◆ EvaluateCurve()
| float AnimationJobManager.AnimationCurveJob.EvaluateCurve |
( |
float | t, |
|
|
NativeArray< float > | times, |
|
|
NativeArray< float > | values, |
|
|
int | keyCount ) |
◆ ProcessAnimation()
| void AnimationJobManager.AnimationCurveJob.ProcessAnimation |
( |
AnimationStream | stream | ) |
|
◆ ProcessRootMotion()
| void AnimationJobManager.AnimationCurveJob.ProcessRootMotion |
( |
AnimationStream | stream | ) |
|
◆ _currentPosition
| Vector3 AnimationJobManager.AnimationCurveJob._currentPosition |
◆ _currentY
| float AnimationJobManager.AnimationCurveJob._currentY |
◆ _startPosition
| Vector3 AnimationJobManager.AnimationCurveJob._startPosition |
◆ BckName
| NativeArray<char> AnimationJobManager.AnimationCurveJob.BckName |
◆ Behavior
◆ bones
◆ duration
| float AnimationJobManager.AnimationCurveJob.duration |
◆ first
| bool AnimationJobManager.AnimationCurveJob.first |
|
private |
◆ IgnoreTranslation
| bool AnimationJobManager.AnimationCurveJob.IgnoreTranslation |
◆ inPlace
| bool AnimationJobManager.AnimationCurveJob.inPlace |
◆ LoopType
| LoopType AnimationJobManager.AnimationCurveJob.LoopType |
◆ NormalizedTime
| NativeArray<float> AnimationJobManager.AnimationCurveJob.NormalizedTime |
◆ SingleBoneConstraint
◆ Time
| NativeArray<float> AnimationJobManager.AnimationCurveJob.Time |
The documentation for this struct was generated from the following file: