Class ProceduralStateKeyCollector
Enumerates every UnityStateKey a ProceduralAnimatorProfileSO references,
across its rules, layers, actions and weight providers — including keys buried inside a rule's
[SerializeReference] condition tree (AndCondition/OrCondition/NotCondition nesting
arbitrarily deep). A typed walk would need one case per condition subtype and would silently miss a new
one added later; instead each referenced object is walked with UnityEditor.SerializedObject and
UnityEditor.SerializedProperty.Next(System.Boolean), which finds every UnityEditor.SerializedPropertyType.ObjectReference
field regardless of what serialized it — [SerializeReference] included — for free.
Inherited Members
Namespace: Serenity.Editor.AnimationHub.Engine
Assembly: Serenity.AnimationHub.Editor.dll
Syntax
public static class ProceduralStateKeyCollector
Methods
Collect(ProceduralAnimatorProfileSO)
Every distinct UnityStateKey reachable from profile,
sorted by display name. Empty for a null profile.
Declaration
public static IReadOnlyList<ProceduralStateKeyBinding> Collect(ProceduralAnimatorProfileSO profile)
Parameters
| Type | Name | Description |
|---|---|---|
| ProceduralAnimatorProfileSO | profile |
Returns
| Type | Description |
|---|---|
| IReadOnlyList<ProceduralStateKeyBinding> |