using System.Collections.Generic; using UnityEngine; public class AnimatorWrapper : IAnimatorWrapper { private Animator animator; public bool IsValid => animator; public AnimatorWrapper(Animator animator) => this.animator = animator; public void CrossFade(string stateName, float transitionDuration) => animator.CrossFade(stateName, transitionDuration); public void CrossFade(string stateName, float transitionDuration, int layer) => animator.CrossFade(stateName, transitionDuration, layer); public void CrossFade(string stateName, float transitionDuration, int layer, float normalizedTime) => animator.CrossFade(stateName, transitionDuration, layer, normalizedTime); public void CrossFade(int stateNameHash, float transitionDuration) => animator.CrossFade(stateNameHash, transitionDuration); public void CrossFade(int stateNameHash, float transitionDuration, int layer) => animator.CrossFade(stateNameHash, transitionDuration, layer); public void CrossFade(int stateNameHash, float transitionDuration, int layer, float normalizedTime) => animator.CrossFade(stateNameHash, transitionDuration, layer, normalizedTime); public void CrossFadeInFixedTime(string stateName, float transitionDuration) => animator.CrossFadeInFixedTime(stateName, transitionDuration); public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer) => animator.CrossFadeInFixedTime(stateName, transitionDuration, layer); public void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer, float fixedTime) => animator.CrossFadeInFixedTime(stateName, transitionDuration, layer, fixedTime); public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration) => animator.CrossFadeInFixedTime(stateNameHash, transitionDuration); public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer) => animator.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer); public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer, float fixedTime) => animator.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer, fixedTime); public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex) => animator.GetAnimatorTransitionInfo(layerIndex); public bool GetBool(string name) => animator.GetBool(name); public bool GetBool(int id) => animator.GetBool(id); public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex) => animator.GetCurrentAnimatorClipInfo(layerIndex); public void GetCurrentAnimatorClipInfo(int layerIndex, List clips) => animator.GetCurrentAnimatorClipInfo(layerIndex, clips); public int GetCurrentAnimatorClipInfoCount(int layerIndex) => animator.GetCurrentAnimatorClipInfoCount(layerIndex); public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex) => animator.GetCurrentAnimatorStateInfo(layerIndex); public float GetFloat(string name) => animator.GetFloat(name); public float GetFloat(int id) => animator.GetFloat(id); public int GetInteger(string name) => animator.GetInteger(name); public int GetInteger(int id) => animator.GetInteger(id); public int GetLayerCount() => animator.layerCount; public int GetLayerIndex(string layerName) => animator.GetLayerIndex(layerName); public string GetLayerName(int layerIndex) => animator.GetLayerName(layerIndex); public float GetLayerWeight(int layerIndex) => animator.GetLayerWeight(layerIndex); public void GetNextAnimatorClipInfo(int layerIndex, List clips) => animator.GetNextAnimatorClipInfo(layerIndex, clips); public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex) => animator.GetNextAnimatorClipInfo(layerIndex); public int GetNextAnimatorClipInfoCount(int layerIndex) => animator.GetNextAnimatorClipInfoCount(layerIndex); public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex) => animator.GetNextAnimatorStateInfo(layerIndex); public AnimatorControllerParameter GetParameter(int index) => animator.GetParameter(index); public int GetParameterCount() => animator.parameterCount; public bool HasState(int layerIndex, int stateID) => animator.HasState(layerIndex, stateID); public bool IsInTransition(int layerIndex) => animator.IsInTransition(layerIndex); public bool IsParameterControlledByCurve(string name) => animator.IsParameterControlledByCurve(name); public bool IsParameterControlledByCurve(int id) => animator.IsParameterControlledByCurve(id); public void Play(string stateName) => animator.Play(stateName); public void Play(string stateName, int layer) => animator.Play(stateName, layer); public void Play(string stateName, int layer, float normalizedTime) => animator.Play(stateName, layer, normalizedTime); public void Play(int stateNameHash) => animator.Play(stateNameHash); public void Play(int stateNameHash, int layer) => animator.Play(stateNameHash, layer); public void Play(int stateNameHash, int layer, float normalizedTime) => animator.Play(stateNameHash, layer, normalizedTime); public void PlayInFixedTime(string stateName) => animator.PlayInFixedTime(stateName); public void PlayInFixedTime(string stateName, int layer) => animator.PlayInFixedTime(stateName, layer); public void PlayInFixedTime(string stateName, int layer, float fixedTime) => animator.PlayInFixedTime(stateName, layer, fixedTime); public void PlayInFixedTime(int stateNameHash) => animator.PlayInFixedTime(stateNameHash); public void PlayInFixedTime(int stateNameHash, int layer) => animator.PlayInFixedTime(stateNameHash, layer); public void PlayInFixedTime(int stateNameHash, int layer, float fixedTime) => animator.PlayInFixedTime(stateNameHash, layer, fixedTime); public void ResetTrigger(string name) => animator.ResetTrigger(name); public void ResetTrigger(int id) => animator.ResetTrigger(id); public void SetBool(string name, bool value) => animator.SetBool(name, value); public void SetBool(int id, bool value) => animator.SetBool(id, value); public void SetFloat(string name, float value) => animator.SetFloat(name, value); public void SetFloat(int id, float value) => animator.SetFloat(id, value); public void SetInteger(string name, int value) => animator.SetInteger(name, value); public void SetInteger(int id, int value) => animator.SetInteger(id, value); public void SetLayerWeight(int layerIndex, float weight) => animator.SetLayerWeight(layerIndex, weight); public void SetTrigger(string name) => animator.SetTrigger(name); public void SetTrigger(int id) => animator.SetTrigger(id); }