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using UnityEngine;
namespace UnityEngine.Graphs.LogicGraph
{
public partial class AnimationNodes
{
[Logic(typeof(Animation))]
[return: Title("Animation State")]
public static AnimationState GetAnimationState (Animation self, [Setting] string animationStateName)
{
return self[animationStateName];
}
[Logic(typeof(Animation))]
[return: Title("Animation State")]
public static AnimationState PlayAnimation (Animation self, [Setting] string animationName, [Setting] bool crossfade, [Setting] float fadeLength, [Setting] PlayMode playMode)
{
AnimationState animationState = self[animationName == "" ? self.clip.name : animationName];
if (crossfade)
self.CrossFade (animationState.name, fadeLength, playMode);
else
self.Play (animationState.name, playMode);
return animationState;
}
[Logic(typeof(Animation))]
[return: Title("Animation State")]
public static AnimationState PlayQueuedAnimation (Animation self, [Setting] string animationName, [Setting] bool crossfade, [Setting] float fadeLength, [Setting] QueueMode queueMode, [Setting] PlayMode playMode)
{
if (animationName == "")
animationName = self.clip.name;
var animationState = crossfade ?
self.CrossFadeQueued (animationName, fadeLength, queueMode, playMode) :
self.PlayQueued (animationName, queueMode, playMode);
return animationState;
}
[Logic(typeof(Animation))]
public static void StopAnimation (Animation self, [Setting] string animationName)
{
if (animationName == "")
self.Stop();
else
self.Stop(animationName);
}
[Logic (typeof (Animation))]
public static void SampleAnimation (Animation self)
{
self.Sample ();
}
[Logic(typeof(Animation))]
public static void StopAnimationState (Animation self, AnimationState animationState)
{
self.Stop(animationState.name);
}
[Logic(typeof(Animation))]
public static void BlendAnimationState (Animation self, AnimationState animationState, float targetWeight, [Setting] float fadeLength)
{
self.Blend (animationState.name, targetWeight, fadeLength);
}
[Logic(typeof(Animation))]
public static void SyncAnimationLayer (Animation self, int layer)
{
self.SyncLayer (layer);
}
}
}
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