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Game.Prefabs.AnimationLayer

Assembly:
Game (Cities: Skylines 2 runtime assembly)

Namespace:
Game.Prefabs

Type:
public enum

Base:
System.Enum (underlying type: System.Int32)

Summary:
Defines discrete animation layers used by prefab actors (characters, props, etc.) to classify and combine animation clips. Each enum value represents a logical layer where animations can be applied or blended (for example body animations vs. facial animations). The default integer values are: None = 0, Body = 1, Prop = 2, Facial = 3, Corrective = 4.


Fields

  • None
    Represents no animation layer / default value. Typically used when no layer is assigned.

  • Body
    Primary body animation layer (full-body motion, locomotion, gestures affecting the skeleton).

  • Prop
    Layer for prop-specific animations (held items, attachments, or separate prop rigs).

  • Facial
    Layer reserved for facial animations (expressions, lip-sync, eye movement).

  • Corrective
    Corrective or override animations used to fix clipping, adjust poses, or apply small corrections on top of other layers.

Properties

  • None
    This enum has no properties. Use standard enum operations (casts, comparisons) to read or modify values.

Constructors

  • None (default)
    Enums do not expose custom constructors. The default value is AnimationLayer.None (0). You can cast integer values to this enum or parse from strings using System.Enum helpers.

Methods

  • None (declared)
    No custom methods are declared on this enum. Standard System.Enum methods (ToString, Parse, TryParse, GetValues, etc.) are available.

Usage Example

// Assigning a layer
AnimationLayer layer = AnimationLayer.Body;

// Using in logic
switch (layer)
{
    case AnimationLayer.Body:
        // apply/full-body animation logic
        break;
    case AnimationLayer.Facial:
        // apply facial animation logic
        break;
    case AnimationLayer.Prop:
        // apply prop-specific animation logic
        break;
    case AnimationLayer.Corrective:
        // apply corrective adjustments
        break;
    default:
        // None / fallback
        break;
}

// Casting to int (underlying value)
int layerIndex = (int)AnimationLayer.Facial; // 3