the `Animancer.AnimancerLayer.CommandCount` is incremented. ### Value Type | Description ---|--- AnimancerState | The current animation state. ``` -------------------------------- ### TransitionAssetBase.CreateInstance Source: https://kybernetik.com.au/animancer/api/Animancer/TransitionAssetBase/BA546494 [Editor-Only] Creates an instance of the main non-abstract inheritor of this class. ```APIDOC ## TransitionAssetBase.CreateInstance Property ### Description [Editor-Only] Creates an instance of the main non-abstract inheritor of this class. ### Syntax ```csharp public static Func CreateInstance { get; set; } ``` ### Remarks `TransitionAsset` sets this to use itself by default. ### Value Type | Description ---|--- Func | ``` -------------------------------- ### TransitionLibrarySelection.NormalizedStartTime Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibrarySelection/6E8DD5E6 Gets or sets the normalized start time of the current transition selection. This property is part of the Animancer.Editor.TransitionLibraries namespace and is contained within the TransitionLibrarySelection class. ```APIDOC ## TransitionLibrarySelection.NormalizedStartTime ### Description Gets or sets the normalized start time of the current transition selection. ### Syntax ```csharp public float NormalizedStartTime { get; private set; } ``` ### Value Type | Description ---|--- float | The normalized start time. ``` -------------------------------- ### Initialize Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer.Units.Editor/UnitsAttributeDrawer/F476CAA9 This is the syntax for the Initialize method, which takes an Attribute as a parameter and returns void. ```csharp public void Initialize(Attribute attribute) ``` -------------------------------- ### SoloAnimation.Time Source: https://kybernetik.com.au/animancer/api/Animancer/SoloAnimation/5588768B The Time property gets or sets the number of seconds that have passed since the start of the animation. This value influences whether the animation loops or freezes. ```APIDOC ## SoloAnimation.Time Property ### Description Gets or sets the number of seconds that have passed since the start of the animation. This value will continue increasing after the animation passes the end of its length and it will either freeze in place or start again from the beginning according to whether it's looping or not. ### Syntax ```csharp public float Time { get; set; } ``` ### Value Type | Description ---|--- float | The elapsed time of the animation in seconds. ``` -------------------------------- ### AnimancerLayer.Capacity Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerLayer/C512DF88 Gets or sets the number of states that can be connected to this layer before its UnityEngine.Playables.Playable needs to allocate more inputs. Starts at the Animancer.AnimancerLayer.DefaultCapacity and doubles each time it needs to expand. ```APIDOC ## AnimancerLayer.Capacity Property ### Description Gets or sets the number of states that can be connected to this layer before its `UnityEngine.Playables.Playable` needs to allocate more inputs. This value starts at `Animancer.AnimancerLayer.DefaultCapacity` and doubles each time the layer needs to expand. ### Syntax ```csharp public int Capacity { get; set; } ``` ### Value Type: `int` Description: The number of states that can be connected to the layer. ``` -------------------------------- ### TransitionLibraryWindow.Open Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibraryWindow/9455EE23 Opens a window for the specified TransitionLibraryAsset. ```APIDOC ## TransitionLibraryWindow.Open ### Description Opens a window for the `library`. ### Method public static TransitionLibraryWindow Open(TransitionLibraryAsset library) ### Parameters #### Path Parameters - **library** (TransitionLibraryAsset) - Description not specified ``` -------------------------------- ### AnimancerGraph.Stop(IHasKey) Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerGraph/6AF03A3F Gets the state registered with the Animancer.IHasKey.Key, stops and rewinds it to the start, then returns it. Note that playing something new will automatically stop the old animation. ```APIDOC ## Stop(IHasKey) ### Description Gets the state registered with the `Animancer.IHasKey.Key`, stops and rewinds it to the start, then returns it. Note that playing something new will automatically stop the old animation. ### Method public AnimancerState