onejs-core 0.3.18 → 0.3.24

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (26) hide show
  1. package/definitions/Assemblies/OneJS.Runtime.d.ts +761 -0
  2. package/definitions/Assemblies/OneJS.Samples.d.ts +0 -0
  3. package/definitions/Assemblies/Unity.Mathematics.d.ts +9221 -0
  4. package/definitions/Assemblies/UnityEditor.CoreModule.d.ts +32614 -0
  5. package/definitions/Assemblies/UnityEngine.AIModule.d.ts +998 -0
  6. package/definitions/Assemblies/UnityEngine.AnimationModule.d.ts +3308 -0
  7. package/definitions/Assemblies/UnityEngine.AssetBundleModule.d.ts +337 -0
  8. package/definitions/Assemblies/UnityEngine.AudioModule.d.ts +1154 -0
  9. package/definitions/Assemblies/UnityEngine.CoreModule.d.ts +29587 -0
  10. package/definitions/Assemblies/UnityEngine.IMGUIModule.d.ts +0 -0
  11. package/definitions/Assemblies/UnityEngine.PhysicsModule.d.ts +3137 -0
  12. package/definitions/Assemblies/UnityEngine.TerrainModule.d.ts +1270 -0
  13. package/definitions/Assemblies/UnityEngine.TextRenderingModule.d.ts +0 -0
  14. package/definitions/Assemblies/UnityEngine.UIElementsModule.d.ts +32521 -0
  15. package/definitions/Assemblies/UnityEngine.UnityAnalyticsCommonModule.d.ts +274 -0
  16. package/definitions/Assemblies/index.d.ts +16 -0
  17. package/definitions/Assemblies/mscorlib.d.ts +19416 -0
  18. package/definitions/app.d.ts +0 -55247
  19. package/definitions/index.d.ts +3 -1
  20. package/definitions/unity-editor.d.ts +0 -0
  21. package/dist/styling/index.js +4 -0
  22. package/package.json +1 -1
  23. package/scripts/esbuild/copy-assets.mjs +4 -1
  24. package/scripts/onejs-tw-config.cjs +2 -1
  25. package/styling/index.tsx +5 -0
  26. package/tsconfig.json +1 -1
@@ -0,0 +1,3308 @@
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+
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+ declare namespace CS {
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+ // const __keep_incompatibility: unique symbol;
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+ //
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+ // interface $Ref<T> {
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+ // value: T
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+ // }
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+ // namespace System {
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+ // interface Array$1<T> extends System.Array {
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+ // get_Item(index: number):T;
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+ //
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+ // set_Item(index: number, value: T):void;
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+ // }
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+ // }
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+ // interface $Task<T> {}
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+ namespace UnityEngine {
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+ /** Information about what animation clips is played and its weight.
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+ */
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+ class AnimationInfo extends System.ValueType
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+ {
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+ protected [__keep_incompatibility]: never;
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+ /** Animation clip that is played.
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+ */
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+ public get clip(): UnityEngine.AnimationClip;
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+ /** The weight of the animation clip.
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+ */
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+ public get weight(): number;
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+ }
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+ /** Base class for AnimationClips and BlendTrees.
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+ */
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+ class Motion extends UnityEngine.Object
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+ {
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+ protected [__keep_incompatibility]: never;
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+ public get averageDuration(): number;
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+ public get averageAngularSpeed(): number;
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+ public get averageSpeed(): UnityEngine.Vector3;
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+ public get apparentSpeed(): number;
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+ public get isLooping(): boolean;
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+ public get legacy(): boolean;
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+ public get isHumanMotion(): boolean;
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+ }
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+ /** Stores keyframe based animations.
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+ */
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+ class AnimationClip extends UnityEngine.Motion
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+ {
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+ protected [__keep_incompatibility]: never;
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+ /** Animation length in seconds. (Read Only)
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+ */
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+ public get length(): number;
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+ /** Frame rate at which keyframes are sampled. (Read Only)
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+ */
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+ public get frameRate(): number;
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+ public set frameRate(value: number);
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+ /** Sets the default wrap mode used in the animation state.
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+ */
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+ public get wrapMode(): UnityEngine.WrapMode;
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+ public set wrapMode(value: UnityEngine.WrapMode);
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+ /** AABB of this Animation Clip in local space of Animation component that it is attached too.
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+ */
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+ public get localBounds(): UnityEngine.Bounds;
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+ public set localBounds(value: UnityEngine.Bounds);
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+ /** Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ).
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+ */
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+ public get legacy(): boolean;
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+ public set legacy(value: boolean);
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+ /** Returns true if the animation contains curve that drives a humanoid rig.
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+ */
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+ public get humanMotion(): boolean;
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+ /** Returns true if the animation clip has no curves and no events.
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+ */
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+ public get empty(): boolean;
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+ /** Returns true if the Animation has animation on the root transform.
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+ */
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+ public get hasGenericRootTransform(): boolean;
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+ /** Returns true if the AnimationClip has editor curves for its root motion.
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+ */
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+ public get hasMotionFloatCurves(): boolean;
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+ /** Returns true if the AnimationClip has root motion curves.
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+ */
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+ public get hasMotionCurves(): boolean;
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+ /** Returns true if the AnimationClip has root Curves.
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+ */
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+ public get hasRootCurves(): boolean;
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+ /** Animation Events for this animation clip.
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+ */
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+ public get events(): System.Array$1<UnityEngine.AnimationEvent>;
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+ public set events(value: System.Array$1<UnityEngine.AnimationEvent>);
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+ /** Samples an animation at a given time for any animated properties.
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+ * @param $go The animated game object.
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+ * @param $time The time to sample an animation.
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+ */
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+ public SampleAnimation ($go: UnityEngine.GameObject, $time: number) : void
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+ /** Assigns the curve to animate a specific property.
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+ * @param $relativePath Path to the game object this curve applies to. The relativePath
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+ is formatted similar to a pathname, e.g. "rootspineleftArm". If relativePath
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+ is empty it refers to the game object the animation clip is attached to.
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+ * @param $type The class type of the component that is animated.
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+ * @param $propertyName The name or path to the property being animated.
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+ * @param $curve The animation curve.
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+ */
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+ public SetCurve ($relativePath: string, $type: System.Type, $propertyName: string, $curve: UnityEngine.AnimationCurve) : void
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+ /** Realigns quaternion keys to ensure shortest interpolation paths.
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+ */
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+ public EnsureQuaternionContinuity () : void
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+ /** Clears all curves from the clip.
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+ */
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+ public ClearCurves () : void
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+ /** Adds an animation event to the clip.
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+ * @param $evt AnimationEvent to add.
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+ */
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+ public AddEvent ($evt: UnityEngine.AnimationEvent) : void
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+ public constructor ()
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+ }
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+ /** Interface to control the Mecanim animation system.
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+ */
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+ class Animator extends UnityEngine.Behaviour
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+ {
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+ protected [__keep_incompatibility]: never;
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+ /** Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.
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+ */
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+ public get isOptimizable(): boolean;
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+ /** Returns true if the current rig is humanoid, false if it is generic.
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+ */
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+ public get isHuman(): boolean;
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+ /** Returns true if the current rig has root motion.
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+ */
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+ public get hasRootMotion(): boolean;
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+ /** Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).
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+ */
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+ public get humanScale(): number;
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+ /** Returns whether the animator is initialized successfully.
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+ */
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+ public get isInitialized(): boolean;
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+ /** Gets the avatar delta position for the last evaluated frame.
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+ */
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+ public get deltaPosition(): UnityEngine.Vector3;
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+ /** Gets the avatar delta rotation for the last evaluated frame.
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+ */
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+ public get deltaRotation(): UnityEngine.Quaternion;
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+ /** Gets the avatar velocity for the last evaluated frame.
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+ */
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+ public get velocity(): UnityEngine.Vector3;
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+ /** Gets the avatar angular velocity for the last evaluated frame.
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+ */
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+ public get angularVelocity(): UnityEngine.Vector3;
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+ /** The root position, the position of the game object.
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+ */
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+ public get rootPosition(): UnityEngine.Vector3;
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+ public set rootPosition(value: UnityEngine.Vector3);
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+ /** The root rotation, the rotation of the game object.
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+ */
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+ public get rootRotation(): UnityEngine.Quaternion;
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+ public set rootRotation(value: UnityEngine.Quaternion);
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+ /** Should root motion be applied?
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+ */
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+ public get applyRootMotion(): boolean;
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+ public set applyRootMotion(value: boolean);
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+ /** When enabled, the physics system uses animated transforms from GameObjects with kinematic Rigidbody components to influence other GameObjects.
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+ */
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+ public get animatePhysics(): boolean;
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+ public set animatePhysics(value: boolean);
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+ /** Specifies the update mode of the Animator.
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+ */
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+ public get updateMode(): UnityEngine.AnimatorUpdateMode;
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+ public set updateMode(value: UnityEngine.AnimatorUpdateMode);
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+ /** Returns true if the object has a transform hierarchy.
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+ */
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+ public get hasTransformHierarchy(): boolean;
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+ /** The current gravity weight based on current animations that are played.
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+ */
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+ public get gravityWeight(): number;
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+ /** The position of the body center of mass.
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+ */
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+ public get bodyPosition(): UnityEngine.Vector3;
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+ public set bodyPosition(value: UnityEngine.Vector3);
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+ /** The rotation of the body center of mass.
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+ */
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+ public get bodyRotation(): UnityEngine.Quaternion;
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+ public set bodyRotation(value: UnityEngine.Quaternion);
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+ /** Automatic stabilization of feet during transition and blending.
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+ */
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+ public get stabilizeFeet(): boolean;
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+ public set stabilizeFeet(value: boolean);
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+ /** Returns the number of layers in the controller.
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+ */
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+ public get layerCount(): number;
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+ /** The AnimatorControllerParameter list used by the animator. (Read Only)
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+ */
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+ public get parameters(): System.Array$1<UnityEngine.AnimatorControllerParameter>;
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+ /** Returns the number of parameters in the controller.
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+ */
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+ public get parameterCount(): number;
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+ /** Blends pivot point between body center of mass and feet pivot.
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+ */
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+ public get feetPivotActive(): number;
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+ public set feetPivotActive(value: number);
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+ /** Gets the pivot weight.
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+ */
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+ public get pivotWeight(): number;
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+ /** Get the current position of the pivot.
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+ */
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+ public get pivotPosition(): UnityEngine.Vector3;
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+ /** If automatic matching is active.
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+ */
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+ public get isMatchingTarget(): boolean;
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+ /** The playback speed of the Animator. 1 is normal playback speed.
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+ */
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+ public get speed(): number;
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+ public set speed(value: number);
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+ /** Returns the position of the target specified by SetTarget.
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+ */
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+ public get targetPosition(): UnityEngine.Vector3;
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+ /** Returns the rotation of the target specified by SetTarget.
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+ */
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+ public get targetRotation(): UnityEngine.Quaternion;
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+ /** Returns the Avatar root Transform.
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+ */
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+ public get avatarRoot(): UnityEngine.Transform;
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+ /** Controls culling of this Animator component.
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+ */
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+ public get cullingMode(): UnityEngine.AnimatorCullingMode;
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+ public set cullingMode(value: UnityEngine.AnimatorCullingMode);
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+ /** Sets the playback position in the recording buffer.
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+ */
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+ public get playbackTime(): number;
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+ public set playbackTime(value: number);
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+ /** Start time of the first frame of the buffer relative to the frame at which StartRecording was called.
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+ */
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+ public get recorderStartTime(): number;
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+ public set recorderStartTime(value: number);
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+ /** End time of the recorded clip relative to when StartRecording was called.
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+ */
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+ public get recorderStopTime(): number;
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+ public set recorderStopTime(value: number);
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+ /** Gets the mode of the Animator recorder.
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+ */
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+ public get recorderMode(): UnityEngine.AnimatorRecorderMode;
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+ /** The runtime representation of AnimatorController that controls the Animator.
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+ */
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+ public get runtimeAnimatorController(): UnityEngine.RuntimeAnimatorController;
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+ public set runtimeAnimatorController(value: UnityEngine.RuntimeAnimatorController);
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+ /** Returns true if Animator has any playables assigned to it.
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+ */
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+ public get hasBoundPlayables(): boolean;
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+ /** Gets/Sets the current Avatar.
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+ */
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+ public get avatar(): UnityEngine.Avatar;
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+ public set avatar(value: UnityEngine.Avatar);
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+ /** The PlayableGraph created by the Animator.
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+ */
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+ public get playableGraph(): UnityEngine.Playables.PlayableGraph;
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+ /** Additional layers affects the center of mass.
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+ */
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+ public get layersAffectMassCenter(): boolean;
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+ public set layersAffectMassCenter(value: boolean);
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+ /** Get left foot bottom height.
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+ */
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+ public get leftFeetBottomHeight(): number;
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+ /** Get right foot bottom height.
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+ */
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+ public get rightFeetBottomHeight(): number;
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+ public get logWarnings(): boolean;
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+ public set logWarnings(value: boolean);
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+ /** Sets whether the Animator sends events of type AnimationEvent.
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+ */
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+ public get fireEvents(): boolean;
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+ public set fireEvents(value: boolean);
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+ /** Controls the behaviour of the Animator component when a GameObject is disabled.
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+ */
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+ public get keepAnimatorStateOnDisable(): boolean;
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+ public set keepAnimatorStateOnDisable(value: boolean);
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+ /** Specifies whether playable graph values are reset or preserved when the Animator is disabled.
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+ */
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+ public get writeDefaultValuesOnDisable(): boolean;
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+ public set writeDefaultValuesOnDisable(value: boolean);
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+ /** Returns the value of the given float parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @returns The value of the parameter.
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+ */
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+ public GetFloat ($name: string) : number
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+ /** Returns the value of the given float parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @returns The value of the parameter.
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+ */
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+ public GetFloat ($id: number) : number
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+ /** Send float values to the Animator to affect transitions.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @param $value The new parameter value.
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+ * @param $dampTime The damper total time.
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+ * @param $deltaTime The delta time to give to the damper.
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+ */
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+ public SetFloat ($name: string, $value: number) : void
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+ /** Send float values to the Animator to affect transitions.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @param $value The new parameter value.
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+ * @param $dampTime The damper total time.
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+ * @param $deltaTime The delta time to give to the damper.
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+ */
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+ public SetFloat ($name: string, $value: number, $dampTime: number, $deltaTime: number) : void
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+ /** Send float values to the Animator to affect transitions.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @param $value The new parameter value.
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+ * @param $dampTime The damper total time.
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+ * @param $deltaTime The delta time to give to the damper.
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+ */
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+ public SetFloat ($id: number, $value: number) : void
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+ /** Send float values to the Animator to affect transitions.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @param $value The new parameter value.
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+ * @param $dampTime The damper total time.
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+ * @param $deltaTime The delta time to give to the damper.
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+ */
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+ public SetFloat ($id: number, $value: number, $dampTime: number, $deltaTime: number) : void
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+ /** Returns the value of the given boolean parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @returns The value of the parameter.
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+ */
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+ public GetBool ($name: string) : boolean
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+ /** Returns the value of the given boolean parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @returns The value of the parameter.
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+ */
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+ public GetBool ($id: number) : boolean
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+ /** Sets the value of the given boolean parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @param $value The new parameter value.
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+ */
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+ public SetBool ($name: string, $value: boolean) : void
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+ /** Sets the value of the given boolean parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @param $value The new parameter value.
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+ */
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+ public SetBool ($id: number, $value: boolean) : void
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+ /** Returns the value of the given integer parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @returns The value of the parameter.
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+ */
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+ public GetInteger ($name: string) : number
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+ /** Returns the value of the given integer parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @returns The value of the parameter.
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+ */
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+ public GetInteger ($id: number) : number
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+ /** Sets the value of the given integer parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @param $value The new parameter value.
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+ */
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+ public SetInteger ($name: string, $value: number) : void
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+ /** Sets the value of the given integer parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @param $value The new parameter value.
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+ */
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+ public SetInteger ($id: number, $value: number) : void
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+ /** Sets the value of the given trigger parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ */
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+ public SetTrigger ($name: string) : void
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+ /** Sets the value of the given trigger parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ */
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+ public SetTrigger ($id: number) : void
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+ /** Resets the value of the given trigger parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ */
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+ public ResetTrigger ($name: string) : void
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+ /** Resets the value of the given trigger parameter.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ */
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+ public ResetTrigger ($id: number) : void
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+ /** Returns true if the parameter is controlled by a curve, false otherwise.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @returns True if the parameter is controlled by a curve, false otherwise.
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+ */
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+ public IsParameterControlledByCurve ($name: string) : boolean
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+ /** Returns true if the parameter is controlled by a curve, false otherwise.
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+ * @param $name The parameter name.
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+ * @param $id The parameter ID.
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+ * @returns True if the parameter is controlled by a curve, false otherwise.
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+ */
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+ public IsParameterControlledByCurve ($id: number) : boolean
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+ /** Gets the position of an IK goal.
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+ * @param $goal The AvatarIKGoal that is queried.
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+ * @returns Return the current position of this IK goal in world space.
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+ */
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+ public GetIKPosition ($goal: UnityEngine.AvatarIKGoal) : UnityEngine.Vector3
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+ /** Sets the position of an IK goal.
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+ * @param $goal The AvatarIKGoal that is set.
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+ * @param $goalPosition The position in world space.
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+ */
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+ public SetIKPosition ($goal: UnityEngine.AvatarIKGoal, $goalPosition: UnityEngine.Vector3) : void
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+ /** Gets the rotation of an IK goal.
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+ * @param $goal The AvatarIKGoal that is is queried.
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+ */
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+ public GetIKRotation ($goal: UnityEngine.AvatarIKGoal) : UnityEngine.Quaternion
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+ /** Sets the rotation of an IK goal.
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+ * @param $goal The AvatarIKGoal that is set.
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+ * @param $goalRotation The rotation in world space.
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+ */
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+ public SetIKRotation ($goal: UnityEngine.AvatarIKGoal, $goalRotation: UnityEngine.Quaternion) : void
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+ /** Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).
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+ * @param $goal The AvatarIKGoal that is queried.
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+ */
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+ public GetIKPositionWeight ($goal: UnityEngine.AvatarIKGoal) : number
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+ /** Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).
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+ * @param $goal The AvatarIKGoal that is set.
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+ * @param $value The translative weight.
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+ */
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+ public SetIKPositionWeight ($goal: UnityEngine.AvatarIKGoal, $value: number) : void
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+ /** Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).
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+ * @param $goal The AvatarIKGoal that is queried.
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+ */
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+ public GetIKRotationWeight ($goal: UnityEngine.AvatarIKGoal) : number
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+ /** Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).
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+ * @param $goal The AvatarIKGoal that is set.
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+ * @param $value The rotational weight.
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+ */
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+ public SetIKRotationWeight ($goal: UnityEngine.AvatarIKGoal, $value: number) : void
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+ /** Gets the position of an IK hint.
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+ * @param $hint The AvatarIKHint that is queried.
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+ * @returns Return the current position of this IK hint in world space.
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+ */
441
+ public GetIKHintPosition ($hint: UnityEngine.AvatarIKHint) : UnityEngine.Vector3
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+ /** Sets the position of an IK hint.
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+ * @param $hint The AvatarIKHint that is set.
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+ * @param $hintPosition The position in world space.
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+ */
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+ public SetIKHintPosition ($hint: UnityEngine.AvatarIKHint, $hintPosition: UnityEngine.Vector3) : void
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+ /** Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint).
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+ * @param $hint The AvatarIKHint that is queried.
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+ * @returns Return translative weight.
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+ */
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+ public GetIKHintPositionWeight ($hint: UnityEngine.AvatarIKHint) : number
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+ /** Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint).
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+ * @param $hint The AvatarIKHint that is set.
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+ * @param $value The translative weight.
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+ */
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+ public SetIKHintPositionWeight ($hint: UnityEngine.AvatarIKHint, $value: number) : void
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+ /** Sets the look at position.
458
+ * @param $lookAtPosition The position to lookAt.
459
+ */
460
+ public SetLookAtPosition ($lookAtPosition: UnityEngine.Vector3) : void
461
+ /** Set look at weights.
462
+ * @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
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+ * @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
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+ * @param $headWeight (0-1) determines how much the head is involved in the LookAt.
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+ * @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
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+ * @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
467
+ */
468
+ public SetLookAtWeight ($weight: number) : void
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+ /** Set look at weights.
