Upload from upload_mods.ps1
This commit is contained in:
@@ -0,0 +1,131 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class AnimatorWrapper : IAnimatorWrapper
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{
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private Animator animator;
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public bool IsValid => animator;
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public AnimatorWrapper(Animator animator) => this.animator = animator;
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public void CrossFade(string stateName, float transitionDuration) => animator.CrossFade(stateName, transitionDuration);
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public void CrossFade(string stateName, float transitionDuration, int layer) => animator.CrossFade(stateName, transitionDuration, layer);
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public void CrossFade(string stateName, float transitionDuration, int layer, float normalizedTime) => animator.CrossFade(stateName, transitionDuration, layer, normalizedTime);
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public void CrossFade(int stateNameHash, float transitionDuration) => animator.CrossFade(stateNameHash, transitionDuration);
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public void CrossFade(int stateNameHash, float transitionDuration, int layer) => animator.CrossFade(stateNameHash, transitionDuration, layer);
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public void CrossFade(int stateNameHash, float transitionDuration, int layer, float normalizedTime) => animator.CrossFade(stateNameHash, transitionDuration, layer, normalizedTime);
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public void CrossFadeInFixedTime(string stateName, float transitionDuration) => animator.CrossFadeInFixedTime(stateName, transitionDuration);
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public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer) => animator.CrossFadeInFixedTime(stateName, transitionDuration, layer);
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public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer, float fixedTime) => animator.CrossFadeInFixedTime(stateName, transitionDuration, layer, fixedTime);
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public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration) => animator.CrossFadeInFixedTime(stateNameHash, transitionDuration);
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public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer) => animator.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer);
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public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer, float fixedTime) => animator.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer, fixedTime);
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public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex) => animator.GetAnimatorTransitionInfo(layerIndex);
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public bool GetBool(string name) => animator.GetBool(name);
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public bool GetBool(int id) => animator.GetBool(id);
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public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex) => animator.GetCurrentAnimatorClipInfo(layerIndex);
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public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => animator.GetCurrentAnimatorClipInfo(layerIndex, clips);
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public int GetCurrentAnimatorClipInfoCount(int layerIndex) => animator.GetCurrentAnimatorClipInfoCount(layerIndex);
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public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex) => animator.GetCurrentAnimatorStateInfo(layerIndex);
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public float GetFloat(string name) => animator.GetFloat(name);
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public float GetFloat(int id) => animator.GetFloat(id);
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public int GetInteger(string name) => animator.GetInteger(name);
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public int GetInteger(int id) => animator.GetInteger(id);
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public int GetLayerCount() => animator.layerCount;
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public int GetLayerIndex(string layerName) => animator.GetLayerIndex(layerName);
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public string GetLayerName(int layerIndex) => animator.GetLayerName(layerIndex);
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public float GetLayerWeight(int layerIndex) => animator.GetLayerWeight(layerIndex);
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public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => animator.GetNextAnimatorClipInfo(layerIndex, clips);
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public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex) => animator.GetNextAnimatorClipInfo(layerIndex);
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public int GetNextAnimatorClipInfoCount(int layerIndex) => animator.GetNextAnimatorClipInfoCount(layerIndex);
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public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex) => animator.GetNextAnimatorStateInfo(layerIndex);
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public AnimatorControllerParameter GetParameter(int index) => animator.GetParameter(index);
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public int GetParameterCount() => animator.parameterCount;
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public bool HasState(int layerIndex, int stateID) => animator.HasState(layerIndex, stateID);
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public bool IsInTransition(int layerIndex) => animator.IsInTransition(layerIndex);
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public bool IsParameterControlledByCurve(string name) => animator.IsParameterControlledByCurve(name);
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public bool IsParameterControlledByCurve(int id) => animator.IsParameterControlledByCurve(id);
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public void Play(string stateName) => animator.Play(stateName);
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public void Play(string stateName, int layer) => animator.Play(stateName, layer);
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public void Play(string stateName, int layer, float normalizedTime) => animator.Play(stateName, layer, normalizedTime);
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public void Play(int stateNameHash) => animator.Play(stateNameHash);
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public void Play(int stateNameHash, int layer) => animator.Play(stateNameHash, layer);
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public void Play(int stateNameHash, int layer, float normalizedTime) => animator.Play(stateNameHash, layer, normalizedTime);
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public void PlayInFixedTime(string stateName) => animator.PlayInFixedTime(stateName);
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public void PlayInFixedTime(string stateName, int layer) => animator.PlayInFixedTime(stateName, layer);
