Add AacFlState.PoseSpaceEntered(...), PoseSpaceExited, PoseSpaceEnteredPercent, and PoseSpaceExitedPercent:

- Add AadFlState.PoseSpaceEntered(...) with 0-duration default overload.
- Add AadFlState.PoseSpaceExited(...) with 0-duration default overload.
- Add AadFlState.PoseSpaceEnteredPercent(...)
- Add AadFlState.PoseSpaceExitedPercent(...)
This commit is contained in:
Haï~
2022-05-10 20:02:55 +02:00
parent 508b458fba
commit 8bbf482210
2 changed files with 58 additions and 6 deletions
+11 -5
View File
@@ -704,11 +704,17 @@ foreach (var cancelWhenNotAllowed in new[] {auto, reverse, manual, custom, done}
- `AacFlState TrackingSets(TrackingElement element, VRC_AnimatorTrackingControl.TrackingType trackingType)` /// Use an Animator Tracking Control to set the element to be the value of `trackingType`. Create an Animator Tracking Control state behaviour if it does not exist.
- `AacFlState LocomotionEnabled()` /// Enable locomotion. Create an Animator Locomotion Control if it does not exist.
- `AacFlState LocomotionDisabled()` /// Disable locomotion. Create an Animator Locomotion Control if it does not exist.
- `public AacFlState PlayableEnables(VRC_PlayableLayerControl.BlendableLayer blendable)` /// Use a Playable Layer Control to set the playable layer weight to 1, enabling it immediately. Create an Playable Layer Control no matter what.
- `public AacFlState PlayableDisables(VRC_PlayableLayerControl.BlendableLayer blendable)` /// Use a Playable Layer Control to set the playable layer weight to 0, disabling it immediately. Create an Playable Layer Control no matter what.
- `public AacFlState PlayableEnables(VRC_PlayableLayerControl.BlendableLayer blendable, float blendDurationSeconds)` /// Use a Playable Layer Control to set the playable layer weight to 1, blending it over a duration, enabling it. Create an Playable Layer Control no matter what.
- `public AacFlState PlayableDisables(VRC_PlayableLayerControl.BlendableLayer blendable, float blendDurationSeconds)` /// Use a Playable Layer Control to set the playable layer weight to 0, blending it over a duration, disabling it. Create an Playable Layer Control no matter what.
- `public AacFlState PlayableSets(VRC_PlayableLayerControl.BlendableLayer blendable, float blendDurationSeconds, float weight)` /// Use a Playable Layer Control to set the playable layer weight to a specified value, blending it over a duration. Create an Playable Layer Control no matter what.
- `AacFlState PlayableEnables(VRC_PlayableLayerControl.BlendableLayer blendable)` /// Use a Playable Layer Control to set the playable layer weight to 1, enabling it immediately. Create an Playable Layer Control no matter what.
- `AacFlState PlayableDisables(VRC_PlayableLayerControl.BlendableLayer blendable)` /// Use a Playable Layer Control to set the playable layer weight to 0, disabling it immediately. Create an Playable Layer Control no matter what.
- `AacFlState PlayableEnables(VRC_PlayableLayerControl.BlendableLayer blendable, float blendDurationSeconds)` /// Use a Playable Layer Control to set the playable layer weight to 1, blending it over a duration, enabling it. Create an Playable Layer Control no matter what.
- `AacFlState PlayableDisables(VRC_PlayableLayerControl.BlendableLayer blendable, float blendDurationSeconds)` /// Use a Playable Layer Control to set the playable layer weight to 0, blending it over a duration, disabling it. Create an Playable Layer Control no matter what.
- `AacFlState PlayableSets(VRC_PlayableLayerControl.BlendableLayer blendable, float blendDurationSeconds, float weight)` /// Use a Playable Layer Control to set the playable layer weight to a specified value, blending it over a duration. Create an Playable Layer Control no matter what.
- `AacFlState PoseSpaceEntered()` /// Use a Temporary Pose Space to change the viewpoint immediately. Create a Temporary Pose Space if it does not exist.
- `AacFlState PoseSpaceExited()` /// Use a Temporary Pose Space to reset the viewpoint immediately. Create a Temporary Pose Space if it does not exist.
- `AacFlState PoseSpaceEntered(float delaySeconds)` /// Use a Temporary Pose Space to change the viewpoint after a delay. Create a Temporary Pose Space if it does not exist.
- `AacFlState PoseSpaceExited(float delaySeconds)` /// Use a Temporary Pose Space to reset the viewpoint after a delay. Create a Temporary Pose Space if it does not exist.
- `AacFlState PoseSpaceEnteredPercent(float delayNormalized)` /// Use a Temporary Pose Space to change the viewpoint after a normalized amount of the current state. Create a Temporary Pose Space if it does not exist.
- `AacFlState PoseSpaceExitedPercent(float delayNormalized)` /// Use a Temporary Pose Space to reset the viewpoint after a normalized amount of the current state. Create a Temporary Pose Space if it does not exist.
# Clip (AacFlClip)