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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);