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public void PlayInFixedTime(string stateName, int layer, float fixedTime) => animator.PlayInFixedTime(stateName, layer, fixedTime);
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public void PlayInFixedTime(int stateNameHash) => animator.PlayInFixedTime(stateNameHash);
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public void PlayInFixedTime(int stateNameHash, int layer) => animator.PlayInFixedTime(stateNameHash, layer);
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public void PlayInFixedTime(int stateNameHash, int layer, float fixedTime) => animator.PlayInFixedTime(stateNameHash, layer, fixedTime);
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public void ResetTrigger(string name) => animator.ResetTrigger(name);
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public void ResetTrigger(int id) => animator.ResetTrigger(id);
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public void SetBool(string name, bool value) => animator.SetBool(name, value);
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public void SetBool(int id, bool value) => animator.SetBool(id, value);
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public void SetFloat(string name, float value) => animator.SetFloat(name, value);
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public void SetFloat(int id, float value) => animator.SetFloat(id, value);
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public void SetInteger(string name, int value) => animator.SetInteger(name, value);
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public void SetInteger(int id, int value) => animator.SetInteger(id, value);
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public void SetLayerWeight(int layerIndex, float weight) => animator.SetLayerWeight(layerIndex, weight);
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public void SetTrigger(string name) => animator.SetTrigger(name);
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public void SetTrigger(int id) => animator.SetTrigger(id);
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 330523dd2a309f042a9aafdb565149c5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,443 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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public class AttachmentWrapper : IAnimatorWrapper
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{
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public Animator[] animators;
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public AttachmentWrapper(Animator[] animators)
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{
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this.animators = animators;
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}
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public bool IsValid => animators != null && animators.Length > 0;
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public void CrossFade(string stateName, float transitionDuration)
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{
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foreach (var animator in animators)
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{
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animator.CrossFade(stateName, transitionDuration);
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}
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}
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public void CrossFade(string stateName, float transitionDuration, int layer)
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{
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foreach (var animator in animators)
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{
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animator.CrossFade(stateName, transitionDuration, layer);
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}
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}
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public void CrossFade(string stateName, float transitionDuration, int layer, float normalizedTime)
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{
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foreach (var animator in animators)
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{
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animator.CrossFade(stateName, transitionDuration, layer, normalizedTime);
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}
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}
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public void CrossFade(int stateNameHash, float transitionDuration)
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{
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foreach (var animator in animators)
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{
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animator.CrossFade(stateNameHash, transitionDuration);
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}
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}
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public void CrossFade(int stateNameHash, float transitionDuration, int layer)
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{
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foreach (var animator in animators)
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{
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animator.CrossFade(stateNameHash, transitionDuration, layer);
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}
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}
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public void CrossFade(int stateNameHash, float transitionDuration, int layer, float normalizedTime)
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{
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foreach (var animator in animators)
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{
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animator.CrossFade(stateNameHash, transitionDuration, layer, normalizedTime);
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}
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}
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public void CrossFadeInFixedTime(string stateName, float transitionDuration)
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{
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foreach (var animator in animators)
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{
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animator.CrossFadeInFixedTime(stateName, transitionDuration);
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}
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}
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public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer)
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{
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foreach (var animator in animators)
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{
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animator.CrossFadeInFixedTime(stateName, transitionDuration, layer);
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}
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}
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public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer, float fixedTime)