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+ * @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
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+ * @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
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+ * @param $headWeight (0-1) determines how much the head is involved in the LookAt.
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+ * @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
474
+ * @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
475
+ */
476
+ public SetLookAtWeight ($weight: number, $bodyWeight: number) : void
477
+ /** Set look at weights.
478
+ * @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
479
+ * @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
480
+ * @param $headWeight (0-1) determines how much the head is involved in the LookAt.
481
+ * @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
482
+ * @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
483
+ */
484
+ public SetLookAtWeight ($weight: number, $bodyWeight: number, $headWeight: number) : void
485
+ /** Set look at weights.
486
+ * @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
487
+ * @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
488
+ * @param $headWeight (0-1) determines how much the head is involved in the LookAt.
489
+ * @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
490
+ * @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
491
+ */
492
+ public SetLookAtWeight ($weight: number, $bodyWeight: number, $headWeight: number, $eyesWeight: number) : void
493
+ /** Set look at weights.
494
+ * @param $weight (0-1) the global weight of the LookAt, multiplier for other parameters.
495
+ * @param $bodyWeight (0-1) determines how much the body is involved in the LookAt.
496
+ * @param $headWeight (0-1) determines how much the head is involved in the LookAt.
497
+ * @param $eyesWeight (0-1) determines how much the eyes are involved in the LookAt.
498
+ * @param $clampWeight (0-1) 0.0 means the character is unrestrained in motion. 1.0 means the character is clamped (look at becomes impossible). 0.5 means the character is able to move on half of the possible range (180 degrees).
499
+ */
500
+ public SetLookAtWeight ($weight: number, $bodyWeight: number, $headWeight: number, $eyesWeight: number, $clampWeight: number) : void
501
+ /** Sets local rotation of a human bone during a IK pass.
502
+ * @param $humanBoneId The human bone Id.
503
+ * @param $rotation The local rotation.
504
+ */
505
+ public SetBoneLocalRotation ($humanBoneId: UnityEngine.HumanBodyBones, $rotation: UnityEngine.Quaternion) : void
506
+ public GetBehaviours ($fullPathHash: number, $layerIndex: number) : System.Array$1<UnityEngine.StateMachineBehaviour>
507
+ /** Returns the layer name.
508
+ * @param $layerIndex The layer index.
509
+ * @returns The layer name.
510
+ */
511
+ public GetLayerName ($layerIndex: number) : string
512
+ /** Returns the index of the layer with the given name.
513
+ * @param $layerName The layer name.
514
+ * @returns The layer index.
515
+ */
516
+ public GetLayerIndex ($layerName: string) : number
517
+ /** Returns the weight of the layer at the specified index.
518
+ * @param $layerIndex The layer index.
519
+ * @returns The layer weight.
520
+ */
521
+ public GetLayerWeight ($layerIndex: number) : number
522
+ /** Sets the weight of the layer at the given index.
523
+ * @param $layerIndex The layer index.
524
+ * @param $weight The new layer weight.
525
+ */
526
+ public SetLayerWeight ($layerIndex: number, $weight: number) : void
527
+ /** Returns an AnimatorStateInfo with the information on the current state.
528
+ * @param $layerIndex The layer index.
529
+ * @returns An AnimatorStateInfo with the information on the current state.
530
+ */
531
+ public GetCurrentAnimatorStateInfo ($layerIndex: number) : UnityEngine.AnimatorStateInfo
532
+ /** Returns an AnimatorStateInfo with the information on the next state.
533
+ * @param $layerIndex The layer index.
534
+ * @returns An AnimatorStateInfo with the information on the next state.
535
+ */
536
+ public GetNextAnimatorStateInfo ($layerIndex: number) : UnityEngine.AnimatorStateInfo
537
+ /** Returns an AnimatorTransitionInfo with the informations on the current transition.
538
+ * @param $layerIndex The layer's index.
539
+ * @returns An AnimatorTransitionInfo with the informations on the current transition.
540
+ */
541
+ public GetAnimatorTransitionInfo ($layerIndex: number) : UnityEngine.AnimatorTransitionInfo
542
+ /** Returns the number of AnimatorClipInfo in the current state.
543
+ * @param $layerIndex The layer index.
544
+ * @returns The number of AnimatorClipInfo in the current state.
545
+ */
546
+ public GetCurrentAnimatorClipInfoCount ($layerIndex: number) : number
547
+ /** Returns the number of AnimatorClipInfo in the next state.
548
+ * @param $layerIndex The layer index.
549
+ * @returns The number of AnimatorClipInfo in the next state.
550
+ */
551
+ public GetNextAnimatorClipInfoCount ($layerIndex: number) : number
552
+ /** Returns an array of all the AnimatorClipInfo in the current state of the given layer.
553
+ * @param $layerIndex The layer index.
554
+ * @returns An array of all the AnimatorClipInfo in the current state.
555
+ */
556
+ public GetCurrentAnimatorClipInfo ($layerIndex: number) : System.Array$1<UnityEngine.AnimatorClipInfo>
557
+ /** Returns an array of all the AnimatorClipInfo in the next state of the given layer.
558
+ * @param $layerIndex The layer index.
559
+ * @returns An array of all the AnimatorClipInfo in the next state.
560
+ */
561
+ public GetNextAnimatorClipInfo ($layerIndex: number) : System.Array$1<UnityEngine.AnimatorClipInfo>
562
+ public GetCurrentAnimatorClipInfo ($layerIndex: number, $clips: System.Collections.Generic.List$1<UnityEngine.AnimatorClipInfo>) : void
563
+ public GetNextAnimatorClipInfo ($layerIndex: number, $clips: System.Collections.Generic.List$1<UnityEngine.AnimatorClipInfo>) : void
564
+ /** Returns true if there is a transition on the given layer, false otherwise.
565
+ * @param $layerIndex The layer index.
566
+ * @returns True if there is a transition on the given layer, false otherwise.
567
+ */
568
+ public IsInTransition ($layerIndex: number) : boolean
569
+ /** See AnimatorController.parameters.
570
+ */
571
+ public GetParameter ($index: number) : UnityEngine.AnimatorControllerParameter
572
+ public MatchTarget ($matchPosition: UnityEngine.Vector3, $matchRotation: UnityEngine.Quaternion, $targetBodyPart: UnityEngine.AvatarTarget, $weightMask: UnityEngine.MatchTargetWeightMask, $startNormalizedTime: number) : void
573
+ /** Automatically adjust the GameObject position and rotation.
574
+ * @param $matchPosition The position we want the body part to reach.
575
+ * @param $matchRotation The rotation in which we want the body part to be.
576
+ * @param $targetBodyPart The body part that is involved in the match.
577
+ * @param $weightMask Structure that contains weights for matching position and rotation.
578
+ * @param $startNormalizedTime Start time within the animation clip (0 - beginning of clip, 1 - end of clip).
579
+ * @param $targetNormalizedTime End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop.
580
+ * @param $completeMatch Allows you to specify what should happen if the MatchTarget function is interrupted. A value of true causes the GameObject to immediately move to the matchPosition if interrupted. A value of false causes the GameObject to stay at its current position if interrupted.
581
+ */
582
+ public MatchTarget ($matchPosition: UnityEngine.Vector3, $matchRotation: UnityEngine.Quaternion, $targetBodyPart: UnityEngine.AvatarTarget, $weightMask: UnityEngine.MatchTargetWeightMask, $startNormalizedTime: number, $targetNormalizedTime: number) : void
583
+ public MatchTarget ($matchPosition: UnityEngine.Vector3, $matchRotation: UnityEngine.Quaternion, $targetBodyPart: UnityEngine.AvatarTarget, $weightMask: UnityEngine.MatchTargetWeightMask, $startNormalizedTime: number, $targetNormalizedTime: number, $completeMatch: boolean) : void
584
+ /** Interrupts the automatic target matching.
585
+ */
586
+ public InterruptMatchTarget () : void
587
+ /** Interrupts the automatic target matching.
588
+ */
589
+ public InterruptMatchTarget ($completeMatch: boolean) : void
590
+ public CrossFadeInFixedTime ($stateName: string, $fixedTransitionDuration: number) : void
591
+ public CrossFadeInFixedTime ($stateName: string, $fixedTransitionDuration: number, $layer: number) : void
592
+ public CrossFadeInFixedTime ($stateName: string, $fixedTransitionDuration: number, $layer: number, $fixedTimeOffset: number) : void
593
+ /** Creates a crossfade from the current state to any other state using times in seconds.
594
+ * @param $stateName The name of the state.
595
+ * @param $stateHashName The hash name of the state.
596
+ * @param $fixedTransitionDuration The duration of the transition (in seconds).
597
+ * @param $layer The layer where the crossfade occurs.
598
+ * @param $fixedTimeOffset The time of the state (in seconds).
599
+ * @param $normalizedTransitionTime The time of the transition (normalized).
600
+ */
601
+ public CrossFadeInFixedTime ($stateName: string, $fixedTransitionDuration: number, $layer: number, $fixedTimeOffset: number, $normalizedTransitionTime: number) : void
602
+ public CrossFadeInFixedTime ($stateHashName: number, $fixedTransitionDuration: number, $layer: number, $fixedTimeOffset: number) : void
603
+ public CrossFadeInFixedTime ($stateHashName: number, $fixedTransitionDuration: number, $layer: number) : void
604
+ public CrossFadeInFixedTime ($stateHashName: number, $fixedTransitionDuration: number) : void
605
+ /** Creates a crossfade from the current state to any other state using times in seconds.
606
+ * @param $stateName The name of the state.
607
+ * @param $stateHashName The hash name of the state.
608
+ * @param $fixedTransitionDuration The duration of the transition (in seconds).
609
+ * @param $layer The layer where the crossfade occurs.
610
+ * @param $fixedTimeOffset The time of the state (in seconds).
611
+ * @param $normalizedTransitionTime The time of the transition (normalized).
612
+ */
613
+ public CrossFadeInFixedTime ($stateHashName: number, $fixedTransitionDuration: number, $layer: number, $fixedTimeOffset: number, $normalizedTransitionTime: number) : void
614
+ /** Forces a write of the default values stored in the animator.
615
+ */
616
+ public WriteDefaultValues () : void
617
+ public CrossFade ($stateName: string, $normalizedTransitionDuration: number, $layer: number, $normalizedTimeOffset: number) : void
618
+ public CrossFade ($stateName: string, $normalizedTransitionDuration: number, $layer: number) : void
619
+ public CrossFade ($stateName: string, $normalizedTransitionDuration: number) : void
620
+ /** Creates a crossfade from the current state to any other state using normalized times.
621
+ * @param $stateName The name of the state.
622
+ * @param $stateHashName The hash name of the state.
623
+ * @param $normalizedTransitionDuration The duration of the transition (normalized).
624
+ * @param $layer The layer where the crossfade occurs.
625
+ * @param $normalizedTimeOffset The time of the state (normalized).
626
+ * @param $normalizedTransitionTime The time of the transition (normalized).
627
+ */
628
+ public CrossFade ($stateName: string, $normalizedTransitionDuration: number, $layer: number, $normalizedTimeOffset: number, $normalizedTransitionTime: number) : void
629
+ /** Creates a crossfade from the current state to any other state using normalized times.
630
+ * @param $stateName The name of the state.
631
+ * @param $stateHashName The hash name of the state.
632
+ * @param $normalizedTransitionDuration The duration of the transition (normalized).
633
+ * @param $layer The layer where the crossfade occurs.
634
+ * @param $normalizedTimeOffset The time of the state (normalized).
635
+ * @param $normalizedTransitionTime The time of the transition (normalized).
636
+ */
637
+ public CrossFade ($stateHashName: number, $normalizedTransitionDuration: number, $layer: number, $normalizedTimeOffset: number, $normalizedTransitionTime: number) : void
638
+ public CrossFade ($stateHashName: number, $normalizedTransitionDuration: number, $layer: number, $normalizedTimeOffset: number) : void
639
+ public CrossFade ($stateHashName: number, $normalizedTransitionDuration: number, $layer: number) : void
640
+ public CrossFade ($stateHashName: number, $normalizedTransitionDuration: number) : void
641
+ public PlayInFixedTime ($stateName: string, $layer: number) : void
642
+ public PlayInFixedTime ($stateName: string) : void
643
+ /** Plays a state.
644
+ * @param $stateName The state name.
645
+ * @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
646
+ * @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
647
+ * @param $fixedTime The time offset (in seconds).
648
+ */
649
+ public PlayInFixedTime ($stateName: string, $layer: number, $fixedTime: number) : void
650
+ /** Plays a state.
651
+ * @param $stateName The state name.
652
+ * @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
653
+ * @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
654
+ * @param $fixedTime The time offset (in seconds).
655
+ */
656
+ public PlayInFixedTime ($stateNameHash: number, $layer: number, $fixedTime: number) : void
657
+ public PlayInFixedTime ($stateNameHash: number, $layer: number) : void
658
+ public PlayInFixedTime ($stateNameHash: number) : void
659
+ public Play ($stateName: string, $layer: number) : void
660
+ public Play ($stateName: string) : void
661
+ /** Plays a state.
662
+ * @param $stateName The state name.
663
+ * @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
664
+ * @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
665
+ * @param $normalizedTime The time offset between zero and one.
666
+ */
667
+ public Play ($stateName: string, $layer: number, $normalizedTime: number) : void
668
+ /** Plays a state.
669
+ * @param $stateName The state name.
670
+ * @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
671
+ * @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
672
+ * @param $normalizedTime The time offset between zero and one.
673
+ */
674
+ public Play ($stateNameHash: number, $layer: number, $normalizedTime: number) : void
675
+ public Play ($stateNameHash: number, $layer: number) : void
676
+ public Play ($stateNameHash: number) : void
677
+ /** Sets an AvatarTarget and a targetNormalizedTime for the current state.
678
+ * @param $targetIndex The avatar body part that is queried.
679
+ * @param $targetNormalizedTime The current state Time that is queried.
680
+ */
681
+ public SetTarget ($targetIndex: UnityEngine.AvatarTarget, $targetNormalizedTime: number) : void
682
+ /** Retrieves the Transform mapped to a human bone based on its id.
683
+ * @param $humanBoneId The human bone to be queried. See the HumanBodyBones enum for a list of possible values.
684
+ * @returns Returns the Transform mapped to the human bone. Returns null if the human bone has no Transform.
685
+ */
686
+ public GetBoneTransform ($humanBoneId: UnityEngine.HumanBodyBones) : UnityEngine.Transform
687
+ /** Sets the animator in playback mode.
688
+ */
689
+ public StartPlayback () : void
690
+ /** Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.
691
+ */
692
+ public StopPlayback () : void
693
+ /** Sets the animator in recording mode, and allocates a circular buffer of size frameCount.
694
+ * @param $frameCount The number of frames (updates) that will be recorded. If frameCount is 0, the recording will continue until the user calls StopRecording. The maximum value for frameCount is 10000.
695
+ */
696
+ public StartRecording ($frameCount: number) : void
697
+ /** Stops animator record mode.
698
+ */
699
+ public StopRecording () : void
700
+ /** Returns true if the state exists in this layer, false otherwise.
701
+ * @param $layerIndex The layer index.
702
+ * @param $stateID The state ID.
703
+ * @returns True if the state exists in this layer, false otherwise.
704
+ */
705
+ public HasState ($layerIndex: number, $stateID: number) : boolean
706
+ /** Generates an parameter id from a string.
707
+ * @param $name The string to convert to Id.
708
+ */
709
+ public static StringToHash ($name: string) : number
710
+ /** Evaluates the animator based on deltaTime.
711
+ * @param $deltaTime The time delta.
712
+ */
713
+ public Update ($deltaTime: number) : void
714
+ /** Rebind all the animated properties and mesh data with the Animator.
715
+ */
716
+ public Rebind () : void
717
+ /** Apply the default Root Motion.
718
+ */
719
+ public ApplyBuiltinRootMotion () : void
720
+ public constructor ()
721
+ }
722
+ /** The update mode of the Animator.
723
+ */
724
+ enum AnimatorUpdateMode
725
+ { Normal = 0, Fixed = 1, UnscaledTime = 2, AnimatePhysics = 1 }
726
+ /** IK Goal.
727
+ */
728
+ enum AvatarIKGoal
729
+ { LeftFoot = 0, RightFoot = 1, LeftHand = 2, RightHand = 3 }
730
+ /** IK Hint.
731
+ */
732
+ enum AvatarIKHint
733
+ { LeftKnee = 0, RightKnee = 1, LeftElbow = 2, RightElbow = 3 }
734
+ /** Human Body Bones.
735
+ */
736
+ enum HumanBodyBones
737
+ { Hips = 0, LeftUpperLeg = 1, RightUpperLeg = 2, LeftLowerLeg = 3, RightLowerLeg = 4, LeftFoot = 5, RightFoot = 6, Spine = 7, Chest = 8, UpperChest = 54, Neck = 9, Head = 10, LeftShoulder = 11, RightShoulder = 12, LeftUpperArm = 13, RightUpperArm = 14, LeftLowerArm = 15, RightLowerArm = 16, LeftHand = 17, RightHand = 18, LeftToes = 19, RightToes = 20, LeftEye = 21, RightEye = 22, Jaw = 23, LeftThumbProximal = 24, LeftThumbIntermediate = 25, LeftThumbDistal = 26, LeftIndexProximal = 27, LeftIndexIntermediate = 28, LeftIndexDistal = 29, LeftMiddleProximal = 30, LeftMiddleIntermediate = 31, LeftMiddleDistal = 32, LeftRingProximal = 33, LeftRingIntermediate = 34, LeftRingDistal = 35, LeftLittleProximal = 36, LeftLittleIntermediate = 37, LeftLittleDistal = 38, RightThumbProximal = 39, RightThumbIntermediate = 40, RightThumbDistal = 41, RightIndexProximal = 42, RightIndexIntermediate = 43, RightIndexDistal = 44, RightMiddleProximal = 45, RightMiddleIntermediate = 46, RightMiddleDistal = 47, RightRingProximal = 48, RightRingIntermediate = 49, RightRingDistal = 50, RightLittleProximal = 51, RightLittleIntermediate = 52, RightLittleDistal = 53, LastBone = 55 }
738
+ /** StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from.
739
+ */
740
+ class StateMachineBehaviour extends UnityEngine.ScriptableObject
741
+ {
742
+ protected [__keep_incompatibility]: never;
743
+ public OnStateEnter ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number) : void
744
+ public OnStateUpdate ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number) : void
745
+ public OnStateExit ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number) : void
746
+ public OnStateMove ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number) : void
747
+ public OnStateIK ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number) : void
748
+ /** Called on the first Update frame when making a transition to a state machine. This is not called when making a transition into a state machine sub-state.
749
+ * @param $animator The Animator playing this state machine.
750
+ * @param $stateMachinePathHash The full path hash for this state machine.
751
+ */
752
+ public OnStateMachineEnter ($animator: UnityEngine.Animator, $stateMachinePathHash: number) : void
753
+ /** Called on the last Update frame when making a transition out of a StateMachine. This is not called when making a transition into a StateMachine sub-state.
754
+ * @param $animator The Animator playing this state machine.
755
+ * @param $stateMachinePathHash The full path hash for this state machine.
756
+ */
757
+ public OnStateMachineExit ($animator: UnityEngine.Animator, $stateMachinePathHash: number) : void
758
+ public OnStateEnter ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number, $controller: UnityEngine.Animations.AnimatorControllerPlayable) : void
759
+ public OnStateUpdate ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number, $controller: UnityEngine.Animations.AnimatorControllerPlayable) : void
760
+ public OnStateExit ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number, $controller: UnityEngine.Animations.AnimatorControllerPlayable) : void
761
+ public OnStateMove ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number, $controller: UnityEngine.Animations.AnimatorControllerPlayable) : void
762
+ public OnStateIK ($animator: UnityEngine.Animator, $stateInfo: UnityEngine.AnimatorStateInfo, $layerIndex: number, $controller: UnityEngine.Animations.AnimatorControllerPlayable) : void
763
+ public OnStateMachineEnter ($animator: UnityEngine.Animator, $stateMachinePathHash: number, $controller: UnityEngine.Animations.AnimatorControllerPlayable) : void
764
+ public OnStateMachineExit ($animator: UnityEngine.Animator, $stateMachinePathHash: number, $controller: UnityEngine.Animations.AnimatorControllerPlayable) : void
765
+ }
766
+ /** Information about the current or next state.
