UnityEngine.Experimental.Director.AnimatorControllerPlayable.CrossFade C# (CSharp) Method

CrossFade() private method

private CrossFade ( int stateNameHash, float transitionDuration ) : void
stateNameHash int
transitionDuration float
return void
        public void CrossFade(int stateNameHash, float transitionDuration)
        {
            float negativeInfinity = float.NegativeInfinity;
            int layer = -1;
            this.CrossFade(stateNameHash, transitionDuration, layer, negativeInfinity);
        }

Same methods

AnimatorControllerPlayable::CrossFade ( int stateNameHash, float transitionDuration, [ layer, [ normalizedTime ) : void
AnimatorControllerPlayable::CrossFade ( int stateNameHash, float transitionDuration, int layer ) : void
AnimatorControllerPlayable::CrossFade ( string stateName, float transitionDuration ) : void
AnimatorControllerPlayable::CrossFade ( string stateName, float transitionDuration, [ layer, [ normalizedTime ) : void
AnimatorControllerPlayable::CrossFade ( string stateName, float transitionDuration, int layer ) : void

Usage Example

 static public int CrossFade(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (matchType(l, argc, 2, typeof(int), typeof(float)))
         {
             UnityEngine.Experimental.Director.AnimatorControllerPlayable self = (UnityEngine.Experimental.Director.AnimatorControllerPlayable)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             self.CrossFade(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(string), typeof(float)))
         {
             UnityEngine.Experimental.Director.AnimatorControllerPlayable self = (UnityEngine.Experimental.Director.AnimatorControllerPlayable)checkSelf(l);
             System.String a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             self.CrossFade(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(int), typeof(float), typeof(int)))
         {
             UnityEngine.Experimental.Director.AnimatorControllerPlayable self = (UnityEngine.Experimental.Director.AnimatorControllerPlayable)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             self.CrossFade(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(string), typeof(float), typeof(int)))
         {
             UnityEngine.Experimental.Director.AnimatorControllerPlayable self = (UnityEngine.Experimental.Director.AnimatorControllerPlayable)checkSelf(l);
             System.String a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             self.CrossFade(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(int), typeof(float), typeof(int), typeof(float)))
         {
             UnityEngine.Experimental.Director.AnimatorControllerPlayable self = (UnityEngine.Experimental.Director.AnimatorControllerPlayable)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             self.CrossFade(a1, a2, a3, a4);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(string), typeof(float), typeof(int), typeof(float)))
         {
             UnityEngine.Experimental.Director.AnimatorControllerPlayable self = (UnityEngine.Experimental.Director.AnimatorControllerPlayable)checkSelf(l);
             System.String a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             self.CrossFade(a1, a2, a3, a4);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }