using System; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; [Serializable] public class AnimationPlayer { public AnimationClip[] clips { get { return null; } set { } } public AvatarMask avatarMask { get { return null; } set { } } public AnimationClip layerClip { get { return null; } set { } } public AvatarMask additiveAvatarMask { get { return null; } set { } } public AnimationClip additiveLayerClip { get { return null; } set { } } public int currentIndex { get { return default(int); } private set { } } public bool forceLoop { get { return default(bool); } set { } } public bool forcePlay { get { return default(bool); } set { } } public AnimationClipPlayable currentPlayable { get { return default(AnimationClipPlayable); } } public float currentPlayingTime { get { return default(float); } } public float currentRemaingTime { get { return default(float); } } public float layerWeight { get { return default(float); } set { } } public bool IsValidCurrentPlayable { get { return default(bool); } } public bool IsPlayingEnd { get { return default(bool); } } public bool IsPlaying { get { return default(bool); } } public AnimationClipPlayable layerClipPlayable { get { return default(AnimationClipPlayable); } } public AnimatorCullingMode cullingMode { get { return AnimatorCullingMode.AlwaysAnimate; } set { } } public void InitializePlayables(Animator animator) { } public void Destroy() { } public void AdvanaceTime(float deltaTime) { } public void Play(int index, float duration = 0f, float startTime = 0f) { } public void Stop() { } public void Resume() { } public void SetSpeed(float speed) { } public void SetTimeUpdateMode(DirectorUpdateMode mode) { } public void SetAdditiveLayerTime(float time) { } public void Evalute() { } public void PlayFrame(int index, float duration = 0f, float startFrame = 0f, bool forceplay = false) { } public void SetAnimSpeed(float speed) { } public void ResetAnimSpeed() { } public void RePlay(float startFrame = 0f) { } public AnimationPlayer() { } private PlayableGraph _graph; private Playable _mixer; private AnimationPlayableOutput _output; private Animator _animator; private AnimationClipPlayable[] _playables; private float _increase; private float _weight; private int _activePort; private RuntimeAnimatorController _savedAnimatorController; [SerializeField] private AnimationClip[] _clips; [SerializeField] private AvatarMask _avatarMask; [SerializeField] private AnimationClip _layerClip; [SerializeField] private AvatarMask _additiveAvatarMask; [SerializeField] private AnimationClip _additiveLayerClip; private int _additiveLayerIndex; private AnimationClipPlayable _layerClipPlayable; private AnimationClipPlayable _additiveClipPlayable; }