767
+ */
768
+ class AnimatorStateInfo extends System.ValueType
769
+ {
770
+ protected [__keep_incompatibility]: never;
771
+ /** The full path hash for this state.
772
+ */
773
+ public get fullPathHash(): number;
774
+ /** The hash is generated using Animator.StringToHash. The hash does not include the name of the parent layer.
775
+ */
776
+ public get shortNameHash(): number;
777
+ /** Normalized time of the State.
778
+ */
779
+ public get normalizedTime(): number;
780
+ /** Current duration of the state.
781
+ */
782
+ public get length(): number;
783
+ /** The playback speed of the animation. 1 is the normal playback speed.
784
+ */
785
+ public get speed(): number;
786
+ /** The speed multiplier for this state.
787
+ */
788
+ public get speedMultiplier(): number;
789
+ /** The Tag of the State.
790
+ */
791
+ public get tagHash(): number;
792
+ /** Is the state looping.
793
+ */
794
+ public get loop(): boolean;
795
+ /** Does name match the name of the active state in the statemachine?
796
+ */
797
+ public IsName ($name: string) : boolean
798
+ /** Does tag match the tag of the active state in the statemachine.
799
+ */
800
+ public IsTag ($tag: string) : boolean
801
+ }
802
+ /** Information about the current transition.
803
+ */
804
+ class AnimatorTransitionInfo extends System.ValueType
805
+ {
806
+ protected [__keep_incompatibility]: never;
807
+ /** The hash name of the Transition.
808
+ */
809
+ public get fullPathHash(): number;
810
+ /** The simplified name of the Transition.
811
+ */
812
+ public get nameHash(): number;
813
+ /** The user-specified name of the Transition.
814
+ */
815
+ public get userNameHash(): number;
816
+ /** The unit of the transition duration.
817
+ */
818
+ public get durationUnit(): UnityEngine.DurationUnit;
819
+ /** Duration of the transition.
820
+ */
821
+ public get duration(): number;
822
+ /** Normalized time of the Transition.
823
+ */
824
+ public get normalizedTime(): number;
825
+ /** Returns true if the transition is from an AnyState node, or from Animator.CrossFade.
826
+ */
827
+ public get anyState(): boolean;
828
+ /** Does name match the name of the active Transition.
829
+ */
830
+ public IsName ($name: string) : boolean
831
+ /** Does userName match the name of the active Transition.
832
+ */
833
+ public IsUserName ($name: string) : boolean
834
+ }
835
+ /** Information about clip being played and blended by the Animator.
836
+ */
837
+ class AnimatorClipInfo extends System.ValueType
838
+ {
839
+ protected [__keep_incompatibility]: never;
840
+ /** Returns the animation clip played by the Animator.
841
+ */
842
+ public get clip(): UnityEngine.AnimationClip;
843
+ /** Returns the blending weight used by the Animator to blend this clip.
844
+ */
845
+ public get weight(): number;
846
+ }
847
+ /** Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API.
848
+ */
849
+ class AnimatorControllerParameter extends System.Object
850
+ {
851
+ protected [__keep_incompatibility]: never;
852
+ /** The name of the parameter.
853
+ */
854
+ public get name(): string;
855
+ public set name(value: string);
856
+ /** Returns the hash of the parameter based on its name.
857
+ */
858
+ public get nameHash(): number;
859
+ /** The type of the parameter.
860
+ */
861
+ public get type(): UnityEngine.AnimatorControllerParameterType;
862
+ public set type(value: UnityEngine.AnimatorControllerParameterType);
863
+ /** The default float value for the parameter.
864
+ */
865
+ public get defaultFloat(): number;
866
+ public set defaultFloat(value: number);
867
+ /** The default int value for the parameter.
868
+ */
869
+ public get defaultInt(): number;
870
+ public set defaultInt(value: number);
871
+ /** The default bool value for the parameter.
872
+ */
873
+ public get defaultBool(): boolean;
874
+ public set defaultBool(value: boolean);
875
+ public constructor ()
876
+ }
877
+ /** Target.
878
+ */
879
+ enum AvatarTarget
880
+ { Root = 0, Body = 1, LeftFoot = 2, RightFoot = 3, LeftHand = 4, RightHand = 5 }
881
+ /** Use this struct to specify the position and rotation weight mask for Animator.MatchTarget.
882
+ */
883
+ class MatchTargetWeightMask extends System.ValueType
884
+ {
885
+ protected [__keep_incompatibility]: never;
886
+ /** Position XYZ weight.
887
+ */
888
+ public get positionXYZWeight(): UnityEngine.Vector3;
889
+ public set positionXYZWeight(value: UnityEngine.Vector3);
890
+ /** Rotation weight.
891
+ */
892
+ public get rotationWeight(): number;
893
+ public set rotationWeight(value: number);
894
+ public constructor ($positionXYZWeight: UnityEngine.Vector3, $rotationWeight: number)
895
+ }
896
+ /** Culling mode for the Animator.
897
+ */
898
+ enum AnimatorCullingMode
899
+ { AlwaysAnimate = 0, CullUpdateTransforms = 1, CullCompletely = 2, BasedOnRenderers = 1 }
900
+ /** The mode of the Animator's recorder.
901
+ */
902
+ enum AnimatorRecorderMode
903
+ { Offline = 0, Playback = 1, Record = 2 }
904
+ /** The runtime representation of the AnimatorController. Use this representation to change the Animator Controller during runtime.
905
+ */
906
+ class RuntimeAnimatorController extends UnityEngine.Object
907
+ {
908
+ protected [__keep_incompatibility]: never;
909
+ /** Retrieves all AnimationClip used by the controller.
910
+ */
911
+ public get animationClips(): System.Array$1<UnityEngine.AnimationClip>;
912
+ }
913
+ /** Avatar definition.
914
+ */
915
+ class Avatar extends UnityEngine.Object
916
+ {
917
+ protected [__keep_incompatibility]: never;
918
+ /** Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.
919
+ */
920
+ public get isValid(): boolean;
921
+ /** Return true if this avatar is a valid human avatar.
922
+ */
923
+ public get isHuman(): boolean;
924
+ /** Returns the HumanDescription used to create this Avatar.
925
+ */
926
+ public get humanDescription(): UnityEngine.HumanDescription;
927
+ }
928
+ interface IAnimationClipSource
929
+ {
930
+ GetAnimationClips ($results: System.Collections.Generic.List$1<UnityEngine.AnimationClip>) : void
931
+ }
932
+ /** The SharedBetweenAnimatorsAttribute specifies that this StateMachineBehaviour is instantiated only once and shared by all Animator instances. This attribute reduces the memory footprint for each controller instance.
933
+ */
934
+ class SharedBetweenAnimatorsAttribute extends System.Attribute implements System.Runtime.InteropServices._Attribute
935
+ {
936
+ protected [__keep_incompatibility]: never;
937
+ public constructor ()
938
+ }
939
+ /** Used by Animation.Play function.
940
+ */
941
+ enum PlayMode
942
+ { StopSameLayer = 0, StopAll = 4 }
943
+ /** Used by Animation.Play function.
944
+ */
945
+ enum QueueMode
946
+ { CompleteOthers = 0, PlayNow = 2 }
947
+ /** Used by Animation.Play function.
948
+ */
949
+ enum AnimationBlendMode
950
+ { Blend = 0, Additive = 1 }
951
+ enum AnimationPlayMode
952
+ { Stop = 0, Queue = 1, Mix = 2 }
953
+ /** This enum controlls culling of Animation component.
954
+ */
955
+ enum AnimationCullingType
956
+ { AlwaysAnimate = 0, BasedOnRenderers = 1, BasedOnClipBounds = 2, BasedOnUserBounds = 3 }
957
+ /** The update mode of the Animation component.
958
+ */
959
+ enum AnimationUpdateMode
960
+ { Normal = 0, Fixed = 1 }
961
+ /** The animation component is used to play back animations.
962
+ */
963
+ class Animation extends UnityEngine.Behaviour implements System.Collections.IEnumerable
964
+ {
965
+ protected [__keep_incompatibility]: never;
966
+ /** The default animation.
967
+ */
968
+ public get clip(): UnityEngine.AnimationClip;
969
+ public set clip(value: UnityEngine.AnimationClip);
970
+ /** Should the default animation clip (the Animation.clip property) automatically start playing on startup?
971
+ */
972
+ public get playAutomatically(): boolean;
973
+ public set playAutomatically(value: boolean);
974
+ /** How should time beyond the playback range of the clip be treated?
975
+ */
976
+ public get wrapMode(): UnityEngine.WrapMode;
977
+ public set wrapMode(value: UnityEngine.WrapMode);
978
+ /** Is an animation currently being played?
979
+ */
980
+ public get isPlaying(): boolean;
981
+ /** When enabled, the physics system uses animated transforms from GameObjects with kinematic Rigidbody components to influence other GameObjects.
982
+ */
983
+ public get animatePhysics(): boolean;
984
+ public set animatePhysics(value: boolean);
985
+ /** Specifies the update mode of the Animation.
986
+ */
987
+ public get updateMode(): UnityEngine.AnimationUpdateMode;
988
+ public set updateMode(value: UnityEngine.AnimationUpdateMode);
989
+ /** Controls culling of this Animation component.
990
+ */
991
+ public get cullingType(): UnityEngine.AnimationCullingType;
992
+ public set cullingType(value: UnityEngine.AnimationCullingType);
993
+ /** AABB of this Animation animation component in local space.
994
+ */
995
+ public get localBounds(): UnityEngine.Bounds;
996
+ public set localBounds(value: UnityEngine.Bounds);
997
+ /** Stops all playing animations that were started with this Animation.
998
+ */
999
+ public Stop () : void
1000
+ /** Stops an animation named name.
1001
+ */
1002
+ public Stop ($name: string) : void
1003
+ /** Rewinds all animations.
1004
+ */
1005
+ public Rewind () : void
1006
+ /** Rewinds the animation named name.
1007
+ */
1008
+ public Rewind ($name: string) : void
1009
+ /** Samples animations at the current state.
1010
+ */
1011
+ public Sample () : void
1012
+ /** Is the animation named name playing?
1013
+ */
1014
+ public IsPlaying ($name: string) : boolean
1015
+ public get_Item ($name: string) : UnityEngine.AnimationState
1016
+ public Play () : boolean
1017
+ /** Plays an animation without blending.
1018
+ */
1019
+ public Play ($mode: UnityEngine.PlayMode) : boolean
1020
+ /** Plays an animation without blending.
1021
+ */
1022
+ public Play ($animation: string) : boolean
1023
+ /** Plays an animation without blending.
1024
+ */
1025
+ public Play ($animation: string, $mode: UnityEngine.PlayMode) : boolean
1026
+ /** Fades in the animation with the name animation over a period of time defined by fadeLength.
1027
+ */
1028
+ public CrossFade ($animation: string) : void
1029
+ /** Fades in the animation with the name animation over a period of time defined by fadeLength.
1030
+ */
1031
+ public CrossFade ($animation: string, $fadeLength: number) : void
1032
+ /** Fades in the animation with the name animation over a period of time defined by fadeLength.
1033
+ */
1034
+ public CrossFade ($animation: string, $fadeLength: number, $mode: UnityEngine.PlayMode) : void
1035
+ /** Blends the animation named animation towards targetWeight over the next time seconds.
1036
+ */
1037
+ public Blend ($animation: string) : void
1038
+ /** Blends the animation named animation towards targetWeight over the next time seconds.
1039
+ */
1040
+ public Blend ($animation: string, $targetWeight: number) : void
1041
+ /** Blends the animation named animation towards targetWeight over the next time seconds.
1042
+ */
1043
+ public Blend ($animation: string, $targetWeight: number, $fadeLength: number) : void
1044
+ /** Cross fades an animation after previous animations has finished playing.
1045
+ */
1046
+ public CrossFadeQueued ($animation: string) : UnityEngine.AnimationState
1047
+ /** Cross fades an animation after previous animations has finished playing.
1048
+ */
1049
+ public CrossFadeQueued ($animation: string, $fadeLength: number) : UnityEngine.AnimationState
1050
+ /** Cross fades an animation after previous animations has finished playing.
1051
+ */
1052
+ public CrossFadeQueued ($animation: string, $fadeLength: number, $queue: UnityEngine.QueueMode) : UnityEngine.AnimationState
1053
+ /** Cross fades an animation after previous animations has finished playing.
1054
+ */
1055
+ public CrossFadeQueued ($animation: string, $fadeLength: number, $queue: UnityEngine.QueueMode, $mode: UnityEngine.PlayMode) : UnityEngine.AnimationState
1056
+ /** Plays an animation after previous animations has finished playing.
1057
+ */
1058
+ public PlayQueued ($animation: string) : UnityEngine.AnimationState
1059
+ /** Plays an animation after previous animations has finished playing.
1060
+ */
1061
+ public PlayQueued ($animation: string, $queue: UnityEngine.QueueMode) : UnityEngine.AnimationState
1062
+ /** Plays an animation after previous animations has finished playing.
1063
+ */
1064
+ public PlayQueued ($animation: string, $queue: UnityEngine.QueueMode, $mode: UnityEngine.PlayMode) : UnityEngine.AnimationState
1065
+ /** Adds a clip to the animation with name newName.
1066
+ */
1067
+ public AddClip ($clip: UnityEngine.AnimationClip, $newName: string) : void
1068
+ /** Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName.
1069
+ * @param $addLoopFrame Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.
1070
+ */
1071
+ public AddClip ($clip: UnityEngine.AnimationClip, $newName: string, $firstFrame: number, $lastFrame: number) : void
1072
+ /** Adds clip to the only play between firstFrame and lastFrame. The new clip will also be added to the animation with name newName.
1073
+ * @param $addLoopFrame Should an extra frame be inserted at the end that matches the first frame? Turn this on if you are making a looping animation.
1074
+ */
1075
+ public AddClip ($clip: UnityEngine.AnimationClip, $newName: string, $firstFrame: number, $lastFrame: number, $addLoopFrame: boolean) : void
1076
+ /** Remove clip from the animation list.
1077
+ */
1078
+ public RemoveClip ($clip: UnityEngine.AnimationClip) : void
1079
+ /** Remove clip from the animation list.
1080
+ */
1081
+ public RemoveClip ($clipName: string) : void
1082
+ /** Get the number of clips currently assigned to this animation.
1083
+ */
1084
+ public GetClipCount () : number
1085
+ public SyncLayer ($layer: number) : void
1086
+ public GetEnumerator () : System.Collections.IEnumerator
1087
+ public GetClip ($name: string) : UnityEngine.AnimationClip
1088
+ public constructor ()
1089
+ }
1090
+ /** The AnimationState gives full control over animation blending.
1091
+ */
1092
+ class AnimationState extends UnityEngine.TrackedReference
1093
+ {
1094
+ protected [__keep_incompatibility]: never;
1095
+ /** Enables / disables the animation.
1096
+ */
1097
+ public get enabled(): boolean;
1098
+ public set enabled(value: boolean);
1099
+ /** The weight of animation.
1100
+ */
1101
+ public get weight(): number;
1102
+ public set weight(value: number);
1103
+ /** Wrapping mode of the animation.
1104
+ */
1105
+ public get wrapMode(): UnityEngine.WrapMode;
1106
+ public set wrapMode(value: UnityEngine.WrapMode);
1107
+ /** The current time of the animation.
1108
+ */
1109
+ public get time(): number;
1110
+ public set time(value: number);
1111
+ /** The normalized time of the animation.
1112
+ */
1113
+ public get normalizedTime(): number;
1114
+ public set normalizedTime(value: number);
1115
+ /** The playback speed of the animation. 1 is normal playback speed.
1116
+ */
1117
+ public get speed(): number;
1118
+ public set speed(value: number);
1119
+ /** The normalized playback speed.
1120
+ */
1121
+ public get normalizedSpeed(): number;
1122
+ public set normalizedSpeed(value: number);
1123
+ /** The length of the animation clip in seconds.
1124
+ */
1125
+ public get length(): number;
1126
+ public get layer(): number;
1127
+ public set layer(value: number);
1128
+ /** The clip that is being played by this animation state.
1129
+ */
1130
+ public get clip(): UnityEngine.AnimationClip;
1131
+ /** The name of the animation.
1132
+ */
1133
+ public get name(): string;
1134
+ public set name(value: string);
1135
+ /** Which blend mode should be used?
1136
+ */
1137
+ public get blendMode(): UnityEngine.AnimationBlendMode;
1138
+ public set blendMode(value: UnityEngine.AnimationBlendMode);
1139
+ /** Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.
1140
+ * @param $mix The transform to animate.
1141
+ * @param $recursive Whether to also animate all children of the specified transform.
1142
+ */
1143
+ public AddMixingTransform ($mix: UnityEngine.Transform) : void
1144
+ /** Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.
1145
+ * @param $mix The transform to animate.
1146
+ * @param $recursive Whether to also animate all children of the specified transform.
1147
+ */
1148
+ public AddMixingTransform ($mix: UnityEngine.Transform, $recursive: boolean) : void
1149
+ /** Removes a transform which should be animated.
1150
+ */
1151
+ public RemoveMixingTransform ($mix: UnityEngine.Transform) : void
1152
+ public constructor ()
1153
+ }
1154
+ /** AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.
1155
+ */
1156
+ class AnimationEvent extends System.Object
1157
+ {
1158
+ protected [__keep_incompatibility]: never;
1159
+ /** String parameter that is stored in the event and will be sent to the function.
1160
+ */
1161
+ public get stringParameter(): string;
1162
+ public set stringParameter(value: string);
1163
+ /** Float parameter that is stored in the event and will be sent to the function.
1164
+ */
1165
+ public get floatParameter(): number;
1166
+ public set floatParameter(value: number);
1167
+ /** Int parameter that is stored in the event and will be sent to the function.
1168
+ */
1169
+ public get intParameter(): number;
1170
+ public set intParameter(value: number);
1171
+ /** Object reference parameter that is stored in the event and will be sent to the function.
1172
+ */
1173
+ public get objectReferenceParameter(): UnityEngine.Object;
1174
+ public set objectReferenceParameter(value: UnityEngine.Object);
1175
+ /** The name of the function that will be called.
1176
+ */
1177
+ public get functionName(): string;
1178
+ public set functionName(value: string);
1179
+ /** The time at which the event will be fired off.
1180
+ */
1181
+ public get time(): number;
1182
+ public set time(value: number);
1183
+ /** Function call options.
1184
+ */
1185
+ public get messageOptions(): UnityEngine.SendMessageOptions;
1186
+ public set messageOptions(value: UnityEngine.SendMessageOptions);
1187
+ /** Returns true if this Animation event has been fired by an Animation component.
1188
+ */
1189
+ public get isFiredByLegacy(): boolean;
1190
+ /** Returns true if this Animation event has been fired by an Animator component.
1191
+ */
1192
+ public get isFiredByAnimator(): boolean;
1193
+ /** The animation state that fired this event (Read Only).
1194
+ */
1195
+ public get animationState(): UnityEngine.AnimationState;
1196
+ /** The animator state info related to this event (Read Only).
1197
+ */
1198
+ public get animatorStateInfo(): UnityEngine.AnimatorStateInfo;
1199
+ /** The animator clip info related to this event (Read Only).
1200
+ */
1201
+ public get animatorClipInfo(): UnityEngine.AnimatorClipInfo;
1202
+ public constructor ()
1203
+ }
1204
+ /** The type of the parameter.
1205
+ */
1206
+ enum AnimatorControllerParameterType
1207
+ { Float = 1, Int = 3, Bool = 4, Trigger = 9 }
1208
+ /** Describe the unit of a duration.
1209
+ */
1210
+ enum DurationUnit
1211
+ { Fixed = 0, Normalized = 1 }
1212
+ /** This class defines a pair of clips used by AnimatorOverrideController.
1213
+ */
1214
+ class AnimationClipPair extends System.Object
1215
+ {
1216
+ protected [__keep_incompatibility]: never;
1217
+ /** The original clip from the controller.
1218
+ */
1219
+ public originalClip : UnityEngine.AnimationClip
1220
+ /** The override animation clip.
1221
+ */
1222
+ public overrideClip : UnityEngine.AnimationClip
1223
+ public constructor ()
1224
+ }
1225
+ /** Interface to control Animator Override Controller.
