AnimationCurve
class in UnityEngine · UnityEngine.CoreModule
In Tassix
Keyframes evaluated as Unity does: cubic Hermite segments from each key's tangents (an infinite tangent holds the value), with wrap modes before the first and after the last key.
Constructors 1
AnimationCurve()AnimationCurve(params Keyframe[] keys)Properties 5
Keyframe[] keys { get; set; }int length { get; }WrapMode postWrapMode { get; set; }WrapMode preWrapMode { get; set; }Keyframe this[int index] { get; }Methods 11
int AddKey(float time, float value)int AddKey(Keyframe key)Adds a key, unless one exists at that time; returns its index or -1.
void ClearKeys()static AnimationCurve Constant(float timeStart, float timeEnd, float value)static AnimationCurve EaseInOut(float timeStart, float valueStart, float timeEnd, float valueEnd)bool Equals(AnimationCurve? other)bool Equals(object? obj)float Evaluate(float time)int GetHashCode()static AnimationCurve Linear(float timeStart, float valueStart, float timeEnd, float valueEnd)int MoveKey(int index, Keyframe key)void RemoveKey(int index)void SmoothTangents(int index, float weight)Not in Tassix yet 4
CopyFrom Finalize GetKeys SetKeys
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.