Stop(IHasKey hasKey) ### Parameters #### Path Parameters - **hasKey** (IHasKey) - Description: ### Return Value - **AnimancerState** - Description: ``` -------------------------------- ### SampleButton.AddButton Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer.Samples/SampleButton/59FFE93C Shows the syntax for the AddButton method, including its parameters and return type. ```csharp public SampleButton AddButton(int index, string text, UnityAction onClick) ``` -------------------------------- ### GetValue(ITransition) Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibraryStartTimesPage/3FA9770C Gets the value controlled by this page. This method is part of the TransitionLibraryStartTimesPage and overrides a base method to provide specific functionality for retrieving transition start times. ```APIDOC ## GetValue(ITransition) ### Description Gets the value controlled by this page. ### Method public override float GetValue(ITransition transition) ### Parameters #### Path Parameters - **transition** (ITransition) - Description not specified in source. ``` -------------------------------- ### Initialize() Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer/Static_1/F9370154 This is the method signature for initializing the static instance. It does not return any value. ```csharp public static void Initialize() ``` -------------------------------- ### TransitionAsset.Create Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer/TransitionAsset/32C0F97D This is the syntax for the static Create method of the TransitionAsset class. It is an editor-only method used to generate a new TransitionAsset. ```csharp public static TransitionAsset Create(Object mainAsset) ``` -------------------------------- ### Getting Animation Job Data Source: https://kybernetik.com.au/animancer/api/Animancer/ManualMixerState/0375DB42 This example shows how to retrieve the Animation Job data of a specific type from an AnimationScriptPlayable. Ensure the type T matches the job data type. ```csharp T jobData = manualMixerState.GetJobData(); ``` -------------------------------- ### HybridAnimancerComponent.rootRotation Source: https://kybernetik.com.au/animancer/api/Animancer/HybridAnimancerComponent/ADA3087E Gets or sets the root rotation of the Animator component. This property allows direct control over the base rotation of the character, which can be useful for various animation adjustments and IK setups. ```APIDOC ## HybridAnimancerComponent.rootRotation Property ### Description Gets or sets the root rotation of the Animator component. This property allows direct control over the base rotation of the character, which can be useful for various animation adjustments and IK setups. ### Value Type | Description ---|--- Quaternion | The root rotation of the Animator component. ``` -------------------------------- ### SimpleTimer.Start Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer/SimpleTimer/97CDDF94 This is the signature for the `Start` method of the `SimpleTimer` class. It allows creating a new timer with an optional name and format. ```csharp [MethodImpl(MethodImplOptions.AggressiveInlining)] public static SimpleTimer Start(string name = null, string format = "0.000") ``` -------------------------------- ### Check if String Starts with New Line Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities/2DFB0C7D Use this extension method to determine if a string begins with a newline character. No specific setup is required as it's an extension method for the `string` type. ```csharp public static bool StartsWithNewLine(this string text) ``` -------------------------------- ### Initialize Method Source: https://kybernetik.com.au/animancer/api/Animancer.Units.Editor/UnitsAttributeDrawer/76A96762 Gathers the Animancer.Units.Editor.UnitsAttributeDrawer.Attribute and sets up the Animancer.Units.Editor.UnitsAttributeDrawer.DisplayConverters. ```APIDOC ## Initialize() Method ### Description Gathers the `Animancer.Units.Editor.UnitsAttributeDrawer.Attribute` and sets up the `Animancer.Units.Editor.UnitsAttributeDrawer.DisplayConverters`. ### Syntax ```csharp public void Initialize() ``` ### Return Value Type | Description ---|--- void | ``` -------------------------------- ### Capacity Property Source: https://kybernetik.com.au/animancer/api/Animancer/Sequence/3CBD2209 Gets or sets the size of the internal array used to hold events. When set, the array is re-allocated to the