Game.Rendering.AnimatedSystem+AnimationData
Assembly: Game
Namespace: Game.Rendering
Type: struct sealed public
Base: System.ValueType
Code
public sealed struct AnimationData
{
private Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+AnimationFrameData> m_AnimationFrameData;
private Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+ClipPriorityData> m_ClipPriorityData;
public AnimationData(Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+AnimationFrameData> animationFrameData, Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+ClipPriorityData> clipPriorityData);
private Game.Prefabs.AnimationClip GetClip(Unity.Entities.Entity style, Unity.Entities.DynamicBuffer<Game.Prefabs.AnimationClip> clips, System.Int32 index, System.Int32 priority);
public System.Void SetAnimationFrame(Game.Prefabs.CharacterElement& characterElement, Unity.Entities.DynamicBuffer<Game.Prefabs.AnimationClip> clips, Game.Rendering.Animated& animated, Unity.Mathematics.float2 transition, System.Int32 priority, System.Boolean reset);
private System.Void SetLayerData(Game.Rendering.AnimatedSystem+AnimationLayerData2& layerData, Game.Prefabs.AnimationClip& clipData0, Game.Prefabs.AnimationClip& clipData0I, Game.Prefabs.AnimationClip& clipData1, Game.Prefabs.AnimationClip& clipData1I, Unity.Mathematics.float2 time, Unity.Mathematics.float2 interpolation, System.Single transition);
private System.Void SetLayerData(Game.Rendering.AnimatedSystem+AnimationLayerData& layerData, Game.Prefabs.AnimationClip& clipData0, Game.Prefabs.AnimationClip& clipData1, Unity.Mathematics.float2 time, System.Single transition);
private System.Void SetLayerData(System.Int32& index, System.Single& frame, Game.Prefabs.AnimationClip& clipData, System.Single time);
}
Fields
private Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+AnimationFrameData> m_AnimationFrameData
private Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+AnimationFrameData> m_AnimationFrameData;
private Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+ClipPriorityData> m_ClipPriorityData
private Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+ClipPriorityData> m_ClipPriorityData;
Constructors
public AnimationData(Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+AnimationFrameData> animationFrameData, Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+ClipPriorityData> clipPriorityData)
public AnimationData(Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+AnimationFrameData> animationFrameData, Unity.Collections.NativeQueue<Game.Rendering.AnimatedSystem+ClipPriorityData> clipPriorityData);
Methods
private GetClip(Unity.Entities.Entity style, Unity.Entities.DynamicBuffer<Game.Prefabs.AnimationClip> clips, System.Int32 index, System.Int32 priority) : Game.Prefabs.AnimationClip
private Game.Prefabs.AnimationClip GetClip(Unity.Entities.Entity style, Unity.Entities.DynamicBuffer<Game.Prefabs.AnimationClip> clips, System.Int32 index, System.Int32 priority);
public SetAnimationFrame(Game.Prefabs.CharacterElement& characterElement, Unity.Entities.DynamicBuffer<Game.Prefabs.AnimationClip> clips, Game.Rendering.Animated& animated, Unity.Mathematics.float2 transition, System.Int32 priority, System.Boolean reset) : System.Void
public System.Void SetAnimationFrame(Game.Prefabs.CharacterElement& characterElement, Unity.Entities.DynamicBuffer<Game.Prefabs.AnimationClip> clips, Game.Rendering.Animated& animated, Unity.Mathematics.float2 transition, System.Int32 priority, System.Boolean reset);
private SetLayerData(Game.Rendering.AnimatedSystem+AnimationLayerData2& layerData, Game.Prefabs.AnimationClip& clipData0, Game.Prefabs.AnimationClip& clipData0I, Game.Prefabs.AnimationClip& clipData1, Game.Prefabs.AnimationClip& clipData1I, Unity.Mathematics.float2 time, Unity.Mathematics.float2 interpolation, System.Single transition) : System.Void
private System.Void SetLayerData(Game.Rendering.AnimatedSystem+AnimationLayerData2& layerData, Game.Prefabs.AnimationClip& clipData0, Game.Prefabs.AnimationClip& clipData0I, Game.Prefabs.AnimationClip& clipData1, Game.Prefabs.AnimationClip& clipData1I, Unity.Mathematics.float2 time, Unity.Mathematics.float2 interpolation, System.Single transition);
private SetLayerData(Game.Rendering.AnimatedSystem+AnimationLayerData& layerData, Game.Prefabs.AnimationClip& clipData0, Game.Prefabs.AnimationClip& clipData1, Unity.Mathematics.float2 time, System.Single transition) : System.Void
private System.Void SetLayerData(Game.Rendering.AnimatedSystem+AnimationLayerData& layerData, Game.Prefabs.AnimationClip& clipData0, Game.Prefabs.AnimationClip& clipData1, Unity.Mathematics.float2 time, System.Single transition);
private SetLayerData(System.Int32& index, System.Single& frame, Game.Prefabs.AnimationClip& clipData, System.Single time) : System.Void
private System.Void SetLayerData(System.Int32& index, System.Single& frame, Game.Prefabs.AnimationClip& clipData, System.Single time);