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