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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Animations;
- using UnityEngine.Playables;
- using Object = UnityEngine.Object;
- using System.Runtime.CompilerServices;
- namespace Animancer
- {
- /// <summary>[Pro-Only] An <see cref="AnimancerState"/> which plays a <see cref="RuntimeAnimatorController"/>.</summary>
- /// <remarks>
- /// You can control this state very similarly to an <see cref="Animator"/> via its <see cref="Playable"/> property.
- /// <para></para>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/animator-controllers">Animator Controllers</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer/ControllerState
- ///
- public partial class ControllerState : AnimancerState
- {
- /************************************************************************************************************************/
- /// <summary>An <see cref="ITransition{TState}"/> that creates a <see cref="ControllerState"/>.</summary>
- public interface ITransition : ITransition<ControllerState> { }
- /************************************************************************************************************************/
- #region Fields and Properties
- /************************************************************************************************************************/
- private RuntimeAnimatorController _Controller;
- /// <summary>The <see cref="RuntimeAnimatorController"/> which this state plays.</summary>
- public RuntimeAnimatorController Controller
- {
- get => _Controller;
- set => ChangeMainObject(ref _Controller, value);
- }
- /// <summary>The <see cref="RuntimeAnimatorController"/> which this state plays.</summary>
- public override Object MainObject
- {
- get => Controller;
- set => Controller = (RuntimeAnimatorController)value;
- }
- /// <summary>The internal system which plays the <see cref="RuntimeAnimatorController"/>.</summary>
- public AnimatorControllerPlayable Playable
- {
- get
- {
- Validate.AssertPlayable(this);
- return _Playable;
- }
- }
- private new AnimatorControllerPlayable _Playable;
- /************************************************************************************************************************/
- /// <summary>Determines what a layer does when <see cref="Stop"/> is called.</summary>
- public enum ActionOnStop
- {
- /// <summary>Reset the layer to the first state it was in.</summary>
- DefaultState,
- /// <summary>Rewind the current state's time to 0.</summary>
- RewindTime,
- /// <summary>Allow the current state to stay at its current time.</summary>
- Continue,
- }
- private ActionOnStop[] _ActionsOnStop;
- /// <summary>Determines what each layer does when <see cref="Stop"/> is called.</summary>
- /// <remarks>
- /// If empty, all layers will reset to their <see cref="ActionOnStop.DefaultState"/>.
- /// <para></para>
- /// If this array is smaller than the <see cref="AnimatorControllerPlayable.GetLayerCount"/>, any additional
- /// layers will use the last value in this array.
- /// </remarks>
- public ActionOnStop[] ActionsOnStop
- {
- get => _ActionsOnStop;
- set
- {
- _ActionsOnStop = value;
- if (_Playable.IsValid())
- GatherDefaultStates();
- }
- }
- /// <summary>
- /// The <see cref="AnimatorStateInfo.shortNameHash"/> of the default state on each layer, used to reset to
- /// those states when <see cref="ApplyActionsOnStop"/> is called for layers using
- /// <see cref="ActionOnStop.DefaultState"/>.
- /// </summary>
- /// <remarks>Gathered using <see cref="GatherDefaultStates"/>.</remarks>
- public int[] DefaultStateHashes { get; set; }
- /************************************************************************************************************************/
- #if UNITY_ASSERTIONS
- /// <summary>[Assert-Only] Animancer Events doesn't work properly on <see cref="ControllerState"/>s.</summary>
- protected override string UnsupportedEventsMessage =>
- "Animancer Events on " + nameof(ControllerState) + "s will probably not work as expected." +
- " The events will be associated with the entire Animator Controller and be triggered by any of the" +
- " states inside it. If you want to use events in an Animator Controller you will likely need to use" +
- " Unity's regular Animation Event system.";
- /// <summary>[Assert-Only]
- /// <see cref="PlayableExtensions.SetSpeed"/> does nothing on <see cref="ControllerState"/>s.