1226
+ */
1227
+ class AnimatorOverrideController extends UnityEngine.RuntimeAnimatorController
1228
+ {
1229
+ protected [__keep_incompatibility]: never;
1230
+ /** The Runtime Animator Controller that the Animator Override Controller overrides.
1231
+ */
1232
+ public get runtimeAnimatorController(): UnityEngine.RuntimeAnimatorController;
1233
+ public set runtimeAnimatorController(value: UnityEngine.RuntimeAnimatorController);
1234
+ /** Returns the count of overrides.
1235
+ */
1236
+ public get overridesCount(): number;
1237
+ public get_Item ($name: string) : UnityEngine.AnimationClip
1238
+ public set_Item ($name: string, $value: UnityEngine.AnimationClip) : void
1239
+ public get_Item ($clip: UnityEngine.AnimationClip) : UnityEngine.AnimationClip
1240
+ public set_Item ($clip: UnityEngine.AnimationClip, $value: UnityEngine.AnimationClip) : void
1241
+ public GetOverrides ($overrides: System.Collections.Generic.List$1<System.Collections.Generic.KeyValuePair$2<UnityEngine.AnimationClip, UnityEngine.AnimationClip>>) : void
1242
+ public ApplyOverrides ($overrides: System.Collections.Generic.IList$1<System.Collections.Generic.KeyValuePair$2<UnityEngine.AnimationClip, UnityEngine.AnimationClip>>) : void
1243
+ public constructor ()
1244
+ public constructor ($controller: UnityEngine.RuntimeAnimatorController)
1245
+ }
1246
+ /** Various utilities for animator manipulation.
1247
+ */
1248
+ class AnimatorUtility extends System.Object
1249
+ {
1250
+ protected [__keep_incompatibility]: never;
1251
+ /** This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving many CPU cycles.
1252
+ * @param $go GameObject to Optimize.
1253
+ * @param $exposedTransforms List of transform name to expose.
1254
+ */
1255
+ public static OptimizeTransformHierarchy ($go: UnityEngine.GameObject, $exposedTransforms: System.Array$1<string>) : void
1256
+ /** This function will recreate all transform hierarchy under GameObject.
1257
+ * @param $go GameObject to Deoptimize.
1258
+ */
1259
+ public static DeoptimizeTransformHierarchy ($go: UnityEngine.GameObject) : void
1260
+ public constructor ()
1261
+ }
1262
+ /** Enumeration of all the muscles in the body.
1263
+ */
1264
+ enum BodyDof
1265
+ { SpineFrontBack = 0, SpineLeftRight = 1, SpineRollLeftRight = 2, ChestFrontBack = 3, ChestLeftRight = 4, ChestRollLeftRight = 5, UpperChestFrontBack = 6, UpperChestLeftRight = 7, UpperChestRollLeftRight = 8, LastBodyDof = 9 }
1266
+ /** Enumeration of all the muscles in the head.
1267
+ */
1268
+ enum HeadDof
1269
+ { NeckFrontBack = 0, NeckLeftRight = 1, NeckRollLeftRight = 2, HeadFrontBack = 3, HeadLeftRight = 4, HeadRollLeftRight = 5, LeftEyeDownUp = 6, LeftEyeInOut = 7, RightEyeDownUp = 8, RightEyeInOut = 9, JawDownUp = 10, JawLeftRight = 11, LastHeadDof = 12 }
1270
+ /** Enumeration of all the muscles in a leg.
1271
+ */
1272
+ enum LegDof
1273
+ { UpperLegFrontBack = 0, UpperLegInOut = 1, UpperLegRollInOut = 2, LegCloseOpen = 3, LegRollInOut = 4, FootCloseOpen = 5, FootInOut = 6, ToesUpDown = 7, LastLegDof = 8 }
1274
+ /** Enumeration of all the muscles in an arm.
1275
+ */
1276
+ enum ArmDof
1277
+ { ShoulderDownUp = 0, ShoulderFrontBack = 1, ArmDownUp = 2, ArmFrontBack = 3, ArmRollInOut = 4, ForeArmCloseOpen = 5, ForeArmRollInOut = 6, HandDownUp = 7, HandInOut = 8, LastArmDof = 9 }
1278
+ /** Enumeration of all the muscles in a finger.
1279
+ */
1280
+ enum FingerDof
1281
+ { ProximalDownUp = 0, ProximalInOut = 1, IntermediateCloseOpen = 2, DistalCloseOpen = 3, LastFingerDof = 4 }
1282
+ /** Enumeration of all the parts in a human.
1283
+ */
1284
+ enum HumanPartDof
1285
+ { Body = 0, Head = 1, LeftLeg = 2, RightLeg = 3, LeftArm = 4, RightArm = 5, LeftThumb = 6, LeftIndex = 7, LeftMiddle = 8, LeftRing = 9, LeftLittle = 10, RightThumb = 11, RightIndex = 12, RightMiddle = 13, RightRing = 14, RightLittle = 15, LastHumanPartDof = 16 }
1286
+ /** Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.
1287
+ */
1288
+ class HumanDescription extends System.ValueType
1289
+ {
1290
+ protected [__keep_incompatibility]: never;
1291
+ /** Mapping between Mecanim bone names and bone names in the rig.
1292
+ */
1293
+ public human : System.Array$1<UnityEngine.HumanBone>
1294
+ /** List of bone Transforms to include in the model.
1295
+ */
1296
+ public skeleton : System.Array$1<UnityEngine.SkeletonBone>
1297
+ /** Defines how the upper arm's roll/twisting is distributed between the shoulder and elbow joints.
1298
+ */
1299
+ public get upperArmTwist(): number;
1300
+ public set upperArmTwist(value: number);
1301
+ /** Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints.
1302
+ */
1303
+ public get lowerArmTwist(): number;
1304
+ public set lowerArmTwist(value: number);
1305
+ /** Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints.
1306
+ */
1307
+ public get upperLegTwist(): number;
1308
+ public set upperLegTwist(value: number);
1309
+ /** Defines how the lower leg's roll/twisting is distributed between the knee and ankle.
1310
+ */
1311
+ public get lowerLegTwist(): number;
1312
+ public set lowerLegTwist(value: number);
1313
+ /** Amount by which the arm's length is allowed to stretch when using IK.
1314
+ */
1315
+ public get armStretch(): number;
1316
+ public set armStretch(value: number);
1317
+ /** Amount by which the leg's length is allowed to stretch when using IK.
1318
+ */
1319
+ public get legStretch(): number;
1320
+ public set legStretch(value: number);
1321
+ /** Modification to the minimum distance between the feet of a humanoid model.
1322
+ */
1323
+ public get feetSpacing(): number;
1324
+ public set feetSpacing(value: number);
1325
+ /** True for any human that has a translation Degree of Freedom (DoF). It is set to false by default.
1326
+ */
1327
+ public get hasTranslationDoF(): boolean;
1328
+ public set hasTranslationDoF(value: boolean);
1329
+ }
1330
+ /** Details of the Transform name mapped to the skeleton bone of a model and its default position and rotation in the T-pose.
1331
+ */
1332
+ class SkeletonBone extends System.ValueType
1333
+ {
1334
+ protected [__keep_incompatibility]: never;
1335
+ /** The name of the Transform mapped to the bone.
1336
+ */
1337
+ public name : string
1338
+ /** The T-pose position of the bone in local space.
1339
+ */
1340
+ public position : UnityEngine.Vector3
1341
+ /** The T-pose rotation of the bone in local space.
1342
+ */
1343
+ public rotation : UnityEngine.Quaternion
1344
+ /** The T-pose scaling of the bone in local space.
1345
+ */
1346
+ public scale : UnityEngine.Vector3
1347
+ }
1348
+ /** This class stores the rotation limits that define the muscle for a single human bone.
1349
+ */
1350
+ class HumanLimit extends System.ValueType
1351
+ {
1352
+ protected [__keep_incompatibility]: never;
1353
+ /** Should this limit use the default values?
1354
+ */
1355
+ public get useDefaultValues(): boolean;
1356
+ public set useDefaultValues(value: boolean);
1357
+ /** The maximum negative rotation away from the initial value that this muscle can apply.
1358
+ */
1359
+ public get min(): UnityEngine.Vector3;
1360
+ public set min(value: UnityEngine.Vector3);
1361
+ /** The maximum rotation away from the initial value that this muscle can apply.
1362
+ */
1363
+ public get max(): UnityEngine.Vector3;
1364
+ public set max(value: UnityEngine.Vector3);
1365
+ /** The default orientation of a bone when no muscle action is applied.
1366
+ */
1367
+ public get center(): UnityEngine.Vector3;
1368
+ public set center(value: UnityEngine.Vector3);
1369
+ /** Length of the bone to which the limit is applied.
1370
+ */
1371
+ public get axisLength(): number;
1372
+ public set axisLength(value: number);
1373
+ }
1374
+ /** The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.
1375
+ */
1376
+ class HumanBone extends System.ValueType
1377
+ {
1378
+ protected [__keep_incompatibility]: never;
1379
+ /** The rotation limits that define the muscle for this bone.
1380
+ */
1381
+ public limit : UnityEngine.HumanLimit
1382
+ /** The name of the bone to which the Mecanim human bone is mapped.
1383
+ */
1384
+ public get boneName(): string;
1385
+ public set boneName(value: string);
1386
+ /** The name of the Mecanim human bone to which the bone from the model is mapped.
1387
+ */
1388
+ public get humanName(): string;
1389
+ public set humanName(value: string);
1390
+ }
1391
+ /** Class to build avatars from user scripts.
1392
+ */
1393
+ class AvatarBuilder extends System.Object
1394
+ {
1395
+ protected [__keep_incompatibility]: never;
1396
+ /** Create a humanoid avatar.
1397
+ * @param $go Root object of your transform hierachy. It must be the top most gameobject when you create the avatar.
1398
+ * @param $humanDescription Humanoid description of the avatar.
1399
+ * @returns Returns the Avatar, you must always always check the avatar is valid before using it with Avatar.isValid.
1400
+ */
1401
+ public static BuildHumanAvatar ($go: UnityEngine.GameObject, $humanDescription: UnityEngine.HumanDescription) : UnityEngine.Avatar
1402
+ /** Create a new generic avatar.
1403
+ * @param $go Root object of your transform hierarchy.
1404
+ * @param $rootMotionTransformName Transform name of the root motion transform. If empty no root motion is defined and you must take care of avatar movement yourself.
1405
+ */
1406
+ public static BuildGenericAvatar ($go: UnityEngine.GameObject, $rootMotionTransformName: string) : UnityEngine.Avatar
1407
+ public constructor ()
1408
+ }
1409
+ /** Avatar body part.
1410
+ */
1411
+ enum AvatarMaskBodyPart
1412
+ { Root = 0, Body = 1, Head = 2, LeftLeg = 3, RightLeg = 4, LeftArm = 5, RightArm = 6, LeftFingers = 7, RightFingers = 8, LeftFootIK = 9, RightFootIK = 10, LeftHandIK = 11, RightHandIK = 12, LastBodyPart = 13 }
1413
+ /** AvatarMask is used to mask out humanoid body parts and transforms.
1414
+ */
1415
+ class AvatarMask extends UnityEngine.Object
1416
+ {
1417
+ protected [__keep_incompatibility]: never;
1418
+ /** Number of transforms.
1419
+ */
1420
+ public get transformCount(): number;
1421
+ public set transformCount(value: number);
1422
+ /** Returns true if the humanoid body part at the given index is active.
1423
+ * @param $index The index of the humanoid body part.
1424
+ */
1425
+ public GetHumanoidBodyPartActive ($index: UnityEngine.AvatarMaskBodyPart) : boolean
1426
+ /** Sets the humanoid body part at the given index to active or not.
1427
+ * @param $index The index of the humanoid body part.
1428
+ * @param $value Active or not.
1429
+ */
1430
+ public SetHumanoidBodyPartActive ($index: UnityEngine.AvatarMaskBodyPart, $value: boolean) : void
1431
+ public AddTransformPath ($transform: UnityEngine.Transform) : void
1432
+ /** Adds a transform path into the AvatarMask.
1433
+ * @param $transform The transform to add into the AvatarMask.
1434
+ * @param $recursive Whether to also add all children of the specified transform.
1435
+ */
1436
+ public AddTransformPath ($transform: UnityEngine.Transform, $recursive: boolean) : void
1437
+ public RemoveTransformPath ($transform: UnityEngine.Transform) : void
1438
+ /** Removes a transform path from the AvatarMask.
1439
+ * @param $transform The Transform that should be removed from the AvatarMask.
1440
+ * @param $recursive Whether to also remove all children of the specified transform.
1441
+ */
1442
+ public RemoveTransformPath ($transform: UnityEngine.Transform, $recursive: boolean) : void
1443
+ /** Returns the path of the transform at the given index.
1444
+ * @param $index The index of the transform.
1445
+ */
1446
+ public GetTransformPath ($index: number) : string
1447
+ /** Sets the path of the transform at the given index.
1448
+ * @param $index The index of the transform.
1449
+ * @param $path The path of the transform.
1450
+ */
1451
+ public SetTransformPath ($index: number, $path: string) : void
1452
+ /** Returns true if the transform at the given index is active.
1453
+ * @param $index The index of the transform.
1454
+ */
1455
+ public GetTransformActive ($index: number) : boolean
1456
+ /** Sets the tranform at the given index to active or not.
1457
+ * @param $index The index of the transform.
1458
+ * @param $value Active or not.
1459
+ */
1460
+ public SetTransformActive ($index: number, $value: boolean) : void
1461
+ public constructor ()
1462
+ }
1463
+ /** Retargetable humanoid pose.
1464
+ */
1465
+ class HumanPose extends System.ValueType
1466
+ {
1467
+ protected [__keep_incompatibility]: never;
1468
+ /** The human body position for that pose.
1469
+ */
1470
+ public bodyPosition : UnityEngine.Vector3
1471
+ /** The human body orientation for that pose.
1472
+ */
1473
+ public bodyRotation : UnityEngine.Quaternion
1474
+ /** The array of muscle values for that pose.
1475
+ */
1476
+ public muscles : System.Array$1<number>
1477
+ }
1478
+ /** Use this class to create, read, and write the HumanPose for a humanoid avatar skeleton hierarchy or an avatar pose.
1479
+ */
1480
+ class HumanPoseHandler extends System.Object implements System.IDisposable
1481
+ {
1482
+ protected [__keep_incompatibility]: never;
1483
+ public Dispose () : void
1484
+ /** Computes a human pose from the avatar skeleton, stores the pose in the human pose handler, and returns the human pose.
1485
+ * @param $humanPose The output human pose. In the human pose, the bodyPosition and bodyRotation are the position and rotation of the approximate center of mass of the humanoid in world space. bodyPosition is normalized: the position is divided by avatar human scale.
1486
+ */
1487
+ public GetHumanPose ($humanPose: $Ref<UnityEngine.HumanPose>) : void
1488
+ /** Stores the specified human pose inside the human pose handler.
1489
+ * @param $humanPose The human pose to set. In the human pose, the bodyPosition and bodyRotation are the position and rotation of the approximate center of mass of the humanoid. This is relative to the humanoid root transform and it is normalized: the local position is divided by avatar human scale.
1490
+ */
1491
+ public SetHumanPose ($humanPose: $Ref<UnityEngine.HumanPose>) : void
1492
+ /** Gets the internal human pose stored in the human pose handler.
1493
+ * @param $humanPose The output human pose. In the human pose, the bodyPosition and bodyRotation are the position and rotation of the approximate center of mass of the humanoid in world space. bodyPosition is normalized: the position is divided by avatar human scale.
1494
+ */
1495
+ public GetInternalHumanPose ($humanPose: $Ref<UnityEngine.HumanPose>) : void
1496
+ /** Stores the specified human pose as the internal human pose inside the human pose handler.
1497
+ * @param $humanPose The human pose to set. In the human pose, the bodyPosition and bodyRotation are the position and rotation of the approximate center of mass of the humanoid. This is relative to the humanoid root transform and it is normalized: the local position is divided by avatar human scale.
1498
+ */
1499
+ public SetInternalHumanPose ($humanPose: $Ref<UnityEngine.HumanPose>) : void
1500
+ public GetInternalAvatarPose ($avatarPose: Unity.Collections.NativeArray$1<number>) : void
1501
+ public SetInternalAvatarPose ($avatarPose: Unity.Collections.NativeArray$1<number>) : void
1502
+ public constructor ($avatar: UnityEngine.Avatar, $root: UnityEngine.Transform)
1503
+ public constructor ($avatar: UnityEngine.Avatar, $jointPaths: System.Array$1<string>)
1504
+ }
1505
+ /** Details of all the human bone and muscle types defined by Mecanim.
1506
+ */
1507
+ class HumanTrait extends System.Object
1508
+ {
1509
+ protected [__keep_incompatibility]: never;
1510
+ /** The number of human muscle types defined by Mecanim.
1511
+ */
1512
+ public static get MuscleCount(): number;
1513
+ /** Array of the names of all human muscle types defined by Mecanim.
1514
+ */
1515
+ public static get MuscleName(): System.Array$1<string>;
1516
+ /** The number of human bone types defined by Mecanim.
1517
+ */
1518
+ public static get BoneCount(): number;
1519
+ /** Array of the names of all human bone types defined by Mecanim.
1520
+ */
1521
+ public static get BoneName(): System.Array$1<string>;
1522
+ /** The number of bone types that are required by Mecanim for any human model.
1523
+ */
1524
+ public static get RequiredBoneCount(): number;
1525
+ /** Obtain the muscle index for a particular bone index and "degree of freedom".
1526
+ * @param $i Bone index.
1527
+ * @param $dofIndex Number representing a "degree of freedom": 0 for X-Axis, 1 for Y-Axis, 2 for Z-Axis.
1528
+ */
1529
+ public static MuscleFromBone ($i: number, $dofIndex: number) : number
1530
+ /** Return the bone to which a particular muscle is connected.
1531
+ * @param $i Muscle index.
1532
+ */
1533
+ public static BoneFromMuscle ($i: number) : number
1534
+ /** Is the bone a member of the minimal set of bones that Mecanim requires for a human model?
1535
+ * @param $i Index of the bone to test.
1536
+ */
1537
+ public static RequiredBone ($i: number) : boolean
1538
+ /** Get the default minimum value of rotation for a muscle in degrees.
1539
+ * @param $i Muscle index.
1540
+ */
1541
+ public static GetMuscleDefaultMin ($i: number) : number
1542
+ /** Get the default maximum value of rotation for a muscle in degrees.
1543
+ * @param $i Muscle index.
1544
+ */
1545
+ public static GetMuscleDefaultMax ($i: number) : number
1546
+ /** Gets the bone hierarchy mass.
1547
+ * @param $i The humanoid bone index.
1548
+ * @returns The bone hierarchy mass.
1549
+ */
1550
+ public static GetBoneDefaultHierarchyMass ($i: number) : number
1551
+ /** Returns parent humanoid bone index of a bone.
1552
+ * @param $i Humanoid bone index to get parent from.
1553
+ * @returns Humanoid bone index of parent.
1554
+ */
1555
+ public static GetParentBone ($i: number) : number
1556
+ public constructor ()
1557
+ }
1558
+ }
1559
+ namespace UnityEngine.Playables {
1560
+ /** Implements high-level utility methods to simplify use of the Playable API with Animations.
1561
+ */
1562
+ class AnimationPlayableUtilities extends System.Object
1563
+ {
1564
+ protected [__keep_incompatibility]: never;
1565
+ /** Creates a PlayableGraph to be played on the given Animator. An AnimationClipPlayable is also created for the given AnimationClip.
1566
+ * @param $animator Target Animator.
1567
+ * @param $clip The AnimationClip to create an AnimationClipPlayable for.
1568
+ * @param $graph The created PlayableGraph.
1569
+ * @returns A handle to the newly-created AnimationClipPlayable.
1570
+ */
1571
+ public static PlayClip ($animator: UnityEngine.Animator, $clip: UnityEngine.AnimationClip, $graph: $Ref<UnityEngine.Playables.PlayableGraph>) : UnityEngine.Animations.AnimationClipPlayable
1572
+ /** Creates a PlayableGraph to be played on the given Animator. An AnimationMixerPlayable is also created.
1573
+ * @param $animator Target Animator.
1574
+ * @param $inputCount The input count for the AnimationMixerPlayable.
1575
+ * @param $graph The created PlayableGraph.
1576
+ * @returns A handle to the newly-created AnimationMixerPlayable.
1577
+ */
1578
+ public static PlayMixer ($animator: UnityEngine.Animator, $inputCount: number, $graph: $Ref<UnityEngine.Playables.PlayableGraph>) : UnityEngine.Animations.AnimationMixerPlayable
1579
+ /** Creates a PlayableGraph to be played on the given Animator. An AnimationLayerMixerPlayable is also created.
1580
+ * @param $animator Target Animator.
1581
+ * @param $inputCount The input count for the AnimationLayerMixerPlayable. Defines the number of layers.
1582
+ * @param $graph The created PlayableGraph.
1583
+ * @returns A handle to the newly-created AnimationLayerMixerPlayable.
1584
+ */
1585
+ public static PlayLayerMixer ($animator: UnityEngine.Animator, $inputCount: number, $graph: $Ref<UnityEngine.Playables.PlayableGraph>) : UnityEngine.Animations.AnimationLayerMixerPlayable
1586
+ /** Creates a PlayableGraph to be played on the given Animator. An AnimatorControllerPlayable is also created for the given RuntimeAnimatorController.
1587
+ * @param $animator Target Animator.
1588
+ * @param $controller The RuntimeAnimatorController to create an AnimatorControllerPlayable for.
1589
+ * @param $graph The created PlayableGraph.
1590
+ * @returns A handle to the newly-created AnimatorControllerPlayable.
1591
+ */
1592
+ public static PlayAnimatorController ($animator: UnityEngine.Animator, $controller: UnityEngine.RuntimeAnimatorController, $graph: $Ref<UnityEngine.Playables.PlayableGraph>) : UnityEngine.Animations.AnimatorControllerPlayable
1593
+ }
1594
+ }
1595
+ namespace UnityEngine.Animations {
1596
+ /** An implementation of IPlayable that controls an animation RuntimeAnimatorController.
1597
+ */
1598
+ class AnimatorControllerPlayable extends System.ValueType implements UnityEngine.Playables.IPlayable, System.IEquatable$1<UnityEngine.Animations.AnimatorControllerPlayable>
1599
+ {
1600
+ protected [__keep_incompatibility]: never;
1601
+ /** Returns an invalid AnimatorControllerPlayable.
1602
+ */
1603
+ public static get Null(): UnityEngine.Animations.AnimatorControllerPlayable;
1604
+ /** Creates an AnimatorControllerPlayable in the PlayableGraph.
1605
+ * @param $graph The PlayableGraph object that will own the AnimatorControllerPlayable.
1606
+ * @param $controller The RuntimeAnimatorController that will be added in the graph.
1607
+ * @returns A AnimatorControllerPlayable.
1608
+ */
1609
+ public static Create ($graph: UnityEngine.Playables.PlayableGraph, $controller: UnityEngine.RuntimeAnimatorController) : UnityEngine.Animations.AnimatorControllerPlayable
1610
+ public GetHandle () : UnityEngine.Playables.PlayableHandle
1611
+ public SetHandle ($handle: UnityEngine.Playables.PlayableHandle) : void
1612
+ public static op_Implicit ($playable: UnityEngine.Animations.AnimatorControllerPlayable) : UnityEngine.Playables.Playable
1613
+ public static op_Explicit ($playable: UnityEngine.Playables.Playable) : UnityEngine.Animations.AnimatorControllerPlayable
1614
+ public Equals ($other: UnityEngine.Animations.AnimatorControllerPlayable) : boolean
1615
+ /** Returns the value of the given float parameter.
1616
+ * @param $name The parameter name.
1617
+ * @param $id The parameter ID.
1618
+ * @returns The value of the parameter.
1619
+ */
1620
+ public GetFloat ($name: string) : number
1621
+ /** Returns the value of the given float parameter.
1622
+ * @param $name The parameter name.
1623
+ * @param $id The parameter ID.
1624
+ * @returns The value of the parameter.
1625
+ */
1626
+ public GetFloat ($id: number) : number
1627
+ /** Send float values to the AnimatorController to affect transitions.
1628
+ * @param $name The parameter name.
1629
+ * @param $id The parameter ID.
1630
+ * @param $value The new parameter value.
1631
+ * @param $dampTime The damper total time.
1632
+ * @param $deltaTime The delta time to give to the damper.
1633
+ */
1634
+ public SetFloat ($name: string, $value: number) : void
1635
+ /** Send float values to the AnimatorController to affect transitions.
1636
+ * @param $name The parameter name.
1637
+ * @param $id The parameter ID.
1638
+ * @param $value The new parameter value.
1639
+ * @param $dampTime The damper total time.
1640
+ * @param $deltaTime The delta time to give to the damper.
1641
+ */
1642
+ public SetFloat ($id: number, $value: number) : void
1643
+ /** Returns the value of the given boolean parameter.
1644
+ * @param $name The parameter name.
1645
+ * @param $id The parameter ID.
1646
+ * @returns The value of the parameter.
1647
+ */
1648
+ public GetBool ($name: string) : boolean
1649
+ /** Returns the value of the given boolean parameter.
1650
+ * @param $name The parameter name.
1651
+ * @param $id The parameter ID.
1652
+ * @returns The value of the parameter.
1653
+ */
1654
+ public GetBool ($id: number) : boolean
1655
+ /** Sets the value of the given boolean parameter.
1656
+ * @param $name The parameter name.
1657
+ * @param $id The parameter ID.
1658
+ * @param $value The new parameter value.
1659
+ */
1660
+ public SetBool ($name: string, $value: boolean) : void
1661
+ /** Sets the value of the given boolean parameter.
1662
+ * @param $name The parameter name.
1663
+ * @param $id The parameter ID.
1664
+ * @param $value The new parameter value.
1665
+ */
1666
+ public SetBool ($id: number, $value: boolean) : void
1667
+ /** Returns the value of the given integer parameter.
1668
+ * @param $name The parameter name.
1669
+ * @param $id The parameter ID.
1670
+ * @returns The value of the parameter.
1671
+ */
1672
+ public GetInteger ($name: string) : number
1673
+ /** Returns the value of the given integer parameter.
1674
+ * @param $name The parameter name.
1675
+ * @param $id The parameter ID.
1676
+ * @returns The value of the parameter.
1677
+ */
1678
+ public GetInteger ($id: number) : number
1679
+ /** Sets the value of the given integer parameter.
1680
+ * @param $name The parameter name.
1681
+ * @param $id The parameter ID.
1682
+ * @param $value The new parameter value.
1683
+ */
1684
+ public SetInteger ($name: string, $value: number) : void
1685
+ /** Sets the value of the given integer parameter.
1686
+ * @param $name The parameter name.
1687
+ * @param $id The parameter ID.
1688
+ * @param $value The new parameter value.
1689
+ */
1690
+ public SetInteger ($id: number, $value: number) : void
1691
+ /** Sets the value of the given trigger parameter.
1692
+ * @param $name The parameter name.
1693
+ * @param $id The parameter ID.
1694
+ */
1695
+ public SetTrigger ($name: string) : void
1696
+ /** Sets the value of the given trigger parameter.
1697
+ * @param $name The parameter name.
1698
+ * @param $id The parameter ID.
1699
+ */
1700
+ public SetTrigger ($id: number) : void
1701
+ /** Resets the value of the given trigger parameter.
1702
+ * @param $name The parameter name.
1703
+ * @param $id The parameter ID.
1704
+ */
1705
+ public ResetTrigger ($name: string) : void
1706
+ /** Resets the value of the given trigger parameter.
1707
+ * @param $name The parameter name.
1708
+ * @param $id The parameter ID.
1709
+ */
1710
+ public ResetTrigger ($id: number) : void
1711
+ /** Returns true if the parameter is controlled by a curve, false otherwise.
1712
+ * @param $name The parameter name.
1713
+ * @param $id The parameter ID.
1714
+ * @returns True if the parameter is controlled by a curve, false otherwise.
1715
+ */
1716
+ public IsParameterControlledByCurve ($name: string) : boolean
1717
+ /** Returns true if the parameter is controlled by a curve, false otherwise.
1718
+ * @param $name The parameter name.
1719
+ * @param $id The parameter ID.
1720
+ * @returns True if the parameter is controlled by a curve, false otherwise.
1721
+ */
1722
+ public IsParameterControlledByCurve ($id: number) : boolean
1723
+ public GetLayerCount () : number
1724
+ /** Returns the layer name.
1725
+ * @param $layerIndex The layer index.
1726
+ * @returns The layer name.
1727
+ */
1728
+ public GetLayerName ($layerIndex: number) : string
1729
+ /** Returns the index of the layer with the given name.
1730
+ * @param $layerName The layer name.
1731
+ * @returns The layer index.
1732
+ */
1733
+ public GetLayerIndex ($layerName: string) : number
1734
+ /** Returns the weight of the layer at the specified index.
1735
+ * @param $layerIndex The layer index.
1736
+ * @returns The layer weight.
1737
+ */
1738
+ public GetLayerWeight ($layerIndex: number) : number
1739
+ /** Sets the weight of the layer at the given index.
1740
+ * @param $layerIndex The layer index.
1741
+ * @param $weight The new layer weight.
1742
+ */
1743
+ public SetLayerWeight ($layerIndex: number, $weight: number) : void
1744
+ /** Returns an AnimatorStateInfo with the information on the current state.
1745
+ * @param $layerIndex The layer index.
1746
+ * @returns An AnimatorStateInfo with the information on the current state.
1747
+ */
1748
+ public GetCurrentAnimatorStateInfo ($layerIndex: number) : UnityEngine.AnimatorStateInfo
1749
+ /** Returns an AnimatorStateInfo with the information on the next state.
1750
+ * @param $layerIndex The layer index.
1751
+ * @returns An AnimatorStateInfo with the information on the next state.
1752
+ */
1753
+ public GetNextAnimatorStateInfo ($layerIndex: number) : UnityEngine.AnimatorStateInfo
1754
+ /** Returns an AnimatorTransitionInfo with the informations on the current transition.
1755
+ * @param $layerIndex The layer's index.
1756
+ * @returns An AnimatorTransitionInfo with the informations on the current transition.
1757
+ */
1758
+ public GetAnimatorTransitionInfo ($layerIndex: number) : UnityEngine.AnimatorTransitionInfo
1759
+ /** Returns an array of all the AnimatorClipInfo in the current state of the given layer.
1760
+ * @param $layerIndex The layer index.
1761
+ * @returns An array of all the AnimatorClipInfo in the current state.
1762
+ */
1763
+ public GetCurrentAnimatorClipInfo ($layerIndex: number) : System.Array$1<UnityEngine.AnimatorClipInfo>
1764
+ public GetCurrentAnimatorClipInfo ($layerIndex: number, $clips: System.Collections.Generic.List$1<UnityEngine.AnimatorClipInfo>) : void
1765
+ public GetNextAnimatorClipInfo ($layerIndex: number, $clips: System.Collections.Generic.List$1<UnityEngine.AnimatorClipInfo>) : void
1766
+ /** Returns the number of AnimatorClipInfo in the current state.
1767
+ * @param $layerIndex The layer index.
1768
+ * @returns The number of AnimatorClipInfo in the current state.
1769
+ */
1770
+ public GetCurrentAnimatorClipInfoCount ($layerIndex: number) : number
1771
+ /** Returns the number of AnimatorClipInfo in the next state.
1772
+ * @param $layerIndex The layer index.
1773
+ * @returns The number of AnimatorClipInfo in the next state.
1774
+ */
1775
+ public GetNextAnimatorClipInfoCount ($layerIndex: number) : number
1776
+ /** Returns an array of all the AnimatorClipInfo in the next state of the given layer.
1777
+ * @param $layerIndex The layer index.
1778
+ * @returns An array of all the AnimatorClipInfo in the next state.
1779
+ */
1780
+ public GetNextAnimatorClipInfo ($layerIndex: number) : System.Array$1<UnityEngine.AnimatorClipInfo>
1781
+ /** Returns true if there is a transition on the given layer, false otherwise.
1782
+ * @param $layerIndex The layer index.
1783
+ * @returns True if there is a transition on the given layer, false otherwise.
1784
+ */
1785
+ public IsInTransition ($layerIndex: number) : boolean
1786
+ public GetParameterCount () : number
1787
+ /** See AnimatorController.parameters.
1788
+ */
1789
+ public GetParameter ($index: number) : UnityEngine.AnimatorControllerParameter
1790
+ public CrossFadeInFixedTime ($stateName: string, $transitionDuration: number) : void
1791
+ public CrossFadeInFixedTime ($stateName: string, $transitionDuration: number, $layer: number) : void
1792
+ public CrossFadeInFixedTime ($stateName: string, $transitionDuration: number, $layer: number, $fixedTime: number) : void
1793
+ public CrossFadeInFixedTime ($stateNameHash: number, $transitionDuration: number) : void
1794
+ public CrossFadeInFixedTime ($stateNameHash: number, $transitionDuration: number, $layer: number) : void
1795
+ public CrossFadeInFixedTime ($stateNameHash: number, $transitionDuration: number, $layer: number, $fixedTime: number) : void
1796
+ public CrossFade ($stateName: string, $transitionDuration: number) : void
1797
+ public CrossFade ($stateName: string, $transitionDuration: number, $layer: number) : void
1798
+ public CrossFade ($stateName: string, $transitionDuration: number, $layer: number, $normalizedTime: number) : void
1799
+ public CrossFade ($stateNameHash: number, $transitionDuration: number) : void
1800
+ public CrossFade ($stateNameHash: number, $transitionDuration: number, $layer: number) : void
1801
+ public CrossFade ($stateNameHash: number, $transitionDuration: number, $layer: number, $normalizedTime: number) : void
1802
+ public PlayInFixedTime ($stateName: string) : void
1803
+ public PlayInFixedTime ($stateName: string, $layer: number) : void
1804
+ /** Plays a state.
1805
+ * @param $stateName The state name.
1806
+ * @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
1807
+ * @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
1808
+ * @param $fixedTime The time offset (in seconds).
1809
+ */
1810
+ public PlayInFixedTime ($stateName: string, $layer: number, $fixedTime: number) : void
1811
+ public PlayInFixedTime ($stateNameHash: number) : void
1812
+ public PlayInFixedTime ($stateNameHash: number, $layer: number) : void
1813
+ /** Plays a state.
1814
+ * @param $stateName The state name.
1815
+ * @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
1816
+ * @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
1817
+ * @param $fixedTime The time offset (in seconds).
1818
+ */
1819
+ public PlayInFixedTime ($stateNameHash: number, $layer: number, $fixedTime: number) : void
1820
+ public Play ($stateName: string) : void
1821
+ public Play ($stateName: string, $layer: number) : void
1822
+ /** Plays a state.
1823
+ * @param $stateName The state name.
1824
+ * @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
1825
+ * @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
1826
+ * @param $normalizedTime The time offset between zero and one.
1827
+ */
1828
+ public Play ($stateName: string, $layer: number, $normalizedTime: number) : void
1829
+ public Play ($stateNameHash: number) : void
1830
+ public Play ($stateNameHash: number, $layer: number) : void
1831
+ /** Plays a state.
1832
+ * @param $stateName The state name.
1833
+ * @param $stateNameHash The state hash name. If stateNameHash is 0, it changes the current state time.
1834
+ * @param $layer The layer index. If layer is -1, it plays the first state with the given state name or hash.
1835
+ * @param $normalizedTime The time offset between zero and one.
1836
+ */
1837
+ public Play ($stateNameHash: number, $layer: number, $normalizedTime: number) : void
1838
+ /** Returns true if the state exists in this layer, false otherwise.
1839
+ * @param $layerIndex The layer index.
1840
+ * @param $stateID The state ID.
1841
+ * @returns True if the state exists in this layer, false otherwise.
1842
+ */
1843
+ public HasState ($layerIndex: number, $stateID: number) : boolean
1844
+ }
1845
+ /** A IPlayableOutput implementation that connects the PlayableGraph to an Animator in the Scene.
1846
+ */
1847
+ class AnimationPlayableOutput extends System.ValueType implements UnityEngine.Playables.IPlayableOutput
1848
+ {
1849
+ protected [__keep_incompatibility]: never;
1850
+ public static get Null(): UnityEngine.Animations.AnimationPlayableOutput;
1851
+ /** Creates an AnimationPlayableOutput in the PlayableGraph.
1852
+ * @param $graph The PlayableGraph that will contain the AnimationPlayableOutput.
1853
+ * @param $name The name of the output.
1854
+ * @param $target The Animator that will process the PlayableGraph.
1855
+ * @returns A new AnimationPlayableOutput attached to the PlayableGraph.
1856
+ */
1857
+ public static Create ($graph: UnityEngine.Playables.PlayableGraph, $name: string, $target: UnityEngine.Animator) : UnityEngine.Animations.AnimationPlayableOutput
1858
+ public GetHandle () : UnityEngine.Playables.PlayableOutputHandle
1859
+ public static op_Implicit ($output: UnityEngine.Animations.AnimationPlayableOutput) : UnityEngine.Playables.PlayableOutput
1860
+ public static op_Explicit ($output: UnityEngine.Playables.PlayableOutput) : UnityEngine.Animations.AnimationPlayableOutput
1861
+ /** Returns the Animator that plays the animation graph.
1862
+ * @returns The targeted Animator.
1863
+ */
1864
+ public GetTarget () : UnityEngine.Animator
1865
+ /** Sets the Animator that plays the animation graph.
1866
+ * @param $value The targeted Animator.
1867
+ */
1868
+ public SetTarget ($value: UnityEngine.Animator) : void
1869
+ }
1870
+ /** A Playable that controls an AnimationClip.
1871
+ */
1872
+ class AnimationClipPlayable extends System.ValueType implements UnityEngine.Playables.IPlayable, System.IEquatable$1<UnityEngine.Animations.AnimationClipPlayable>
1873
+ {
1874
+ protected [__keep_incompatibility]: never;
1875
+ /** Creates an AnimationClipPlayable in the PlayableGraph.
1876
+ * @param $graph The PlayableGraph object that will own the AnimationClipPlayable.
1877
+ * @param $clip The AnimationClip that will be added in the PlayableGraph.
1878
+ * @returns A AnimationClipPlayable linked to the PlayableGraph.
1879
+ */
1880
+ public static Create ($graph: UnityEngine.Playables.PlayableGraph, $clip: UnityEngine.AnimationClip) : UnityEngine.Animations.AnimationClipPlayable
1881
+ public GetHandle () : UnityEngine.Playables.PlayableHandle
1882
+ public static op_Implicit ($playable: UnityEngine.Animations.AnimationClipPlayable) : UnityEngine.Playables.Playable
1883
+ public static op_Explicit ($playable: UnityEngine.Playables.Playable) : UnityEngine.Animations.AnimationClipPlayable
1884
+ public Equals ($other: UnityEngine.Animations.AnimationClipPlayable) : boolean
1885
+ /** Returns the AnimationClip stored in the AnimationClipPlayable.
1886
+ */
1887
+ public GetAnimationClip () : UnityEngine.AnimationClip
1888
+ /** Returns the state of the ApplyFootIK flag.
1889
+ */
1890
+ public GetApplyFootIK () : boolean
1891
+ /** Sets the value of the ApplyFootIK flag.
1892
+ * @param $value The new value of the ApplyFootIK flag.
1893
+ */
1894
+ public SetApplyFootIK ($value: boolean) : void
1895
+ /** Returns the state of the ApplyPlayableIK flag.
1896
+ */
1897
+ public GetApplyPlayableIK () : boolean
1898
+ /** Requests OnAnimatorIK to be called on the animated GameObject.
1899
+ */
1900
+ public SetApplyPlayableIK ($value: boolean) : void
1901
+ }
1902
+ /** An implementation of IPlayable that controls an animation mixer.
1903
+ */
1904
+ class AnimationMixerPlayable extends System.ValueType implements UnityEngine.Playables.IPlayable, System.IEquatable$1<UnityEngine.Animations.AnimationMixerPlayable>
1905
+ {
1906
+ protected [__keep_incompatibility]: never;
1907
+ /** Returns an invalid AnimationMixerPlayable.
1908
+ */
1909
+ public static get Null(): UnityEngine.Animations.AnimationMixerPlayable;
1910
+ /** Creates an AnimationMixerPlayable in the PlayableGraph.
1911
+ * @param $graph The PlayableGraph that will contain the new AnimationMixerPlayable.
1912
+ * @param $inputCount The number of inputs that the mixer will update.
1913
+ * @returns Returns a new AnimationMixerPlayable linked to the PlayableGraph.
1914
+ */
1915
+ public static Create ($graph: UnityEngine.Playables.PlayableGraph, $inputCount?: number) : UnityEngine.Animations.AnimationMixerPlayable
1916
+ public GetHandle () : UnityEngine.Playables.PlayableHandle
1917
+ public static op_Implicit ($playable: UnityEngine.Animations.AnimationMixerPlayable) : UnityEngine.Playables.Playable
1918
+ public static op_Explicit ($playable: UnityEngine.Playables.Playable) : UnityEngine.Animations.AnimationMixerPlayable
1919
+ public Equals ($other: UnityEngine.Animations.AnimationMixerPlayable) : boolean
1920
+ }
1921
+ /** An implementation of IPlayable that controls an animation layer mixer.
1922
+ */
1923
+ class AnimationLayerMixerPlayable extends System.ValueType implements UnityEngine.Playables.IPlayable, System.IEquatable$1<UnityEngine.Animations.AnimationLayerMixerPlayable>
1924
+ {
1925
+ protected [__keep_incompatibility]: never;
1926
+ /** Returns an invalid AnimationLayerMixerPlayable.
1927
+ */
1928
+ public static get Null(): UnityEngine.Animations.AnimationLayerMixerPlayable;
1929
+ public static Create ($graph: UnityEngine.Playables.PlayableGraph, $inputCount?: number) : UnityEngine.Animations.AnimationLayerMixerPlayable
1930
+ /** Creates an AnimationLayerMixerPlayable in the PlayableGraph.
1931
+ * @param $graph The PlayableGraph that will contain the new AnimationLayerMixerPlayable.
1932
+ * @param $inputCount The number of layers.
1933
+ * @param $singleLayerOptimization This optimization automatically sets the weight of the first animation layer to 1. Set to true If your layer mixer has a single animation layer and you want to bypass unnecessary weight calculations. This optimization is automatically set to false if your layer mixer has multiple animation layers.
1934
+ * @returns A new AnimationLayerMixerPlayable linked to the PlayableGraph.
1935
+ */
1936
+ public static Create ($graph: UnityEngine.Playables.PlayableGraph, $inputCount: number, $singleLayerOptimization: boolean) : UnityEngine.Animations.AnimationLayerMixerPlayable
1937
+ public GetHandle () : UnityEngine.Playables.PlayableHandle
1938
+ public static op_Implicit ($playable: UnityEngine.Animations.AnimationLayerMixerPlayable) : UnityEngine.Playables.Playable
1939
+ public static op_Explicit ($playable: UnityEngine.Playables.Playable) : UnityEngine.Animations.AnimationLayerMixerPlayable
1940
+ public Equals ($other: UnityEngine.Animations.AnimationLayerMixerPlayable) : boolean
1941
+ /** Returns true if the layer is additive, false otherwise.
1942
+ * @param $layerIndex The layer index.
1943
+ * @returns True if the layer is additive, false otherwise.
1944
+ */
1945
+ public IsLayerAdditive ($layerIndex: number) : boolean
1946
+ /** Specifies whether a layer is additive or not. Additive layers blend with previous layers.
1947
+ * @param $layerIndex The layer index.
1948
+ * @param $value Whether the layer is additive or not. Set to true for an additive blend, or false for a regular blend.
1949
+ */
1950
+ public SetLayerAdditive ($layerIndex: number, $value: boolean) : void
1951
+ /** Sets the mask for the current layer.
1952
+ * @param $layerIndex The layer index.
1953
+ * @param $mask The AvatarMask used to create the new LayerMask.
1954
+ */
1955
+ public SetLayerMaskFromAvatarMask ($layerIndex: number, $mask: UnityEngine.AvatarMask) : void
1956
+ }
1957
+ /** A PlayableBinding that contains information representing an AnimationPlayableOutput.
1958
+ */
1959
+ class AnimationPlayableBinding extends System.Object
1960
+ {
1961
+ protected [__keep_incompatibility]: never;
1962
+ /** Creates a PlayableBinding that contains information representing an AnimationPlayableOutput.
1963
+ * @param $name The name of the AnimationPlayableOutput.
1964
+ * @param $key A reference to a UnityEngine.Object that acts as a key for this binding.
1965
+ * @returns Returns a PlayableBinding that contains information that is used to create an AnimationPlayableOutput.
1966
+ */
1967
+ public static Create ($name: string, $key: UnityEngine.Object) : UnityEngine.Playables.PlayableBinding
1968
+ }
1969
+ /** Use this attribute to indicate that a property will be evaluated as a discrete value during animation playback.
1970
+ */
1971
+ class DiscreteEvaluationAttribute extends System.Attribute implements System.Runtime.InteropServices._Attribute
1972
+ {
1973
+ protected [__keep_incompatibility]: never;
1974
+ public constructor ()
1975
+ }
1976
+ interface IAnimationJob
1977
+ {
1978
+ /** Defines what to do when processing the animation.
1979
+ * @param $stream The animation stream to work on.
1980
+ */
1981
+ ProcessAnimation ($stream: UnityEngine.Animations.AnimationStream) : void
1982
+ /** Defines what to do when processing the root motion.
1983
+ * @param $stream The animation stream to work on.
1984
+ */
1985
+ ProcessRootMotion ($stream: UnityEngine.Animations.AnimationStream) : void
1986
+ }
1987
+ /** The stream of animation data passed from one Playable to another.
1988
+ */
1989
+ class AnimationStream extends System.ValueType
1990
+ {
1991
+ protected [__keep_incompatibility]: never;
1992
+ /** Returns true if the stream is valid; false otherwise. (Read Only)
1993
+ */
1994
+ public get isValid(): boolean;
1995
+ /** Gets the delta time for the evaluated frame. (Read Only)
1996
+ */
1997
+ public get deltaTime(): number;
1998
+ /** Gets or sets the avatar velocity for the evaluated frame.
1999
+ */
2000
+ public get velocity(): UnityEngine.Vector3;
2001
+ public set velocity(value: UnityEngine.Vector3);
2002
+ /** Gets or sets the avatar angular velocity for the evaluated frame.
2003
+ */
2004
+ public get angularVelocity(): UnityEngine.Vector3;
2005
+ public set angularVelocity(value: UnityEngine.Vector3);
2006
+ /** Gets the root motion position for the evaluated frame. (Read Only)
2007
+ */
2008
+ public get rootMotionPosition(): UnityEngine.Vector3;
2009
+ /** Gets the root motion rotation for the evaluated frame. (Read Only)
2010
+ */
2011
+ public get rootMotionRotation(): UnityEngine.Quaternion;
2012
+ /** Returns true if the stream is from a humanoid avatar; false otherwise. (Read Only)
2013
+ */
2014
+ public get isHumanStream(): boolean;
2015
+ /** Gets the number of input streams. (Read Only)
2016
+ */
2017
+ public get inputStreamCount(): number;
2018
+ /** Gets the same stream, but as an AnimationHumanStream.
2019
+ * @returns Returns the same stream, but as an AnimationHumanStream.
2020
+ */
2021
+ public AsHuman () : UnityEngine.Animations.AnimationHumanStream
2022
+ /** Gets the AnimationStream of the playable input at index.
2023
+ * @param $index The input index.
2024
+ * @returns Returns the AnimationStream of the playable input at index. Returns an invalid stream if the input is not an animation Playable.
2025
+ */
2026
+ public GetInputStream ($index: number) : UnityEngine.Animations.AnimationStream
2027
+ /** Gets the weight of the Playable connected at a specific input index.
2028
+ * @param $index The input index.
2029
+ * @returns Returns the weight of the Playable input as a float.
2030
+ */
2031
+ public GetInputWeight ($index: number) : number
2032
+ /** Deep copies motion from a source animation stream to the current animation stream.
2033
+ * @param $animationStream The source animation stream with the motion to deep copy.
2034
+ */
2035
+ public CopyAnimationStreamMotion ($animationStream: UnityEngine.Animations.AnimationStream) : void
2036
+ }
2037
+ interface IAnimationJobPlayable extends UnityEngine.Playables.IPlayable
2038
+ {
2039
+ }
2040
+ interface IAnimationWindowPreview
2041
+ {
2042
+ /** Notification callback when the Animation window starts previewing an AnimationClip.
2043
+ */
2044
+ StartPreview () : void
2045
+ /** Notification callback when the Animation window stops previewing an AnimationClip.
2046
+ */
2047
+ StopPreview () : void
2048
+ /** Notification callback when the Animation Window updates its PlayableGraph before sampling an AnimationClip.
2049
+ * @param $graph The Animation window PlayableGraph.
2050
+ */
2051
+ UpdatePreviewGraph ($graph: UnityEngine.Playables.PlayableGraph) : void
2052
+ /** Appends custom Playable nodes to the Animation window PlayableGraph.
2053
+ * @param $graph The Animation window PlayableGraph.
2054
+ * @param $inputPlayable Current root of the PlayableGraph.
2055
+ * @returns Returns the new root of the PlayableGraph.
2056
+ */
2057
+ BuildPreviewGraph ($graph: UnityEngine.Playables.PlayableGraph, $inputPlayable: UnityEngine.Playables.Playable) : UnityEngine.Playables.Playable
2058
+ }
2059
+ /** Use this attribute in a script to mark a property as non-animatable.
2060
+ */
2061
+ class NotKeyableAttribute extends System.Attribute implements System.Runtime.InteropServices._Attribute
2062
+ {
2063
+ protected [__keep_incompatibility]: never;
2064
+ public constructor ()
2065
+ }
2066
+ /** Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources.
2067
+ */
2068
+ class AimConstraint extends UnityEngine.Behaviour implements UnityEngine.Animations.IConstraintInternal, UnityEngine.Animations.IConstraint
2069
+ {
2070
+ protected [__keep_incompatibility]: never;
2071
+ /** The weight of the constraint component.
2072
+ */
2073
+ public get weight(): number;
2074
+ public set weight(value: number);
2075
+ /** Activates or deactivates the constraint.
2076
+ */
2077
+ public get constraintActive(): boolean;
2078
+ public set constraintActive(value: boolean);
2079
+ /** Locks the offset and rotation at rest.
2080
+ */
2081
+ public get locked(): boolean;
2082
+ public set locked(value: boolean);
2083
+ /** The rotation used when the sources have a total weight of 0.
2084
+ */
2085
+ public get rotationAtRest(): UnityEngine.Vector3;
2086
+ public set rotationAtRest(value: UnityEngine.Vector3);
2087
+ /** Represents an offset from the constrained orientation.
2088
+ */
2089
+ public get rotationOffset(): UnityEngine.Vector3;
2090
+ public set rotationOffset(value: UnityEngine.Vector3);
2091
+ /** The axes affected by the AimConstraint.
2092
+ */
2093
+ public get rotationAxis(): UnityEngine.Animations.Axis;
2094
+ public set rotationAxis(value: UnityEngine.Animations.Axis);
2095
+ /** The axis towards which the constrained object orients.
2096
+ */
2097
+ public get aimVector(): UnityEngine.Vector3;
2098
+ public set aimVector(value: UnityEngine.Vector3);
2099
+ /** The up vector.
2100
+ */
2101
+ public get upVector(): UnityEngine.Vector3;
2102
+ public set upVector(value: UnityEngine.Vector3);
2103
+ /** The world up Vector used when the world up type is AimConstraint.WorldUpType.Vector or AimConstraint.WorldUpType.ObjectRotationUp.
2104
+ */
2105
+ public get worldUpVector(): UnityEngine.Vector3;
2106
+ public set worldUpVector(value: UnityEngine.Vector3);
2107
+ /** The world up object, used to calculate the world up vector when the world up Type is AimConstraint.WorldUpType.ObjectUp or AimConstraint.WorldUpType.ObjectRotationUp.
2108
+ */
2109
+ public get worldUpObject(): UnityEngine.Transform;
2110
+ public set worldUpObject(value: UnityEngine.Transform);
2111
+ /** The type of the world up vector.
2112
+ */
2113
+ public get worldUpType(): UnityEngine.Animations.AimConstraint.WorldUpType;
2114
+ public set worldUpType(value: UnityEngine.Animations.AimConstraint.WorldUpType);
2115
+ /** The number of sources set on the component (read-only).
2116
+ */
2117
+ public get sourceCount(): number;
2118
+ public GetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2119
+ public SetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2120
+ /** Adds a constraint source.
2121
+ * @param $source The source object and its weight.
2122
+ * @returns Returns the index of the added source.
2123
+ */
2124
+ public AddSource ($source: UnityEngine.Animations.ConstraintSource) : number
2125
+ /** Removes a source from the component.
2126
+ * @param $index The index of the source to remove.
2127
+ */
2128
+ public RemoveSource ($index: number) : void
2129
+ /** Gets a constraint source by index.
2130
+ * @param $index The index of the source.
2131
+ * @returns The source object and its weight.
2132
+ */
2133
+ public GetSource ($index: number) : UnityEngine.Animations.ConstraintSource
2134
+ /** Sets a source at a specified index.
2135
+ * @param $index The index of the source to set.
2136
+ * @param $source The source object and its weight.
2137
+ */
2138
+ public SetSource ($index: number, $source: UnityEngine.Animations.ConstraintSource) : void
2139
+ }
2140
+ interface IConstraintInternal
2141
+ {
2142
+ }
2143
+ interface IConstraint
2144
+ {
2145
+ /** The weight of the constraint component.
2146
+ */
2147
+ weight : number
2148
+ /** Activate or deactivate the constraint.
2149
+ */
2150
+ constraintActive : boolean
2151
+ /** Lock or unlock the offset and position at rest.
2152
+ */
2153
+ locked : boolean
2154
+ /** Gets the number of sources currently set on the component.
2155
+ */
2156
+ sourceCount : number
2157
+ /** Add a constraint source.
2158
+ * @param $source The source object and its weight.
2159
+ * @returns Returns the index of the added source.
2160
+ */
2161
+ AddSource ($source: UnityEngine.Animations.ConstraintSource) : number
2162
+ /** Removes a source from the component.
2163
+ * @param $index The index of the source to remove.
2164
+ */
2165
+ RemoveSource ($index: number) : void
2166
+ /** Gets a constraint source by index.
2167
+ * @param $index The index of the source.
2168
+ * @returns The source object and its weight.
2169
+ */
2170
+ GetSource ($index: number) : UnityEngine.Animations.ConstraintSource
2171
+ /** Sets a source at a specified index.
2172
+ * @param $index The index of the source to set.
2173
+ * @param $source The source object and its weight.
2174
+ */
2175
+ SetSource ($index: number, $source: UnityEngine.Animations.ConstraintSource) : void
2176
+ GetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2177
+ SetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2178
+ }
2179
+ /** Represents the axes used in 3D space.
2180
+ */
2181
+ enum Axis
2182
+ { None = 0, X = 1, Y = 2, Z = 4 }
2183
+ /** Represents a source for the constraint.
2184
+ */
2185
+ class ConstraintSource extends System.ValueType
2186
+ {
2187
+ protected [__keep_incompatibility]: never;
2188
+ /** The transform component of the source object.
2189
+ */
2190
+ public get sourceTransform(): UnityEngine.Transform;
2191
+ public set sourceTransform(value: UnityEngine.Transform);
2192
+ /** The weight of the source in the evaluation of the constraint.
2193
+ */
2194
+ public get weight(): number;
2195
+ public set weight(value: number);
2196
+ }
2197
+ /** The humanoid stream of animation data passed from one Playable to another.
2198
+ */
2199
+ class AnimationHumanStream extends System.ValueType
2200
+ {
2201
+ protected [__keep_incompatibility]: never;
2202
+ /** Returns true if the stream is valid; false otherwise. (Read Only)
2203
+ */
2204
+ public get isValid(): boolean;
2205
+ /** The scale of the Avatar. (Read Only)
2206
+ */
2207
+ public get humanScale(): number;
2208
+ /** The left foot height from the floor. (Read Only)
2209
+ */
2210
+ public get leftFootHeight(): number;
2211
+ /** The right foot height from the floor. (Read Only)
2212
+ */
2213
+ public get rightFootHeight(): number;
2214
+ /** The position of the body center of mass relative to the root.
2215
+ */
2216
+ public get bodyLocalPosition(): UnityEngine.Vector3;
2217
+ public set bodyLocalPosition(value: UnityEngine.Vector3);
2218
+ /** The rotation of the body center of mass relative to the root.
2219
+ */
2220
+ public get bodyLocalRotation(): UnityEngine.Quaternion;
2221
+ public set bodyLocalRotation(value: UnityEngine.Quaternion);
2222
+ /** The position of the body center of mass in world space.
2223
+ */
2224
+ public get bodyPosition(): UnityEngine.Vector3;
2225
+ public set bodyPosition(value: UnityEngine.Vector3);
2226
+ /** The rotation of the body center of mass in world space.
2227
+ */
2228
+ public get bodyRotation(): UnityEngine.Quaternion;
2229
+ public set bodyRotation(value: UnityEngine.Quaternion);
2230
+ /** The left foot velocity from the last evaluated frame. (Read Only)
2231
+ */
2232
+ public get leftFootVelocity(): UnityEngine.Vector3;
2233
+ /** The right foot velocity from the last evaluated frame. (Read Only)
2234
+ */
2235
+ public get rightFootVelocity(): UnityEngine.Vector3;
2236
+ /** Returns the muscle value.
2237
+ * @param $muscle The Muscle that is queried.
2238
+ * @returns The muscle value.
2239
+ */
2240
+ public GetMuscle ($muscle: UnityEngine.Animations.MuscleHandle) : number
2241
+ /** Sets the muscle value.
2242
+ * @param $muscle The Muscle that is queried.
2243
+ * @param $value The muscle value.
2244
+ */
2245
+ public SetMuscle ($muscle: UnityEngine.Animations.MuscleHandle, $value: number) : void
2246
+ /** Reset the current pose to the stance pose (T Pose).
2247
+ */
2248
+ public ResetToStancePose () : void
2249
+ /** Returns the position of this IK goal in world space computed from the stream current pose.
2250
+ * @param $index The AvatarIKGoal that is queried.
2251
+ * @returns The position of this IK goal.
2252
+ */
2253
+ public GetGoalPositionFromPose ($index: UnityEngine.AvatarIKGoal) : UnityEngine.Vector3
2254
+ /** Returns the rotation of this IK goal in world space computed from the stream current pose.
2255
+ * @param $index The AvatarIKGoal that is queried.
2256
+ * @returns The rotation of this IK goal.
2257
+ */
2258
+ public GetGoalRotationFromPose ($index: UnityEngine.AvatarIKGoal) : UnityEngine.Quaternion
2259
+ /** Returns the position of this IK goal relative to the root.
2260
+ * @param $index The AvatarIKGoal that is queried.
2261
+ * @returns The position of this IK goal.
2262
+ */
2263
+ public GetGoalLocalPosition ($index: UnityEngine.AvatarIKGoal) : UnityEngine.Vector3
2264
+ /** Sets the position of this IK goal relative to the root.
2265
+ * @param $index The AvatarIKGoal that is queried.
2266
+ * @param $pos The position of this IK goal.
2267
+ */
2268
+ public SetGoalLocalPosition ($index: UnityEngine.AvatarIKGoal, $pos: UnityEngine.Vector3) : void
2269
+ /** Returns the rotation of this IK goal relative to the root.
2270
+ * @param $index The AvatarIKGoal that is queried.
2271
+ * @returns The rotation of this IK goal.
2272
+ */
2273
+ public GetGoalLocalRotation ($index: UnityEngine.AvatarIKGoal) : UnityEngine.Quaternion
2274
+ /** Sets the rotation of this IK goal relative to the root.
2275
+ * @param $index The AvatarIKGoal that is queried.
2276
+ * @param $rot The rotation of this IK goal.
2277
+ */
2278
+ public SetGoalLocalRotation ($index: UnityEngine.AvatarIKGoal, $rot: UnityEngine.Quaternion) : void
2279
+ /** Returns the position of this IK goal in world space.
2280
+ * @param $index The AvatarIKGoal that is queried.
2281
+ * @returns The position of this IK goal.
2282
+ */
2283
+ public GetGoalPosition ($index: UnityEngine.AvatarIKGoal) : UnityEngine.Vector3
2284
+ /** Sets the position of this IK goal in world space.