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{
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foreach (var animator in animators)
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{
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animator.CrossFadeInFixedTime(stateName, transitionDuration, layer, fixedTime);
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}
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}
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public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration)
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{
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foreach (var animator in animators)
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{
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animator.CrossFadeInFixedTime(stateNameHash, transitionDuration);
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}
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}
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public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer)
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{
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foreach (var animator in animators)
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{
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animator.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer);
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}
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}
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public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer, float fixedTime)
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{
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foreach (var animator in animators)
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{
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animator.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer, fixedTime);
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}
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}
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public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex)
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{
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return animators[0].GetAnimatorTransitionInfo(layerIndex);
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}
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public bool GetBool(string name)
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{
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return GetBool(Animator.StringToHash(name));
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}
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public bool GetBool(int id)
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{
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foreach (var animator in animators)
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{
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if (animator.GetBool(id))
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return true;
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}
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return false;
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}
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public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex)
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{
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return animators[0].GetCurrentAnimatorClipInfo(layerIndex);
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}
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public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips)
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{
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animators[0].GetCurrentAnimatorClipInfo(layerIndex, clips);
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}
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public int GetCurrentAnimatorClipInfoCount(int layerIndex)
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{
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return animators[0].GetCurrentAnimatorClipInfoCount(layerIndex);
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}
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public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex)
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{
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return animators[0].GetCurrentAnimatorStateInfo(layerIndex);
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}
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public float GetFloat(string name)
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{
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return GetFloat(Animator.StringToHash(name));
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}
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public float GetFloat(int id)
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{
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foreach (var animator in animators)
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{
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float value = animator.GetFloat(id);
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if (value != 0)
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{
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return value;
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}
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}
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return 0;
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}
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public int GetInteger(string name)
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{
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return GetInteger(Animator.StringToHash(name));
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}
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public int GetInteger(int id)
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{
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foreach (var animator in animators)
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{
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int value = animator.GetInteger(id);
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if (value != 0)
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{
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return value;
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||||
}
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}
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return 0;
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}
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public int GetLayerCount()
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{
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return animators[0].layerCount;
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}
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public int GetLayerIndex(string layerName)
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{
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return animators[0].GetLayerIndex(layerName);
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}
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public string GetLayerName(int layerIndex)