- /// </summary>
- protected override string UnsupportedSpeedMessage =>
- nameof(PlayableExtensions) + "." + nameof(PlayableExtensions.SetSpeed) + " does nothing on " + nameof(ControllerState) +
- "s so there is no way to directly control their speed." +
- " The Animator Controller Speed page explains a possible workaround for this issue:" +
- " https://kybernetik.com.au/animancer/docs/bugs/animator-controller-speed";
- #endif
- /************************************************************************************************************************/
- /// <summary>[Assert-Conditional] Asserts that the `value` is valid.</summary>
- /// <exception cref="ArgumentOutOfRangeException">The `value` is NaN or Infinity.</exception>
- [System.Diagnostics.Conditional(Strings.Assertions)]
- public void AssertParameterValue(float value, [CallerMemberName] string parameterName = null)
- {
- if (!value.IsFinite())
- throw new ArgumentOutOfRangeException(parameterName, Strings.MustBeFinite);
- }
- /************************************************************************************************************************/
- /// <summary>IK cannot be dynamically enabled on a <see cref="ControllerState"/>.</summary>
- public override void CopyIKFlags(AnimancerNode node) { }
- /************************************************************************************************************************/
- /// <summary>IK cannot be dynamically enabled on a <see cref="ControllerState"/>.</summary>
- public override bool ApplyAnimatorIK
- {
- get => false;
- set
- {
- #if UNITY_ASSERTIONS
- if (value)
- OptionalWarning.UnsupportedIK.Log($"IK cannot be dynamically enabled on a {nameof(ControllerState)}." +
- " You must instead enable it on the desired layer inside the Animator Controller.", _Controller);
- #endif
- }
- }
- /************************************************************************************************************************/
- /// <summary>IK cannot be dynamically enabled on a <see cref="ControllerState"/>.</summary>
- public override bool ApplyFootIK
- {
- get => false;
- set
- {
- #if UNITY_ASSERTIONS
- if (value)
- OptionalWarning.UnsupportedIK.Log($"IK cannot be dynamically enabled on a {nameof(ControllerState)}." +
- " You must instead enable it on the desired state inside the Animator Controller.", _Controller);
- #endif
- }
- }
- /************************************************************************************************************************/
- /// <summary>The number of parameters being wrapped by this state.</summary>
- public virtual int ParameterCount => 0;
- /// <summary>Returns the hash of a parameter being wrapped by this state.</summary>
- /// <exception cref="NotSupportedException">This state doesn't wrap any parameters.</exception>
- public virtual int GetParameterHash(int index) => throw new NotSupportedException();
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Public API
- /************************************************************************************************************************/
- /// <summary>Creates a new <see cref="ControllerState"/> to play the `controller`.</summary>
- public ControllerState(RuntimeAnimatorController controller)
- {
- if (controller == null)
- throw new ArgumentNullException(nameof(controller));
- _Controller = controller;
- }
- /// <summary>Creates a new <see cref="ControllerState"/> to play the `controller`.</summary>
- public ControllerState(RuntimeAnimatorController controller, params ActionOnStop[] actionsOnStop)
- : this(controller)
- {
- _ActionsOnStop = actionsOnStop;
- }
- /************************************************************************************************************************/
- /// <summary>Creates and assigns the <see cref="AnimatorControllerPlayable"/> managed by this state.</summary>
- protected override void CreatePlayable(out Playable playable)
- {
- playable = _Playable = AnimatorControllerPlayable.Create(Root._Graph, _Controller);
- GatherDefaultStates();
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Stores the values of all parameters, calls <see cref="AnimancerNode.DestroyPlayable"/>, then restores the
- /// parameter values.
- /// </summary>
- public override void RecreatePlayable()
- {
- if (!_Playable.IsValid())
- {
- CreatePlayable();
- return;
- }
- var parameterCount = _Playable.GetParameterCount();
- var values = new object[parameterCount];
- for (int i = 0; i < parameterCount; i++)
- {
- values[i] = AnimancerUtilities.GetParameterValue(_Playable, _Playable.GetParameter(i));
- }
- base.RecreatePlayable();
- for (int i = 0; i < parameterCount; i++)
- {
- AnimancerUtilities.SetParameterValue(_Playable, _Playable.GetParameter(i), values[i]);
- }
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Returns the current state on the specified `layer`, or the next state if it is currently in a transition.
- /// </summary>
- public AnimatorStateInfo GetStateInfo(int layerIndex)
- {
- Validate.AssertPlayable(this);
- return _Playable.IsInTransition(layerIndex) ?
