using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; public interface IAnimatorWrapper { bool IsValid { get; } float GetFloat(string name); float GetFloat(int id); void SetFloat(string name, float value); void SetFloat(int id, float value); bool GetBool(string name); bool GetBool(int id); void SetBool(string name, bool value); void SetBool(int id, bool value); int GetInteger(string name); int GetInteger(int id); void SetInteger(string name, int value); void SetInteger(int id, int value); void SetTrigger(string name); void SetTrigger(int id); void ResetTrigger(string name); void ResetTrigger(int id); bool IsParameterControlledByCurve(string name); bool IsParameterControlledByCurve(int id); int GetLayerCount(); string GetLayerName(int layerIndex); int GetLayerIndex(string layerName); float GetLayerWeight(int layerIndex); void SetLayerWeight(int layerIndex, float weight); AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex); AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex); AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex); AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex); void GetCurrentAnimatorClipInfo(int layerIndex, List clips); void GetNextAnimatorClipInfo(int layerIndex, List clips); int GetCurrentAnimatorClipInfoCount(int layerIndex); int GetNextAnimatorClipInfoCount(int layerIndex); AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex); bool IsInTransition(int layerIndex); int GetParameterCount(); AnimatorControllerParameter GetParameter(int index); void CrossFadeInFixedTime(string stateName, float transitionDuration); void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer); void CrossFadeInFixedTime(string stateName, float transitionDuration, int layer, float fixedTime); void CrossFadeInFixedTime(int stateNameHash, float transitionDuration); void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer); void CrossFadeInFixedTime(int stateNameHash, float transitionDuration, int layer, float fixedTime); void CrossFade(string stateName, float transitionDuration); void CrossFade(string stateName, float transitionDuration, int layer); void CrossFade(string stateName, float transitionDuration, int layer, float normalizedTime); void CrossFade(int stateNameHash, float transitionDuration); void CrossFade(int stateNameHash, float transitionDuration, int layer); void CrossFade(int stateNameHash, float transitionDuration, int layer, float normalizedTime); void PlayInFixedTime(string stateName); void PlayInFixedTime(string stateName, int layer); void PlayInFixedTime(string stateName, int layer, float fixedTime); void PlayInFixedTime(int stateNameHash); void PlayInFixedTime(int stateNameHash, int layer); void PlayInFixedTime(int stateNameHash, int layer, float fixedTime); void Play(string stateName); void Play(string stateName, int layer); void Play(string stateName, int layer, float normalizedTime); void Play(int stateNameHash); void Play(int stateNameHash, int layer); void Play(int stateNameHash, int layer, float normalizedTime); bool HasState(int layerIndex, int stateID); }