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{
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return animators[0].GetLayerName(layerIndex);
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}
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public float GetLayerWeight(int layerIndex)
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{
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return animators[0].GetLayerWeight(layerIndex);
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}
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public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips)
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{
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animators[0].GetNextAnimatorClipInfo(layerIndex, clips);
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}
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public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex)
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{
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return animators[0].GetNextAnimatorClipInfo(layerIndex);
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}
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public int GetNextAnimatorClipInfoCount(int layerIndex)
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{
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return animators[0].GetNextAnimatorClipInfoCount(layerIndex);
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}
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public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex)
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{
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return animators[0].GetNextAnimatorStateInfo(layerIndex);
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}
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||||
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public AnimatorControllerParameter GetParameter(int index)
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{
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return animators[0].GetParameter(index);
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}
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||||
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public int GetParameterCount()
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{
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return animators[0].parameterCount;
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}
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public bool HasState(int layerIndex, int stateID)
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||||
{
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return animators[0].HasState(layerIndex, stateID);
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||||
}
|
||||
|
||||
public bool IsInTransition(int layerIndex)
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{
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return animators[0].IsInTransition(layerIndex);
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||||
}
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||||
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||||
public bool IsParameterControlledByCurve(string name)
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||||
{
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||||
return animators[0].IsParameterControlledByCurve(name);
|
||||
}
|
||||
|
||||
public bool IsParameterControlledByCurve(int id)
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||||
{
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return animators[0].IsParameterControlledByCurve(id);
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||||
}
|
||||
|
||||
public void Play(string stateName)
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||||
{
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||||
foreach (var animator in animators)
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{
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||||
animator.Play(stateName);
|
||||
}
|
||||
}
|
||||
|
||||
public void Play(string stateName, int layer)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.Play(stateName, layer);
|
||||
}
|
||||
}
|
||||
|
||||
public void Play(string stateName, int layer, float normalizedTime)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.Play(stateName, layer, normalizedTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void Play(int stateNameHash)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.Play(stateNameHash);
|
||||
}
|
||||
}
|
||||
|
||||
public void Play(int stateNameHash, int layer)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.Play(stateNameHash, layer);
|
||||
}
|
||||
}
|
||||
|
||||
public void Play(int stateNameHash, int layer, float normalizedTime)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.Play(stateNameHash, layer, normalizedTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayInFixedTime(string stateName)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.PlayInFixedTime(stateName);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayInFixedTime(string stateName, int layer)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.PlayInFixedTime(stateName, layer);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayInFixedTime(string stateName, int layer, float fixedTime)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.PlayInFixedTime(stateName, layer, fixedTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayInFixedTime(int stateNameHash)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.PlayInFixedTime(stateNameHash);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayInFixedTime(int stateNameHash, int layer)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.PlayInFixedTime(stateNameHash, layer);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayInFixedTime(int stateNameHash, int layer, float fixedTime)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.PlayInFixedTime(stateNameHash, layer, fixedTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetTrigger(string name)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.ResetTrigger(name);
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetTrigger(int id)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.ResetTrigger(id);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetBool(string name, bool value)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.SetBool(name, value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetBool(int id, bool value)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.SetBool(id, value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetFloat(string name, float value)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.SetFloat(name, value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetFloat(int id, float value)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.SetFloat(id, value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetInteger(string name, int value)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.SetInteger(name, value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetInteger(int id, int value)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.SetInteger(id, value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetLayerWeight(int layerIndex, float weight)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.SetLayerWeight(layerIndex, weight);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTrigger(string name)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.SetTrigger(name);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTrigger(int id)
