public sealed class AnimationEventBufferWhere a frame's events are collected.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A buffer rather than a callback, because an event fires in the middle of evaluating a blend tree — a point at which the pose is half-built, the layer stack is mid-flight, and a handler that reacted by changing a parameter or destroying the entity would be doing it to a system that is iterating itself. Draining the buffer after the pose is finished is the only ordering that lets a handler do the obvious thing.
The list is reused across frames — Clear keeps its capacity — so a character that fires two events a second settles at zero allocations after the first one.
Fields and properties (2)
public int CountHow many events this frame produced.
public FiredAnimationEvent this[int index]The events, in the order they were emitted.
Methods (3)
public void Add(in FiredAnimationEvent fired)Records an event.
public void Clear()Empties the buffer, keeping its capacity.
public List<FiredAnimationEvent>.Enumerator GetEnumerator()Walks this frame's events.
Used by (7)
- AnimationClipVixen.Animation
- AnimationClipTestsVixen.Animation.Tests
- AnimatorVixen.Animation
- AnimatorTestsVixen.Animation.Tests
- MotionContextVixen.Animation
- StateMachineInstanceVixen.Animation
- StateMachineTestsVixen.Animation.Tests