- _Playable.GetNextAnimatorStateInfo(layerIndex) :
- _Playable.GetCurrentAnimatorStateInfo(layerIndex);
- }
- /************************************************************************************************************************/
- /// <summary>
- /// The <see cref="AnimatorStateInfo.normalizedTime"/> * <see cref="AnimatorStateInfo.length"/> of layer 0.
- /// </summary>
- protected override float RawTime
- {
- get
- {
- var info = GetStateInfo(0);
- return info.normalizedTime * info.length;
- }
- set
- {
- Validate.AssertPlayable(this);
- _Playable.PlayInFixedTime(0, 0, value);
- if (!IsPlaying)
- {
- _Playable.Play();
- DelayedPause.Register(this);
- }
- }
- }
- /************************************************************************************************************************/
- /// <summary>The current <see cref="AnimatorStateInfo.length"/> of layer 0.</summary>
- public override float Length => GetStateInfo(0).length;
- /************************************************************************************************************************/
- /// <summary>Indicates whether the current state on layer 0 will loop back to the start when it reaches the end.</summary>
- public override bool IsLooping => GetStateInfo(0).loop;
- /************************************************************************************************************************/
- /// <summary>Gathers the <see cref="DefaultStateHashes"/> from the current states on each layer.</summary>
- public void GatherDefaultStates()
- {
- Validate.AssertPlayable(this);
- var layerCount = _Playable.GetLayerCount();
- if (DefaultStateHashes == null || DefaultStateHashes.Length != layerCount)
- DefaultStateHashes = new int[layerCount];
- while (--layerCount >= 0)
- DefaultStateHashes[layerCount] = _Playable.GetCurrentAnimatorStateInfo(layerCount).shortNameHash;
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Stops the animation and makes it inactive immediately so it no longer affects the output.
- /// Also calls <see cref="ApplyActionsOnStop"/>.
- /// </summary>
- public override void Stop()
- {
- // Don't call base.Stop(); because it sets Time = 0; which uses PlayInFixedTime and interferes with
- // resetting to the default states.
- Weight = 0;
- IsPlaying = false;
- if (AutomaticallyClearEvents)
- Events = null;
- ApplyActionsOnStop();
- }
- /// <summary>Applies the <see cref="ActionsOnStop"/> to their corresponding layers.</summary>
- /// <exception cref="NullReferenceException"><see cref="DefaultStateHashes"/> is null.</exception>
- public void ApplyActionsOnStop()
- {
- Validate.AssertPlayable(this);
- var layerCount = Math.Min(DefaultStateHashes.Length, _Playable.GetLayerCount());
- if (_ActionsOnStop == null || _ActionsOnStop.Length == 0)
- {
- for (int i = layerCount - 1; i >= 0; i--)
- _Playable.Play(DefaultStateHashes[i], i, 0);
- }
- else
- {
- for (int i = layerCount - 1; i >= 0; i--)
- {
- var index = i < _ActionsOnStop.Length ? i : _ActionsOnStop.Length - 1;
- switch (_ActionsOnStop[index])
- {
- case ActionOnStop.DefaultState:
- _Playable.Play(DefaultStateHashes[i], i, 0);
- break;
- case ActionOnStop.RewindTime:
- _Playable.Play(0, i, 0);
- break;
- case ActionOnStop.Continue:
- break;
- }
- }
- }
- // Allowing the RawTime to be applied prevents the default state from being played because
- // Animator Controllers don't properly respond to multiple Play calls in the same frame.
- CancelSetTime();
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override void GatherAnimationClips(ICollection<AnimationClip> clips)
- {
- if (_Controller != null)
- clips.Gather(_Controller.animationClips);
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override void Destroy()
- {
- _Controller = null;
- base.Destroy();
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Animator Controller Wrappers
- /************************************************************************************************************************/
- #region Cross Fade
- /************************************************************************************************************************/
- /// <summary>
- /// The default constant for fade duration parameters which causes it to use the
- /// <see cref="AnimancerPlayable.DefaultFadeDuration"/> instead.
- /// </summary>
- public const float DefaultFadeDuration = -1;
- /************************************************************************************************************************/
- /// <summary>
- /// Returns the `fadeDuration` if it is zero or positive. Otherwise returns the
- /// <see cref="AnimancerPlayable.DefaultFadeDuration"/>.