2285
+ * @param $index The AvatarIKGoal that is queried.
2286
+ * @param $pos The position of this IK goal.
2287
+ */
2288
+ public SetGoalPosition ($index: UnityEngine.AvatarIKGoal, $pos: UnityEngine.Vector3) : void
2289
+ /** Returns the rotation of this IK goal in world space.
2290
+ * @param $index The AvatarIKGoal that is queried.
2291
+ * @returns The rotation of this IK goal.
2292
+ */
2293
+ public GetGoalRotation ($index: UnityEngine.AvatarIKGoal) : UnityEngine.Quaternion
2294
+ /** Sets the rotation of this IK goal in world space.
2295
+ * @param $index The AvatarIKGoal that is queried.
2296
+ * @param $rot The rotation of this IK goal.
2297
+ */
2298
+ public SetGoalRotation ($index: UnityEngine.AvatarIKGoal, $rot: UnityEngine.Quaternion) : void
2299
+ /** Sets the position weight of the IK goal.
2300
+ * @param $index The AvatarIKGoal that is queried.
2301
+ * @param $value The position weight of the IK goal.
2302
+ */
2303
+ public SetGoalWeightPosition ($index: UnityEngine.AvatarIKGoal, $value: number) : void
2304
+ /** Sets the rotation weight of the IK goal.
2305
+ * @param $index The AvatarIKGoal that is queried.
2306
+ * @param $value The rotation weight of the IK goal.
2307
+ */
2308
+ public SetGoalWeightRotation ($index: UnityEngine.AvatarIKGoal, $value: number) : void
2309
+ /** Returns the position weight of the IK goal.
2310
+ * @param $index The AvatarIKGoal that is queried.
2311
+ * @returns The position weight of the IK goal.
2312
+ */
2313
+ public GetGoalWeightPosition ($index: UnityEngine.AvatarIKGoal) : number
2314
+ /** Returns the rotation weight of the IK goal.
2315
+ * @param $index The AvatarIKGoal that is queried.
2316
+ * @returns The rotation weight of the IK goal.
2317
+ */
2318
+ public GetGoalWeightRotation ($index: UnityEngine.AvatarIKGoal) : number
2319
+ /** Returns the position of this IK Hint in world space.
2320
+ * @param $index The AvatarIKHint that is queried.
2321
+ * @returns The position of this IK Hint.
2322
+ */
2323
+ public GetHintPosition ($index: UnityEngine.AvatarIKHint) : UnityEngine.Vector3
2324
+ /** Sets the position of this IK hint in world space.
2325
+ * @param $index The AvatarIKHint that is queried.
2326
+ * @param $pos The position of this IK hint.
2327
+ */
2328
+ public SetHintPosition ($index: UnityEngine.AvatarIKHint, $pos: UnityEngine.Vector3) : void
2329
+ /** Sets the position weight of the IK Hint.
2330
+ * @param $index The AvatarIKHint that is queried.
2331
+ * @param $value The position weight of the IK Hint.
2332
+ */
2333
+ public SetHintWeightPosition ($index: UnityEngine.AvatarIKHint, $value: number) : void
2334
+ /** Returns the position weight of the IK Hint.
2335
+ * @param $index The AvatarIKHint that is queried.
2336
+ * @returns The position weight of the IK Hint.
2337
+ */
2338
+ public GetHintWeightPosition ($index: UnityEngine.AvatarIKHint) : number
2339
+ /** Sets the look at position in world space.
2340
+ * @param $lookAtPosition The look at position.
2341
+ */
2342
+ public SetLookAtPosition ($lookAtPosition: UnityEngine.Vector3) : void
2343
+ /** Sets the LookAt clamp weight.
2344
+ * @param $weight The LookAt clamp weight.
2345
+ */
2346
+ public SetLookAtClampWeight ($weight: number) : void
2347
+ /** Sets the LookAt body weight.
2348
+ * @param $weight The LookAt body weight.
2349
+ */
2350
+ public SetLookAtBodyWeight ($weight: number) : void
2351
+ /** Sets the LookAt head weight.
2352
+ * @param $weight The LookAt head weight.
2353
+ */
2354
+ public SetLookAtHeadWeight ($weight: number) : void
2355
+ /** Sets the LookAt eyes weight.
2356
+ * @param $weight The LookAt eyes weight.
2357
+ */
2358
+ public SetLookAtEyesWeight ($weight: number) : void
2359
+ /** Execute the IK solver.
2360
+ */
2361
+ public SolveIK () : void
2362
+ }
2363
+ /** Handle for a muscle in the AnimationHumanStream.
2364
+ */
2365
+ class MuscleHandle extends System.ValueType
2366
+ {
2367
+ protected [__keep_incompatibility]: never;
2368
+ /** The muscle human part. (Read Only)
2369
+ */
2370
+ public get humanPartDof(): UnityEngine.HumanPartDof;
2371
+ /** The muscle human sub-part. (Read Only)
2372
+ */
2373
+ public get dof(): number;
2374
+ /** The name of the muscle. (Read Only)
2375
+ */
2376
+ public get name(): string;
2377
+ /** The total number of DoF parts in a humanoid. (Read Only)
2378
+ */
2379
+ public static get muscleHandleCount(): number;
2380
+ /** Fills the array with all the possible muscle handles on a humanoid.
2381
+ * @param $muscleHandles An array of MuscleHandle.
2382
+ */
2383
+ public static GetMuscleHandles ($muscleHandles: System.Array$1<UnityEngine.Animations.MuscleHandle>) : void
2384
+ public constructor ($bodyDof: UnityEngine.BodyDof)
2385
+ public constructor ($headDof: UnityEngine.HeadDof)
2386
+ public constructor ($partDof: UnityEngine.HumanPartDof, $legDof: UnityEngine.LegDof)
2387
+ public constructor ($partDof: UnityEngine.HumanPartDof, $armDof: UnityEngine.ArmDof)
2388
+ public constructor ($partDof: UnityEngine.HumanPartDof, $fingerDof: UnityEngine.FingerDof)
2389
+ }
2390
+ class AnimationPlayableExtensions extends System.Object
2391
+ {
2392
+ protected [__keep_incompatibility]: never;
2393
+ }
2394
+ /** A Playable that can run a custom, multi-threaded animation job.
2395
+ */
2396
+ class AnimationScriptPlayable extends System.ValueType implements UnityEngine.Playables.IPlayable, UnityEngine.Animations.IAnimationJobPlayable, System.IEquatable$1<UnityEngine.Animations.AnimationScriptPlayable>
2397
+ {
2398
+ protected [__keep_incompatibility]: never;
2399
+ public static get Null(): UnityEngine.Animations.AnimationScriptPlayable;
2400
+ public GetHandle () : UnityEngine.Playables.PlayableHandle
2401
+ public static op_Implicit ($playable: UnityEngine.Animations.AnimationScriptPlayable) : UnityEngine.Playables.Playable
2402
+ public static op_Explicit ($playable: UnityEngine.Playables.Playable) : UnityEngine.Animations.AnimationScriptPlayable
2403
+ public Equals ($other: UnityEngine.Animations.AnimationScriptPlayable) : boolean
2404
+ /** Sets the new value for processing the inputs or not.
2405
+ * @param $value The new value for processing the inputs or not.
2406
+ */
2407
+ public SetProcessInputs ($value: boolean) : void
2408
+ /** Returns whether the playable inputs will be processed or not.
2409
+ * @returns true if the inputs will be processed; false otherwise.
2410
+ */
2411
+ public GetProcessInputs () : boolean
2412
+ }
2413
+ /** Position, rotation and scale of an object in the AnimationStream.
2414
+ */
2415
+ class TransformStreamHandle extends System.ValueType
2416
+ {
2417
+ protected [__keep_incompatibility]: never;
2418
+ /** Returns whether this is a valid handle.
2419
+ * @param $stream The AnimationStream that holds the animated values.
2420
+ * @returns Whether this is a valid handle.
2421
+ */
2422
+ public IsValid ($stream: UnityEngine.Animations.AnimationStream) : boolean
2423
+ /** Bind this handle with an animated values from the AnimationStream.
2424
+ * @param $stream The AnimationStream that holds the animated values.
2425
+ */
2426
+ public Resolve ($stream: UnityEngine.Animations.AnimationStream) : void
2427
+ /** Returns whether this handle is resolved.
2428
+ * @param $stream The AnimationStream that holds the animated values.
2429
+ * @returns Returns true if the handle is resolved, false otherwise.
2430
+ */
2431
+ public IsResolved ($stream: UnityEngine.Animations.AnimationStream) : boolean
2432
+ /** Gets the position of the transform in world space.
2433
+ * @param $stream The AnimationStream that holds the animated values.
2434
+ * @returns The position of the transform in world space.
2435
+ */
2436
+ public GetPosition ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Vector3
2437
+ /** Sets the position of the transform in world space.
2438
+ * @param $position The position of the transform in world space.
2439
+ * @param $stream The AnimationStream that holds the animated values.
2440
+ */
2441
+ public SetPosition ($stream: UnityEngine.Animations.AnimationStream, $position: UnityEngine.Vector3) : void
2442
+ /** Gets the rotation of the transform in world space.
2443
+ * @param $stream The AnimationStream that holds the animated values.
2444
+ * @returns The rotation of the transform in world space.
2445
+ */
2446
+ public GetRotation ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Quaternion
2447
+ /** Sets the rotation of the transform in world space.
2448
+ * @param $stream The AnimationStream that holds the animated values.
2449
+ * @param $rotation The rotation of the transform in world space.
2450
+ */
2451
+ public SetRotation ($stream: UnityEngine.Animations.AnimationStream, $rotation: UnityEngine.Quaternion) : void
2452
+ /** Gets the position of the transform relative to the parent.
2453
+ * @param $stream The AnimationStream that holds the animated values.
2454
+ * @returns The position of the transform relative to the parent.
2455
+ */
2456
+ public GetLocalPosition ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Vector3
2457
+ /** Sets the position of the transform relative to the parent.
2458
+ * @param $stream The AnimationStream that holds the animated values.
2459
+ * @param $position The position of the transform relative to the parent.
2460
+ */
2461
+ public SetLocalPosition ($stream: UnityEngine.Animations.AnimationStream, $position: UnityEngine.Vector3) : void
2462
+ /** Gets the rotation of the transform relative to the parent.
2463
+ * @param $stream The AnimationStream that holds the animated values.
2464
+ * @returns The rotation of the transform relative to the parent.
2465
+ */
2466
+ public GetLocalRotation ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Quaternion
2467
+ /** Sets the rotation of the transform relative to the parent.
2468
+ * @param $stream The AnimationStream that holds the animated values.
2469
+ * @param $rotation The rotation of the transform relative to the parent.
2470
+ */
2471
+ public SetLocalRotation ($stream: UnityEngine.Animations.AnimationStream, $rotation: UnityEngine.Quaternion) : void
2472
+ /** Gets the scale of the transform relative to the parent.
2473
+ * @param $stream The AnimationStream that holds the animated values.
2474
+ * @returns The scale of the transform relative to the parent.
2475
+ */
2476
+ public GetLocalScale ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Vector3
2477
+ /** Sets the scale of the transform relative to the parent.
2478
+ * @param $scale The scale of the transform relative to the parent.
2479
+ * @param $stream The AnimationStream that holds the animated values.
2480
+ */
2481
+ public SetLocalScale ($stream: UnityEngine.Animations.AnimationStream, $scale: UnityEngine.Vector3) : void
2482
+ /** Gets the local to parent matrix of the transform.
2483
+ * @param $stream The AnimationStream that holds the animated values.
2484
+ * @returns Returns the local to parent matrix.
2485
+ */
2486
+ public GetLocalToParentMatrix ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Matrix4x4
2487
+ /** Gets the position read mask of the transform.
2488
+ * @param $stream The AnimationStream that holds the animated values.
2489
+ * @returns Returns true if the position can be read.
2490
+ */
2491
+ public GetPositionReadMask ($stream: UnityEngine.Animations.AnimationStream) : boolean
2492
+ /** Gets the rotation read mask of the transform.
2493
+ * @param $stream The AnimationStream that holds the animated values.
2494
+ * @returns Returns true if the rotation can be read.
2495
+ */
2496
+ public GetRotationReadMask ($stream: UnityEngine.Animations.AnimationStream) : boolean
2497
+ /** Gets the scale read mask of the transform.
2498
+ * @param $stream The AnimationStream that holds the animated values.
2499
+ * @returns Returns true if the scale can be read.
2500
+ */
2501
+ public GetScaleReadMask ($stream: UnityEngine.Animations.AnimationStream) : boolean
2502
+ /** Gets the position, rotation and scale of the transform relative to the parent.
2503
+ * @param $stream The AnimationStream that holds the animated values.
2504
+ * @param $position The position of the transform relative to the parent.
2505
+ * @param $rotation The rotation of the transform relative to the parent.
2506
+ * @param $scale The scale of the transform relative to the parent.
2507
+ */
2508
+ public GetLocalTRS ($stream: UnityEngine.Animations.AnimationStream, $position: $Ref<UnityEngine.Vector3>, $rotation: $Ref<UnityEngine.Quaternion>, $scale: $Ref<UnityEngine.Vector3>) : void
2509
+ /** Sets the position, rotation and scale of the transform relative to the parent.
2510
+ * @param $stream The AnimationStream that holds the animated values.
2511
+ * @param $position The position of the transform relative to the parent.
2512
+ * @param $rotation The rotation of the transform relative to the parent.
2513
+ * @param $scale The scale of the transform relative to the parent.
2514
+ * @param $useMask Set to true to write the specified parameters if the matching stream parameters have not already been modified.
2515
+ */
2516
+ public SetLocalTRS ($stream: UnityEngine.Animations.AnimationStream, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $scale: UnityEngine.Vector3, $useMask: boolean) : void
2517
+ /** Gets the position and scaled rotation of the transform in world space.
2518
+ * @param $stream The AnimationStream that holds the animated values.
2519
+ * @param $position The position of the transform in world space.
2520
+ * @param $rotation The rotation of the transform in world space.
2521
+ */
2522
+ public GetGlobalTR ($stream: UnityEngine.Animations.AnimationStream, $position: $Ref<UnityEngine.Vector3>, $rotation: $Ref<UnityEngine.Quaternion>) : void
2523
+ /** Gets the local to world matrix of the transform.
2524
+ * @param $stream The AnimationStream that holds the animated values.
2525
+ * @returns Returns the local to world matrix.
2526
+ */
2527
+ public GetLocalToWorldMatrix ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Matrix4x4
2528
+ /** Sets the position and rotation of the transform in world space.
2529
+ * @param $stream The AnimationStream that holds the animated values.
2530
+ * @param $position The position of the transform in world space.
2531
+ * @param $rotation The rotation of the transform in world space.
2532
+ * @param $useMask Set to true to write the specified parameters if the matching stream parameters have not already been modified.
2533
+ */
2534
+ public SetGlobalTR ($stream: UnityEngine.Animations.AnimationStream, $position: UnityEngine.Vector3, $rotation: UnityEngine.Quaternion, $useMask: boolean) : void
2535
+ }
2536
+ /** Handle for a Component property on an object in the AnimationStream.
2537
+ */
2538
+ class PropertyStreamHandle extends System.ValueType
2539
+ {
2540
+ protected [__keep_incompatibility]: never;
2541
+ /** Returns whether or not the handle is valid.
2542
+ * @param $stream The AnimationStream that holds the animated values.
2543
+ * @returns Whether or not the handle is valid.
2544
+ */
2545
+ public IsValid ($stream: UnityEngine.Animations.AnimationStream) : boolean
2546
+ /** Resolves the handle.
2547
+ * @param $stream The AnimationStream that holds the animated values.
2548
+ */
2549
+ public Resolve ($stream: UnityEngine.Animations.AnimationStream) : void
2550
+ /** Returns whether or not the handle is resolved.
2551
+ * @param $stream The AnimationStream that holds the animated values.
2552
+ * @returns Returns true if the handle is resolved, false otherwise.
2553
+ */
2554
+ public IsResolved ($stream: UnityEngine.Animations.AnimationStream) : boolean
2555
+ /** Gets the float property value from a stream.
2556
+ * @param $stream The AnimationStream that holds the animated values.
2557
+ * @returns The float property value.
2558
+ */
2559
+ public GetFloat ($stream: UnityEngine.Animations.AnimationStream) : number
2560
+ /** Sets the float property value into a stream.
2561
+ * @param $stream The AnimationStream that holds the animated values.
2562
+ * @param $value The new float property value.
2563
+ */
2564
+ public SetFloat ($stream: UnityEngine.Animations.AnimationStream, $value: number) : void
2565
+ /** Gets the integer property value from a stream.
2566
+ * @param $stream The AnimationStream that holds the animated values.
2567
+ * @returns The integer property value.
2568
+ */
2569
+ public GetInt ($stream: UnityEngine.Animations.AnimationStream) : number
2570
+ /** Sets the integer property value into a stream.
2571
+ * @param $stream The AnimationStream that holds the animated values.
2572
+ * @param $value The new integer property value.
2573
+ */
2574
+ public SetInt ($stream: UnityEngine.Animations.AnimationStream, $value: number) : void
2575
+ /** Gets the boolean property value from a stream.
2576
+ * @param $stream The AnimationStream that holds the animated values.
2577
+ * @returns The boolean property value.
2578
+ */
2579
+ public GetBool ($stream: UnityEngine.Animations.AnimationStream) : boolean
2580
+ /** Sets the boolean property value into a stream.
2581
+ * @param $stream The AnimationStream that holds the animated values.
2582
+ * @param $value The new boolean property value.
2583
+ */
2584
+ public SetBool ($stream: UnityEngine.Animations.AnimationStream, $value: boolean) : void
2585
+ /** Gets the read mask of the property.
2586
+ * @param $stream The AnimationStream that holds the animated values.
2587
+ * @returns Returns true if the property can be read.
2588
+ */
2589
+ public GetReadMask ($stream: UnityEngine.Animations.AnimationStream) : boolean
2590
+ }
2591
+ /** Handle to read position, rotation and scale of an object in the Scene.
2592
+ */
2593
+ class TransformSceneHandle extends System.ValueType
2594
+ {
2595
+ protected [__keep_incompatibility]: never;
2596
+ /** Returns whether this is a valid handle.
2597
+ * @param $stream The AnimationStream that manages this handle.
2598
+ * @returns Whether this is a valid handle.
2599
+ */
2600
+ public IsValid ($stream: UnityEngine.Animations.AnimationStream) : boolean
2601
+ /** Gets the position of the transform in world space.
2602
+ * @param $stream The AnimationStream that manages this handle.
2603
+ * @returns The position of the transform in world space.
2604
+ */
2605
+ public GetPosition ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Vector3
2606
+ /** Gets the position of the transform relative to the parent.
2607
+ * @param $stream The AnimationStream that manages this handle.
2608
+ * @returns The position of the transform relative to the parent.
2609
+ */
2610
+ public GetLocalPosition ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Vector3
2611
+ /** Gets the rotation of the transform in world space.
2612
+ * @param $stream The AnimationStream that manages this handle.
2613
+ * @returns The rotation of the transform in world space.
2614
+ */
2615
+ public GetRotation ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Quaternion
2616
+ /** Gets the rotation of the transform relative to the parent.
2617
+ * @param $stream The AnimationStream that manages this handle.
2618
+ * @returns The rotation of the transform relative to the parent.
2619
+ */
2620
+ public GetLocalRotation ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Quaternion
2621
+ /** Gets the scale of the transform relative to the parent.
2622
+ * @param $stream The AnimationStream that manages this handle.
2623
+ * @returns The scale of the transform relative to the parent.
2624
+ */
2625
+ public GetLocalScale ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Vector3
2626
+ /** Gets the position, rotation and scale of the transform relative to the parent.
2627
+ * @param $stream The AnimationStream that manages this handle.
2628
+ * @param $position The position of the transform relative to the parent.
2629
+ * @param $rotation The rotation of the transform relative to the parent.
2630
+ * @param $scale The scale of the transform relative to the parent.
2631
+ */
2632
+ public GetLocalTRS ($stream: UnityEngine.Animations.AnimationStream, $position: $Ref<UnityEngine.Vector3>, $rotation: $Ref<UnityEngine.Quaternion>, $scale: $Ref<UnityEngine.Vector3>) : void
2633
+ /** Gets the local to parent matrix of the transform.
