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path: root/Runtime/Export/MotionBindings.txt
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C++RAW

#include "UnityPrefix.h"
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Runtime/Mono/MonoBehaviour.h"
#include "Runtime/Mono/MonoScript.h"
#include "Runtime/Animation/Motion.h"

CSRAW
using System;
using Object=UnityEngine.Object;

namespace UnityEngine
{

//*undocumented* leave undocumented until BlendTree are in public API
NONSEALED_CLASS public Motion : Object

	CONDITIONAL UNITY_EDITOR 
	CUSTOM bool ValidateIfRetargetable(bool showWarning) {return self->ValidateIfRetargetable(showWarning);}

	CONDITIONAL UNITY_EDITOR 
	CUSTOM_PROP float averageDuration { return self->GetAverageDuration(); }
	CONDITIONAL UNITY_EDITOR 
	CUSTOM_PROP float averageAngularSpeed { return self->GetAverageAngularSpeed(); }
	CONDITIONAL UNITY_EDITOR 
	CUSTOM_PROP Vector3 averageSpeed { return self->GetAverageSpeed(); }
	CONDITIONAL UNITY_EDITOR 
	CUSTOM_PROP float apparentSpeed { return self->GetApparentSpeed(); }

	CONDITIONAL UNITY_EDITOR 
	CUSTOM_PROP bool isLooping {return self->IsLooping();}

	CONDITIONAL UNITY_EDITOR 
	CUSTOM_PROP bool isAnimatorMotion {return self->IsAnimatorMotion();}
	
	CONDITIONAL UNITY_EDITOR 
	CUSTOM_PROP bool isHumanMotion {return self->IsHumanMotion();}
	
END


CSRAW }