- /// </summary>
- public static float GetFadeDuration(float fadeDuration)
- => fadeDuration >= 0 ? fadeDuration : AnimancerPlayable.DefaultFadeDuration;
- /************************************************************************************************************************/
- /// <summary>Starts a transition from the current state to the specified state using normalized times.</summary>
- /// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
- public void CrossFade(int stateNameHash,
- float fadeDuration = DefaultFadeDuration,
- int layer = -1,
- float normalizedTime = float.NegativeInfinity)
- => Playable.CrossFade(stateNameHash, GetFadeDuration(fadeDuration), layer, normalizedTime);
- /************************************************************************************************************************/
- /// <summary>Starts a transition from the current state to the specified state using normalized times.</summary>
- /// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
- public void CrossFade(string stateName,
- float fadeDuration = DefaultFadeDuration,
- int layer = -1,
- float normalizedTime = float.NegativeInfinity)
- => Playable.CrossFade(stateName, GetFadeDuration(fadeDuration), layer, normalizedTime);
- /************************************************************************************************************************/
- /// <summary>Starts a transition from the current state to the specified state using times in seconds.</summary>
- /// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
- public void CrossFadeInFixedTime(int stateNameHash,
- float fadeDuration = DefaultFadeDuration,
- int layer = -1,
- float fixedTime = 0)
- => Playable.CrossFadeInFixedTime(stateNameHash, GetFadeDuration(fadeDuration), layer, fixedTime);
- /************************************************************************************************************************/
- /// <summary>Starts a transition from the current state to the specified state using times in seconds.</summary>
- /// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
- public void CrossFadeInFixedTime(string stateName,
- float fadeDuration = DefaultFadeDuration,
- int layer = -1,
- float fixedTime = 0)
- => Playable.CrossFadeInFixedTime(stateName, GetFadeDuration(fadeDuration), layer, fixedTime);
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Play
- /************************************************************************************************************************/
- /// <summary>Plays the specified state immediately, starting from a particular normalized time.</summary>
- public void Play(int stateNameHash,
- int layer = -1,
- float normalizedTime = float.NegativeInfinity)
- => Playable.Play(stateNameHash, layer, normalizedTime);
- /************************************************************************************************************************/
- /// <summary>Plays the specified state immediately, starting from a particular normalized time.</summary>
- public void Play(string stateName,
- int layer = -1,
- float normalizedTime = float.NegativeInfinity)
- => Playable.Play(stateName, layer, normalizedTime);
- /************************************************************************************************************************/
- /// <summary>Plays the specified state immediately, starting from a particular time (in seconds).</summary>
- public void PlayInFixedTime(int stateNameHash,
- int layer = -1,
- float fixedTime = 0)
- => Playable.PlayInFixedTime(stateNameHash, layer, fixedTime);
- /************************************************************************************************************************/
- /// <summary>Plays the specified state immediately, starting from a particular time (in seconds).</summary>
- public void PlayInFixedTime(string stateName,
- int layer = -1,
- float fixedTime = 0)
- => Playable.PlayInFixedTime(stateName, layer, fixedTime);
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Parameters
- /************************************************************************************************************************/
- /// <summary>Gets the value of the specified boolean parameter.</summary>
- public bool GetBool(int id) => Playable.GetBool(id);
- /// <summary>Gets the value of the specified boolean parameter.</summary>
- public bool GetBool(string name) => Playable.GetBool(name);
- /// <summary>Sets the value of the specified boolean parameter.</summary>
- public void SetBool(int id, bool value) => Playable.SetBool(id, value);
- /// <summary>Sets the value of the specified boolean parameter.</summary>
- public void SetBool(string name, bool value) => Playable.SetBool(name, value);
- /// <summary>Gets the value of the specified float parameter.</summary>
- public float GetFloat(int id) => Playable.GetFloat(id);
- /// <summary>Gets the value of the specified float parameter.</summary>
- public float GetFloat(string name) => Playable.GetFloat(name);
- /// <summary>Sets the value of the specified float parameter.</summary>
- public void SetFloat(int id, float value) => Playable.SetFloat(id, value);
- /// <summary>Sets the value of the specified float parameter.</summary>
- public void SetFloat(string name, float value) => Playable.SetFloat(name, value);
- /// <summary>Gets the value of the specified integer parameter.</summary>
- public int GetInteger(int id) => Playable.GetInteger(id);
- /// <summary>Gets the value of the specified integer parameter.</summary>
- public int GetInteger(string name) => Playable.GetInteger(name);
- /// <summary>Sets the value of the specified integer parameter.</summary>
