Upload from upload_mods.ps1

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Nathaniel Cosford
2025-06-04 16:13:32 +09:30
commit 7345f42201
470 changed files with 51966 additions and 0 deletions

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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);
}