given size. If not specified in the constructor, this value starts at 0 and increases to the DefaultCapacity when the first event is added. ```APIDOC ## Capacity Property ### Description Gets or sets the size of the internal array used to hold events. When set, the array is re-allocated to the given size. If not specified in the constructor, this value starts at 0 and increases to the `Animancer.AnimancerEvent.Sequence.DefaultCapacity` when the first event is added. ### Syntax ```csharp public int Capacity { get; set; } ``` ### Value Type | Description ---|--- int | The size of the internal event array. ``` -------------------------------- ### AnimancerState.NormalizedTime Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerState/617EFC91 Gets or sets the normalized time of the state, which is the value of `Animancer.AnimancerState.Time` divided by `Animancer.AnimancerState.Length`. This value ranges from 0 to 1 as the animation plays from start to end. Setting this property will skip events and root motion. Use `Animancer.AnimancerState.MoveTime` to avoid this behavior. ```APIDOC ## AnimancerState.NormalizedTime ### Description Gets or sets the normalized time of the state, which is the value of `Animancer.AnimancerState.Time` divided by `Animancer.AnimancerState.Length`. This value ranges from 0 to 1 as the animation plays from start to end. Setting this property will skip events and root motion. Use `Animancer.AnimancerState.MoveTime` to avoid this behavior. ### Syntax ```csharp public float NormalizedTime { get; set; } ``` ### Remarks This value continues increasing after the animation passes the end of its `Animancer.AnimancerState.Length`, regardless of whether it `Animancer.AnimancerState.IsLooping` or not. The fractional part of the value (`NormalizedTime % 1`) is the percentage (0-1) of progress in the current loop while the integer part (`(int)NormalizedTime`) is the number of times the animation has been looped. Setting this value will skip Events and Root Motion between the old and new time. Use `Animancer.AnimancerState.MoveTime(System.Single,System.Boolean)` instead if you don't want that behaviour. _Animancer Lite doesn't allow this value to be changed in runtime builds (except resetting it to 0)._ ### Example ```csharp void TimeExample(AnimancerComponent animancer, AnimationClip clip) { var state = animancer.Play(clip); // Skip 0.5 seconds into the animation: state.Time = 0.5f; // Skip 50% of the way through the animation (0.5 in a range of 0 to 1): state.NormalizedTime = 0.5f; // Skip to the end of the animation and play backwards: state.NormalizedTime = 1; state.Speed = -1; } ``` ### Value Type | Description ---|--- float | ``` -------------------------------- ### AnimancerPreviewObject.TrySelectBestModel Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.Previews/AnimancerPreviewObject/02D2CDB9 Calls `Animancer.Editor.Previews.TransitionPreviewSettings.TrySelectBestModel(System.Object,UnityEngine.Transform)` if there is no `Animancer.Editor.Previews.AnimancerPreviewObject.OriginalObject` yet. ```APIDOC ## AnimancerPreviewObject.TrySelectBestModel(Object) ### Description Attempts to select the best model for animation preview. This is particularly useful when no original object has been set yet, in which case it calls `Animancer.Editor.Previews.TransitionPreviewSettings.TrySelectBestModel(System.Object, UnityEngine.Transform)`. ### Method ``` public void TrySelectBestModel(Object animationClipSource) ``` ### Parameters #### Path Parameters - **animationClipSource** (Object) - Description not available ``` -------------------------------- ### TransitionLibrarySelectionPreviewSpeed() Constructor Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibrarySelectionPreviewSpeed/89020092 Creates a new instance of the TransitionLibrarySelectionPreviewSpeed class. ```APIDOC ## TransitionLibrarySelectionPreviewSpeed() ### Description Creates a new `Animancer.Editor.TransitionLibraries.TransitionLibrarySelectionPreviewSpeed`. ### Syntax ```csharp public TransitionLibrarySelectionPreviewSpeed() ``` ### Return Value Type | Description ---|--- void | ``` -------------------------------- ### AnimancerState.Time Property Source: https://kybernetik.com.au/animancer/api/Animancer/AnimancerState/840B3EB1 Gets or sets the number of seconds that have passed since the start of this animation. Setting this value will skip Events and Root Motion between