- public void SetInteger(int id, int value) => Playable.SetInteger(id, value);
- /// <summary>Sets the value of the specified integer parameter.</summary>
- public void SetInteger(string name, int value) => Playable.SetInteger(name, value);
- /// <summary>Sets the specified trigger parameter to true.</summary>
- public void SetTrigger(int id) => Playable.SetTrigger(id);
- /// <summary>Sets the specified trigger parameter to true.</summary>
- public void SetTrigger(string name) => Playable.SetTrigger(name);
- /// <summary>Resets the specified trigger parameter to false.</summary>
- public void ResetTrigger(int id) => Playable.ResetTrigger(id);
- /// <summary>Resets the specified trigger parameter to false.</summary>
- public void ResetTrigger(string name) => Playable.ResetTrigger(name);
- /// <summary>Gets the details of one of the <see cref="Controller"/>'s parameters.</summary>
- public AnimatorControllerParameter GetParameter(int index) => Playable.GetParameter(index);
- /// <summary>Gets the number of parameters in the <see cref="Controller"/>.</summary>
- public int GetParameterCount() => Playable.GetParameterCount();
- /// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
- public bool IsParameterControlledByCurve(int id) => Playable.IsParameterControlledByCurve(id);
- /// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
- public bool IsParameterControlledByCurve(string name) => Playable.IsParameterControlledByCurve(name);
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Misc
- /************************************************************************************************************************/
- // Layers.
- /************************************************************************************************************************/
- /// <summary>Gets the weight of the layer at the specified index.</summary>
- public float GetLayerWeight(int layerIndex) => Playable.GetLayerWeight(layerIndex);
- /// <summary>Sets the weight of the layer at the specified index.</summary>
- public void SetLayerWeight(int layerIndex, float weight) => Playable.SetLayerWeight(layerIndex, weight);
- /// <summary>Gets the number of layers in the <see cref="Controller"/>.</summary>
- public int GetLayerCount() => Playable.GetLayerCount();
- /// <summary>Gets the index of the layer with the specified name.</summary>
- public int GetLayerIndex(string layerName) => Playable.GetLayerIndex(layerName);
- /// <summary>Gets the name of the layer with the specified index.</summary>
- public string GetLayerName(int layerIndex) => Playable.GetLayerName(layerIndex);
- /************************************************************************************************************************/
- // States.
- /************************************************************************************************************************/
- /// <summary>Returns information about the current state.</summary>
- public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex = 0) => Playable.GetCurrentAnimatorStateInfo(layerIndex);
- /// <summary>Returns information about the next state being transitioned towards.</summary>
- public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex = 0) => Playable.GetNextAnimatorStateInfo(layerIndex);
- /// <summary>Indicates whether the specified layer contains the specified state.</summary>
- public bool HasState(int layerIndex, int stateID) => Playable.HasState(layerIndex, stateID);
- /************************************************************************************************************************/
- // Transitions.
- /************************************************************************************************************************/
- /// <summary>Indicates whether the specified layer is currently executing a transition.</summary>
- public bool IsInTransition(int layerIndex = 0) => Playable.IsInTransition(layerIndex);
- /// <summary>Gets information about the current transition.</summary>
- public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex = 0) => Playable.GetAnimatorTransitionInfo(layerIndex);
- /************************************************************************************************************************/
- // Clips.
- /************************************************************************************************************************/
- /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
- public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex = 0) => Playable.GetCurrentAnimatorClipInfo(layerIndex);
- /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
- public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => Playable.GetCurrentAnimatorClipInfo(layerIndex, clips);
- /// <summary>Gets the number of <see cref="AnimationClip"/>s currently being played.</summary>
- public int GetCurrentAnimatorClipInfoCount(int layerIndex = 0) => Playable.GetCurrentAnimatorClipInfoCount(layerIndex);
- /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
- public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex = 0) => Playable.GetNextAnimatorClipInfo(layerIndex);
- /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
- public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => Playable.GetNextAnimatorClipInfo(layerIndex, clips);
- /// <summary>Gets the number of <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
- public int GetNextAnimatorClipInfoCount(int layerIndex = 0) => Playable.GetNextAnimatorClipInfoCount(layerIndex);
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- }
- }
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