|
||||
{
|
||||
foreach (var animator in animators)
|
||||
{
|
||||
animator.SetTrigger(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9aff1989baed1884fb65a80108d5ab68
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,92 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Animations;
|
||||
using UnityEngine.Playables;
|
||||
|
||||
public class PlayableWrapper : IAnimatorWrapper
|
||||
{
|
||||
private AnimatorControllerPlayable playable;
|
||||
|
||||
public PlayableWrapper(AnimatorControllerPlayable playable)
|
||||
{
|
||||
this.playable = playable;
|
||||
}
|
||||
|
||||
public bool IsValid => playable.IsValid();
|
||||
|
||||
public float GetFloat(string name) => playable.GetFloat(name);
|
||||
public float GetFloat(int id) => playable.GetFloat(id);
|
||||
public void SetFloat(string name, float value) => playable.SetFloat(name, value);
|
||||
public void SetFloat(int id, float value) => playable.SetFloat(id, value);
|
||||
|
||||
public bool GetBool(string name) => playable.GetBool(name);
|
||||
public bool GetBool(int id) => playable.GetBool(id);
|
||||
public void SetBool(string name, bool value) => playable.SetBool(name, value);
|
||||
public void SetBool(int id, bool value) => playable.SetBool(id, value);
|
||||
|
||||
public int GetInteger(string name) => playable.GetInteger(name);
|
||||
public int GetInteger(int id) => playable.GetInteger(id);
|
||||
public void SetInteger(string name, int value) => playable.SetInteger(name, value);
|
||||
public void SetInteger(int id, int value) => playable.SetInteger(id, value);
|
||||
|
||||
public void SetTrigger(string name) => playable.SetTrigger(name);
|
||||
public void SetTrigger(int id) => playable.SetTrigger(id);
|
||||
public void ResetTrigger(string name) => playable.ResetTrigger(name);
|
||||
public void ResetTrigger(int id) => playable.ResetTrigger(id);
|
||||
|
||||
public bool IsParameterControlledByCurve(string name) => playable.IsParameterControlledByCurve(name);
|
||||
public bool IsParameterControlledByCurve(int id) => playable.IsParameterControlledByCurve(id);
|
||||
|
||||
public int GetLayerCount() => playable.GetLayerCount();
|
||||
public string GetLayerName(int layerIndex) => playable.GetLayerName(layerIndex);
|
||||
public int GetLayerIndex(string layerName) => playable.GetLayerIndex(layerName);
|
||||
public float GetLayerWeight(int layerIndex) => playable.GetLayerWeight(layerIndex);
|
||||
public void SetLayerWeight(int layerIndex, float weight) => playable.SetLayerWeight(layerIndex, weight);
|
||||
|
||||
public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex) => playable.GetCurrentAnimatorStateInfo(layerIndex);
|
||||
public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex) => playable.GetNextAnimatorStateInfo(layerIndex);
|
||||
public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex) => playable.GetAnimatorTransitionInfo(layerIndex);
|
||||
|
||||
public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex) => playable.GetCurrentAnimatorClipInfo(layerIndex);
|
||||
public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => playable.GetCurrentAnimatorClipInfo(layerIndex, clips);
|
||||
public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => playable.GetNextAnimatorClipInfo(layerIndex, clips);
|
||||
public int GetCurrentAnimatorClipInfoCount(int layerIndex) => playable.GetCurrentAnimatorClipInfoCount(layerIndex);
|
||||
public int GetNextAnimatorClipInfoCount(int layerIndex) => playable.GetNextAnimatorClipInfoCount(layerIndex);
|
||||
public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex) => playable.GetNextAnimatorClipInfo(layerIndex);
|
||||
|
||||
public bool IsInTransition(int layerIndex) => playable.IsInTransition(layerIndex);
|
||||
|
||||
public int GetParameterCount() => playable.GetParameterCount();
|
||||
public AnimatorControllerParameter GetParameter(int index) => playable.GetParameter(index);
|
||||
|
||||
public void CrossFadeInFixedTime(string stateName, float transitionDuration) => playable.CrossFadeInFixedTime(stateName, transitionDuration);
|
||||
public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer) => playable.CrossFadeInFixedTime(stateName, transitionDuration, layer);
|
||||
public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer, float fixedTime) => playable.CrossFadeInFixedTime(stateName, transitionDuration, layer, fixedTime);
|
||||
public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration) => playable.CrossFadeInFixedTime(stateNameHash, transitionDuration);
|
||||
public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer) => playable.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer);
|
||||
public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer, float fixedTime) => playable.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer, fixedTime);
|
||||
|
||||
public void CrossFade(string stateName, float transitionDuration) => playable.CrossFade(stateName, transitionDuration);
|
||||
public void CrossFade(string stateName, float transitionDuration, int layer) => playable.CrossFade(stateName, transitionDuration, layer);
|
||||
public void CrossFade(string stateName, float transitionDuration, int layer, float normalizedTime) => playable.CrossFade(stateName, transitionDuration, layer, normalizedTime);
|
||||
public void CrossFade(int stateNameHash, float transitionDuration) => playable.CrossFade(stateNameHash, transitionDuration);
|
||||
public void CrossFade(int stateNameHash, float transitionDuration, int layer) => playable.CrossFade(stateNameHash, transitionDuration, layer);
|
||||
public void CrossFade(int stateNameHash, float transitionDuration, int layer, float normalizedTime) => playable.CrossFade(stateNameHash, transitionDuration, layer, normalizedTime);
|
||||
|
||||
public void PlayInFixedTime(string stateName) => playable.PlayInFixedTime(stateName);
|
||||
public void PlayInFixedTime(string stateName, int layer) => playable.PlayInFixedTime(stateName, layer);
|
||||
public void PlayInFixedTime(string stateName, int layer, float fixedTime) => playable.PlayInFixedTime(stateName, layer, fixedTime);
|
||||
public void PlayInFixedTime(int stateNameHash) => playable.PlayInFixedTime(stateNameHash);
|
||||
public void PlayInFixedTime(int stateNameHash, int layer) => playable.PlayInFixedTime(stateNameHash, layer);
|
||||
public void PlayInFixedTime(int stateNameHash, int layer, float fixedTime) => playable.PlayInFixedTime(stateNameHash, layer, fixedTime);
|
||||
|
||||
public void Play(string stateName) => playable.Play(stateName);
|
||||
public void Play(string stateName, int layer) => playable.Play(stateName, layer);
|
||||
public void Play(string stateName, int layer, float normalizedTime) => playable.Play(stateName, layer, normalizedTime);
|
||||
public void Play(int stateNameHash) => playable.Play(stateNameHash);
|
||||
public void Play(int stateNameHash, int layer) => playable.Play(stateNameHash, layer);
|
||||
public void Play(int stateNameHash, int layer, float normalizedTime) => playable.Play(stateNameHash, layer, normalizedTime);
|
||||
|
||||
public bool HasState(int layerIndex, int stateID) => playable.HasState(layerIndex, stateID);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af94698a131639a4ba070db09410d746
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user