the old and new time. Use AnimancerState.MoveTime instead if you don't want that behavior. Note that Animancer Lite does not allow this value to be changed in runtime builds (except resetting it to 0). ```APIDOC ## AnimancerState.Time Property ### Description Gets or sets the number of seconds that have passed since the start of this animation. Setting this value will skip Events and Root Motion between the old and new time. Use AnimancerState.MoveTime instead if you don't want that behavior. Note that Animancer Lite does not allow this value to be changed in runtime builds (except resetting it to 0). ### Syntax ```csharp public float Time { get; set; } ``` ### Remarks This value continues increasing after the animation passes the end of its Animancer.AnimancerState.Length, regardless of whether it Animancer.AnimancerState.IsLooping or not. The underlying double can be accessed via Animancer.AnimancerState.TimeD. Setting this value will skip Events and Root Motion between the old and new time. Use Animancer.AnimancerState.MoveTime(System.Single,System.Boolean) instead if you don't want that behaviour. ### Value Type | Description ---|--- float | The number of seconds that have passed since the start of this animation. ### Example ```csharp void TimeExample(AnimancerComponent animancer, AnimationClip clip) { var state = animancer.Play(clip); // Skip 0.5 seconds into the animation: state.Time = 0.5f; // Skip 50% of the way through the animation (0.5 in a range of 0 to 1): state.NormalizedTime = 0.5f; // Skip to the end of the animation and play backwards: state.NormalizedTime = 1; state.Speed = -1; } ``` ``` -------------------------------- ### BeginGUI Method Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibraryWindowHighlighter/EAB596A3 Gathers the details of the UnityEngine.Event.current within the specified GUI area. ```APIDOC ## BeginGUI(Rect) Method ### Description Gathers the details of the `UnityEngine.Event.current`. ### Syntax ```csharp public void BeginGUI(Rect area) ``` ### Parameters #### Path Parameters - **area** (Rect) - Description: ### Return Value Type | Description ---|--- void | ``` -------------------------------- ### Try Get Object Name or ToString Source: https://kybernetik.com.au/animancer/api/Animancer/NameCache Tries to get the UnityEngine.Object.name or System.Object.ToString. ```csharp NameCache.TryToString(someObject, out string name) ``` -------------------------------- ### RemapAnimationBindingsTool.HelpURL Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.Tools/RemapAnimationBindingsTool/C5B341E9 The URL for the help button in the header to open. ```APIDOC ## RemapAnimationBindingsTool.HelpURL ### Description The URL for the help button in the header to open. ### Syntax ```csharp public override string HelpURL { get; } ``` ### Value string - The URL for the help button. ``` -------------------------------- ### SimpleTimer.startTicks Field Source: https://kybernetik.com.au/animancer/api/Animancer/SimpleTimer/6A2B192A Stores the System.Diagnostics.Stopwatch.ElapsedTicks from when this timer was started. If not started, this value will be -1. ```csharp public long startTicks ``` -------------------------------- ### TransitionLibraryWindowPage.OnGUI Method Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibraryWindowPage/F5700C6E Draws the GUI of this page. This is an abstract method and must be implemented by subclasses. ```APIDOC ## TransitionLibraryWindowPage.OnGUI Method ### Description Draws the GUI of this page. ### Method Signature ```csharp public abstract void OnGUI(Rect area) ``` ### Parameters #### Path Parameters - **area** (Rect) - Description: None provided in source. ``` -------------------------------- ### PropertyAccessor.GetValue Source: https://kybernetik.com.au/animancer/api/Animancer.Editor/PropertyAccessor/BC5E08B8 Gets the value of the from the `Animancer.Editor.PropertyAccessor.Parent` (if there is one), then uses it to get and return the value of the `Animancer.Editor.PropertyAccessor.Field`. ```APIDOC ## PropertyAccessor.GetValue ### Description Gets the value of the from the `Animancer.Editor.PropertyAccessor.Parent` (if there is one), then uses it to get and return the value of the `Animancer.Editor.PropertyAccessor.Field`. ### Syntax ```csharp public Object GetValue(SerializedProperty serializedProperty) ``` ### Parameters #### Path Parameters - **serializedProperty** (SerializedProperty) - Description: None provided ``` -------------------------------- ### TransitionAsset Methods Source: https://kybernetik.com.au/animancer/api/Animancer/TransitionAsset_1 This section details the methods available on the TransitionAsset class, which allow for the application, creation, and retrieval of transition states and animation clips. ```APIDOC ## TransitionAsset Methods ### Apply(AnimancerState) Applies the details of this transition to the state. ### CreateState() Creates and returns a new Animancer.AnimancerState defined by this transition. ### GetAnimationClips(List) [UnityEngine.IAnimationClipSource] Calls Animancer.AnimancerUtilities.GatherFromSource(System.Collections.Generic.ICollection{UnityEngine.AnimationClip},System.Object). ### GetTransition() Returns the Animancer.ITransition wrapped by this UnityEngine.ScriptableObject. ### Reset() [Editor-Only] Assigns a default TTransition to the Animancer.TransitionAsset`1.Transition` field. ``` -------------------------------- ### GetValue Source: https://kybernetik.com.au/animancer/api/Animancer.Editor/CollectionPropertyAccessor Gets the value of the from the `Animancer.Editor.PropertyAccessor.Parent` (if there is one), then uses it to get and return the value of the `Animancer.Editor.PropertyAccessor.Field`. ```APIDOC ## GetValue ### Description Gets the value of the from the `Animancer.Editor.PropertyAccessor.Parent` (if there is one), then uses it to get and return the value of the `Animancer.Editor.PropertyAccessor.Field`. ### Method `GetValue(Object target)` ### Parameters #### Path Parameters - **target** (Object) - Description: The object to get the value from. ### Response #### Success Response - **return value** (Object) - The value of the field. ``` ```APIDOC ## GetValue ### Description Gets the value of the from the `Animancer.Editor.PropertyAccessor.Parent` (if there is one), then uses it to get and return the value of the `Animancer.Editor.PropertyAccessor.Field`. ### Method `GetValue(SerializedObject serializedObject)` ### Parameters #### Path Parameters - **serializedObject** (SerializedObject) - Description: The serialized object to get the value from. ### Response #### Success Response - **return value** (Object) - The value of the field. ``` ```APIDOC ## GetValue ### Description Gets the value of the from the `Animancer.Editor.PropertyAccessor.Parent` (if there is one), then uses it to get and return the value of the `Animancer.Editor.PropertyAccessor.Field`. ### Method `GetValue(SerializedProperty serializedProperty)` ### Parameters #### Path Parameters - **serializedProperty** (SerializedProperty) - Description: The serialized property to get the value from. ### Response #### Success Response - **return value** (Object) - The value of the field. ``` -------------------------------- ### Get Method Signature Source: https://kybernetik.com.au/animancer/api/Animancer.Editor/Context/0BBFE067 This is the syntax for the Get method. It takes a SerializedProperty and returns a SerializableEventSequenceDrawer.Context. ```csharp public static SerializableEventSequenceDrawer.Context Get(SerializedProperty property) ``` -------------------------------- ### TransitionAssetBase.CreateInstance Syntax Source: https://kybernetik.com.au/animancer/api/Animancer/TransitionAssetBase/BA546494 This is the syntax for the static CreateInstance property. It's a Func delegate used for creating instances of transition assets. ```csharp public static Func CreateInstance { get; set; } ``` -------------------------------- ### TransitionPreviewDetails Constructor Source: https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionPreviewDetails/A11AE3E1 Creates a new instance of the TransitionPreviewDetails class, initializing it with the provided AnimancerGraph. ```APIDOC ## TransitionPreviewDetails Constructor ### Description Creates a new `Animancer.Editor.TransitionPreviewDetails` instance. ### Syntax ```csharp public TransitionPreviewDetails(AnimancerGraph animancer) ``` ### Parameters - **animancer** (AnimancerGraph) - Description not specified in source. ``` -------------------------------- ### TransitionLibraryFadeDurationsPage Constructor Source: https://kybernetik.com.au/animancer/api/Animancer.Editor.TransitionLibraries/TransitionLibraryFadeDurationsPage/94BC5E85 Initializes a new instance of the TransitionLibraryFadeDurationsPage class. ```csharp public TransitionLibraryFadeDurationsPage() ```