2634
+ * @param $stream The AnimationStream that manages this handle.
2635
+ * @returns Returns the local to parent matrix.
2636
+ */
2637
+ public GetLocalToParentMatrix ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Matrix4x4
2638
+ /** Gets the position and scaled rotation of the transform in world space.
2639
+ * @param $stream The AnimationStream that manages this handle.
2640
+ * @param $position The position of the transform in world space.
2641
+ * @param $rotation The rotation of the transform in world space.
2642
+ */
2643
+ public GetGlobalTR ($stream: UnityEngine.Animations.AnimationStream, $position: $Ref<UnityEngine.Vector3>, $rotation: $Ref<UnityEngine.Quaternion>) : void
2644
+ /** Gets the local to world matrix of the transform.
2645
+ * @param $stream The AnimationStream that manages this handle.
2646
+ * @returns Returns the local to world matrix.
2647
+ */
2648
+ public GetLocalToWorldMatrix ($stream: UnityEngine.Animations.AnimationStream) : UnityEngine.Matrix4x4
2649
+ }
2650
+ /** Handle to read a Component property on an object in the Scene.
2651
+ */
2652
+ class PropertySceneHandle extends System.ValueType
2653
+ {
2654
+ protected [__keep_incompatibility]: never;
2655
+ /** Returns whether or not the handle is valid.
2656
+ * @param $stream The AnimationStream managing this handle.
2657
+ * @returns Whether or not the handle is valid.
2658
+ */
2659
+ public IsValid ($stream: UnityEngine.Animations.AnimationStream) : boolean
2660
+ /** Resolves the handle.
2661
+ * @param $stream The AnimationStream managing this handle.
2662
+ */
2663
+ public Resolve ($stream: UnityEngine.Animations.AnimationStream) : void
2664
+ /** Returns whether or not the handle is resolved.
2665
+ * @param $stream The AnimationStream managing this handle.
2666
+ * @returns Returns true if the handle is resolved, false otherwise.
2667
+ */
2668
+ public IsResolved ($stream: UnityEngine.Animations.AnimationStream) : boolean
2669
+ /** Gets the float property value from an object in the Scene.
2670
+ * @param $stream The AnimationStream managing this handle.
2671
+ * @returns The float property value.
2672
+ */
2673
+ public GetFloat ($stream: UnityEngine.Animations.AnimationStream) : number
2674
+ /** Gets the integer property value from an object in the Scene.
2675
+ * @param $stream The AnimationStream managing this handle.
2676
+ * @returns The integer property value.
2677
+ */
2678
+ public GetInt ($stream: UnityEngine.Animations.AnimationStream) : number
2679
+ /** Gets the boolean property value from an object in the Scene.
2680
+ * @param $stream The AnimationStream managing this handle.
2681
+ * @returns The boolean property value.
2682
+ */
2683
+ public GetBool ($stream: UnityEngine.Animations.AnimationStream) : boolean
2684
+ }
2685
+ /** Static class providing utility functions for animation scene handles.
2686
+ */
2687
+ class AnimationSceneHandleUtility extends System.Object
2688
+ {
2689
+ protected [__keep_incompatibility]: never;
2690
+ public static ReadInts ($stream: UnityEngine.Animations.AnimationStream, $handles: Unity.Collections.NativeArray$1<UnityEngine.Animations.PropertySceneHandle>, $buffer: Unity.Collections.NativeArray$1<number>) : void
2691
+ public static ReadFloats ($stream: UnityEngine.Animations.AnimationStream, $handles: Unity.Collections.NativeArray$1<UnityEngine.Animations.PropertySceneHandle>, $buffer: Unity.Collections.NativeArray$1<number>) : void
2692
+ }
2693
+ /** Static class providing utility functions for animation stream handles.
2694
+ */
2695
+ class AnimationStreamHandleUtility extends System.Object
2696
+ {
2697
+ protected [__keep_incompatibility]: never;
2698
+ public static WriteInts ($stream: UnityEngine.Animations.AnimationStream, $handles: Unity.Collections.NativeArray$1<UnityEngine.Animations.PropertyStreamHandle>, $buffer: Unity.Collections.NativeArray$1<number>, $useMask: boolean) : void
2699
+ public static WriteFloats ($stream: UnityEngine.Animations.AnimationStream, $handles: Unity.Collections.NativeArray$1<UnityEngine.Animations.PropertyStreamHandle>, $buffer: Unity.Collections.NativeArray$1<number>, $useMask: boolean) : void
2700
+ public static ReadInts ($stream: UnityEngine.Animations.AnimationStream, $handles: Unity.Collections.NativeArray$1<UnityEngine.Animations.PropertyStreamHandle>, $buffer: Unity.Collections.NativeArray$1<number>) : void
2701
+ public static ReadFloats ($stream: UnityEngine.Animations.AnimationStream, $handles: Unity.Collections.NativeArray$1<UnityEngine.Animations.PropertyStreamHandle>, $buffer: Unity.Collections.NativeArray$1<number>) : void
2702
+ }
2703
+ /** The type of custom stream property to create using BindCustomStreamProperty
2704
+ */
2705
+ enum CustomStreamPropertyType
2706
+ { Float = 5, Bool = 6, Int = 10 }
2707
+ /** Static class providing extension methods for Animator and the animation C# jobs.
2708
+ */
2709
+ class AnimatorJobExtensions extends System.Object
2710
+ {
2711
+ protected [__keep_incompatibility]: never;
2712
+ /** Creates a dependency between animator jobs and the job represented by the supplied job handle. To add multiple job dependencies, call this method for each job that need to run before the Animator's jobs.
2713
+ * @param $animator The Animator instance that calls this method.
2714
+ * @param $jobHandle The JobHandle of the job that needs to run before animator jobs.
2715
+ */
2716
+ public static AddJobDependency ($animator: UnityEngine.Animator, $jobHandle: Unity.Jobs.JobHandle) : void
2717
+ /** Create a TransformStreamHandle representing the new binding between the Animator and a Transform already bound to the Animator.
2718
+ * @param $animator The Animator instance that calls this method.
2719
+ * @param $transform The Transform to bind.
2720
+ * @returns Returns the TransformStreamHandle that represents the new binding.
2721
+ */
2722
+ public static BindStreamTransform ($animator: UnityEngine.Animator, $transform: UnityEngine.Transform) : UnityEngine.Animations.TransformStreamHandle
2723
+ /** Create a PropertyStreamHandle representing the new binding on the Component property of a Transform already bound to the Animator.
2724
+ * @param $animator The Animator instance that calls this method.
2725
+ * @param $transform The Transform to target.
2726
+ * @param $type The Component type.
2727
+ * @param $property The property to bind.
2728
+ * @param $isObjectReference isObjectReference need to be set to true if the property to bind does animate an Object like SpriteRenderer.sprite.
2729
+ * @returns Returns the PropertyStreamHandle that represents the new binding.
2730
+ */
2731
+ public static BindStreamProperty ($animator: UnityEngine.Animator, $transform: UnityEngine.Transform, $type: System.Type, $property: string) : UnityEngine.Animations.PropertyStreamHandle
2732
+ /** Create a custom property in the AnimationStream to pass extra data to downstream animation jobs in your graph. Custom properties created in the AnimationStream do not exist in the scene.
2733
+ * @param $animator The Animator instance that calls this method.
2734
+ * @param $name The name of the property.
2735
+ * @param $type The type of property to create (float, integer or boolean).
2736
+ * @returns Returns the PropertyStreamHandle that represents the new binding.
2737
+ */
2738
+ public static BindCustomStreamProperty ($animator: UnityEngine.Animator, $property: string, $type: UnityEngine.Animations.CustomStreamPropertyType) : UnityEngine.Animations.PropertyStreamHandle
2739
+ /** Create a PropertyStreamHandle representing the new binding on the Component property of a Transform already bound to the Animator.
2740
+ * @param $animator The Animator instance that calls this method.
2741
+ * @param $transform The Transform to target.
2742
+ * @param $type The Component type.
2743
+ * @param $property The property to bind.
2744
+ * @param $isObjectReference isObjectReference need to be set to true if the property to bind does animate an Object like SpriteRenderer.sprite.
2745
+ * @returns Returns the PropertyStreamHandle that represents the new binding.
2746
+ */
2747
+ public static BindStreamProperty ($animator: UnityEngine.Animator, $transform: UnityEngine.Transform, $type: System.Type, $property: string, $isObjectReference: boolean) : UnityEngine.Animations.PropertyStreamHandle
2748
+ /** Create a TransformSceneHandle representing the new binding between the Animator and a Transform in the Scene.
2749
+ * @param $animator The Animator instance that calls this method.
2750
+ * @param $transform The Transform to bind.
2751
+ * @returns Returns the TransformSceneHandle that represents the new binding.
2752
+ */
2753
+ public static BindSceneTransform ($animator: UnityEngine.Animator, $transform: UnityEngine.Transform) : UnityEngine.Animations.TransformSceneHandle
2754
+ /** Create a PropertySceneHandle representing the new binding on the Component property of a Transform in the Scene.
2755
+ * @param $animator The Animator instance that calls this method.
2756
+ * @param $transform The Transform to target.
2757
+ * @param $type The Component type.
2758
+ * @param $property The property to bind.
2759
+ * @param $isObjectReference isObjectReference need to be set to true if the property to bind does access an Object like SpriteRenderer.sprite.
2760
+ * @returns Returns the PropertySceneHandle that represents the new binding.
2761
+ */
2762
+ public static BindSceneProperty ($animator: UnityEngine.Animator, $transform: UnityEngine.Transform, $type: System.Type, $property: string) : UnityEngine.Animations.PropertySceneHandle
2763
+ /** Create a PropertySceneHandle representing the new binding on the Component property of a Transform in the Scene.
2764
+ * @param $animator The Animator instance that calls this method.
2765
+ * @param $transform The Transform to target.
2766
+ * @param $type The Component type.
2767
+ * @param $property The property to bind.
2768
+ * @param $isObjectReference isObjectReference need to be set to true if the property to bind does access an Object like SpriteRenderer.sprite.
2769
+ * @returns Returns the PropertySceneHandle that represents the new binding.
2770
+ */
2771
+ public static BindSceneProperty ($animator: UnityEngine.Animator, $transform: UnityEngine.Transform, $type: System.Type, $property: string, $isObjectReference: boolean) : UnityEngine.Animations.PropertySceneHandle
2772
+ /** Open a new stream on the Animator.
2773
+ * @param $animator The Animator instance that calls this method.
2774
+ * @param $stream The new stream.
2775
+ * @returns Returns whether or not the stream has been opened.
2776
+ */
2777
+ public static OpenAnimationStream ($animator: UnityEngine.Animator, $stream: $Ref<UnityEngine.Animations.AnimationStream>) : boolean
2778
+ /** Close a stream that has been opened using OpenAnimationStream.
2779
+ * @param $animator The Animator instance that calls this method.
2780
+ * @param $stream The stream to close.
2781
+ */
2782
+ public static CloseAnimationStream ($animator: UnityEngine.Animator, $stream: $Ref<UnityEngine.Animations.AnimationStream>) : void
2783
+ /** Newly created handles are always resolved lazily on the next access when the jobs are run. To avoid a cpu spike while evaluating the jobs you can manually resolve all handles from the main thread.
2784
+ * @param $animator The Animator instance that calls this method.
2785
+ */
2786
+ public static ResolveAllStreamHandles ($animator: UnityEngine.Animator) : void
2787
+ /** Newly created handles are always resolved lazily on the next access when the jobs are run. To avoid a cpu spike while evaluating the jobs you can manually resolve all handles from the main thread.
2788
+ * @param $animator The Animator instance that calls this method.
2789
+ */
2790
+ public static ResolveAllSceneHandles ($animator: UnityEngine.Animator) : void
2791
+ /** Removes all PropertyStreamHandles and TransformStreamHandles associated with the Animator instance. Use this method to manage the lifecycle of stream handles when the animated hierarchy changes.
2792
+ * @param $animator The Animator instance that calls this method.
2793
+ */
2794
+ public static UnbindAllStreamHandles ($animator: UnityEngine.Animator) : void
2795
+ /** Removes all PropertySceneHandles and TransformSceneHandles associated with the Animator instance. Use this method to manage the lifecycle of scene handles when the animated hierarchy changes.
2796
+ * @param $animator The Animator instance that calls this method.
2797
+ */
2798
+ public static UnbindAllSceneHandles ($animator: UnityEngine.Animator) : void
2799
+ }
2800
+ /** A BoundProperty is a safe handle to read and write value in a generic way from any Unity components.
2801
+ */
2802
+ class BoundProperty extends System.ValueType implements System.IComparable$1<UnityEngine.Animations.BoundProperty>, System.IEquatable$1<UnityEngine.Animations.BoundProperty>
2803
+ {
2804
+ protected [__keep_incompatibility]: never;
2805
+ /** The index of this BoundProperty to the internal list of bound properties.
2806
+ */
2807
+ public get index(): number;
2808
+ /** The version of the BoundProperty.
2809
+ */
2810
+ public get version(): number;
2811
+ /** An empty BoundProperty object that does not refer to a property.
2812
+ */
2813
+ public static get Null(): UnityEngine.Animations.BoundProperty;
2814
+ public static op_Equality ($lhs: UnityEngine.Animations.BoundProperty, $rhs: UnityEngine.Animations.BoundProperty) : boolean
2815
+ public static op_Inequality ($lhs: UnityEngine.Animations.BoundProperty, $rhs: UnityEngine.Animations.BoundProperty) : boolean
2816
+ /** Checks if this BoundProperty equals a specified BoundProperty object.
2817
+ * @param $compare The BoundProperty object to compare.
2818
+ * @returns Returns True if the Index and Version of this BoundProperty matches the specified BoundProperty object. Returns False otherwise.
2819
+ */
2820
+ public Equals ($compare: any) : boolean
2821
+ /** Checks if this BoundProperty instance equals a specified BoundProperty instance.
2822
+ * @param $boundProperty The BoundProperty instance to compare.
2823
+ * @returns Returns True if the Index and Version of this BoundProperty instance matches the specified BoundProperty instance. Returns False otherwise.
2824
+ */
2825
+ public Equals ($boundProperty: UnityEngine.Animations.BoundProperty) : boolean
2826
+ /** Compares this BoundProperty to a specific BoundProperty.
2827
+ * @param $other The BoundProperty to compare.
2828
+ * @returns Returns zero if the Index values for the two BoundProperty objects match. Otherwise, this method returns the difference between the BoundProperty Index values.
2829
+ */
2830
+ public CompareTo ($other: UnityEngine.Animations.BoundProperty) : number
2831
+ }
2832
+ /** Constrains the position of an object relative to the position of one or more source objects.
2833
+ */
2834
+ class PositionConstraint extends UnityEngine.Behaviour implements UnityEngine.Animations.IConstraintInternal, UnityEngine.Animations.IConstraint
2835
+ {
2836
+ protected [__keep_incompatibility]: never;
2837
+ /** The weight of the constraint component.
2838
+ */
2839
+ public get weight(): number;
2840
+ public set weight(value: number);
2841
+ /** The translation used when the sources have a total weight of 0.
2842
+ */
2843
+ public get translationAtRest(): UnityEngine.Vector3;
2844
+ public set translationAtRest(value: UnityEngine.Vector3);
2845
+ /** The offset from the constrained position.
2846
+ */
2847
+ public get translationOffset(): UnityEngine.Vector3;
2848
+ public set translationOffset(value: UnityEngine.Vector3);
2849
+ /** The axes affected by the PositionConstraint.
2850
+ */
2851
+ public get translationAxis(): UnityEngine.Animations.Axis;
2852
+ public set translationAxis(value: UnityEngine.Animations.Axis);
2853
+ /** Activates or deactivates the constraint.
2854
+ */
2855
+ public get constraintActive(): boolean;
2856
+ public set constraintActive(value: boolean);
2857
+ /** Locks the offset and position at rest.
2858
+ */
2859
+ public get locked(): boolean;
2860
+ public set locked(value: boolean);
2861
+ /** The number of sources set on the component (read-only).
2862
+ */
2863
+ public get sourceCount(): number;
2864
+ public GetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2865
+ public SetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2866
+ /** Adds a constraint source.
2867
+ * @param $source The source object and its weight.
2868
+ * @returns Returns the index of the added source.
2869
+ */
2870
+ public AddSource ($source: UnityEngine.Animations.ConstraintSource) : number
2871
+ /** Removes a source from the component.
2872
+ * @param $index The index of the source to remove.
2873
+ */
2874
+ public RemoveSource ($index: number) : void
2875
+ /** Gets a constraint source by index.
2876
+ * @param $index The index of the source.
2877
+ * @returns The source object and its weight.
2878
+ */
2879
+ public GetSource ($index: number) : UnityEngine.Animations.ConstraintSource
2880
+ /** Sets a source at a specified index.
2881
+ * @param $index The index of the source to set.
2882
+ * @param $source The source object and its weight.
2883
+ */
2884
+ public SetSource ($index: number, $source: UnityEngine.Animations.ConstraintSource) : void
2885
+ }
2886
+ /** Constrains the rotation of an object relative to the rotation of one or more source objects.
2887
+ */
2888
+ class RotationConstraint extends UnityEngine.Behaviour implements UnityEngine.Animations.IConstraintInternal, UnityEngine.Animations.IConstraint
2889
+ {
2890
+ protected [__keep_incompatibility]: never;
2891
+ /** The weight of the constraint component.
2892
+ */
2893
+ public get weight(): number;
2894
+ public set weight(value: number);
2895
+ /** The rotation used when the sources have a total weight of 0.
2896
+ */
2897
+ public get rotationAtRest(): UnityEngine.Vector3;
2898
+ public set rotationAtRest(value: UnityEngine.Vector3);
2899
+ /** The offset from the constrained rotation.
2900
+ */
2901
+ public get rotationOffset(): UnityEngine.Vector3;
2902
+ public set rotationOffset(value: UnityEngine.Vector3);
2903
+ /** The axes affected by the RotationConstraint.
2904
+ */
2905
+ public get rotationAxis(): UnityEngine.Animations.Axis;
2906
+ public set rotationAxis(value: UnityEngine.Animations.Axis);
2907
+ /** Activates or deactivates the constraint.
2908
+ */
2909
+ public get constraintActive(): boolean;
2910
+ public set constraintActive(value: boolean);
2911
+ /** Locks the offset and rotation at rest.
2912
+ */
2913
+ public get locked(): boolean;
2914
+ public set locked(value: boolean);
2915
+ /** The number of sources set on the component (read-only).
2916
+ */
2917
+ public get sourceCount(): number;
2918
+ public GetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2919
+ public SetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2920
+ /** Adds a constraint source.
2921
+ * @param $source The source object and its weight.
2922
+ * @returns Returns the index of the added source.
2923
+ */
2924
+ public AddSource ($source: UnityEngine.Animations.ConstraintSource) : number
2925
+ /** Removes a source from the component.
2926
+ * @param $index The index of the source to remove.
2927
+ */
2928
+ public RemoveSource ($index: number) : void
2929
+ /** Gets a constraint source by index.
2930
+ * @param $index The index of the source.
2931
+ * @returns The source object and its weight.
2932
+ */
2933
+ public GetSource ($index: number) : UnityEngine.Animations.ConstraintSource
2934
+ /** Sets a source at a specified index.
2935
+ * @param $index The index of the source to set.
2936
+ * @param $source The source object and its weight.
2937
+ */
2938
+ public SetSource ($index: number, $source: UnityEngine.Animations.ConstraintSource) : void
2939
+ }
2940
+ /** Constrains the scale of an object relative to the scale of one or more source objects.
2941
+ */
2942
+ class ScaleConstraint extends UnityEngine.Behaviour implements UnityEngine.Animations.IConstraintInternal, UnityEngine.Animations.IConstraint
2943
+ {
2944
+ protected [__keep_incompatibility]: never;
2945
+ /** The weight of the constraint component.
2946
+ */
2947
+ public get weight(): number;
2948
+ public set weight(value: number);
2949
+ /** The scale used when the sources have a total weight of 0.
2950
+ */
2951
+ public get scaleAtRest(): UnityEngine.Vector3;
2952
+ public set scaleAtRest(value: UnityEngine.Vector3);
2953
+ /** The offset from the constrained scale.
2954
+ */
2955
+ public get scaleOffset(): UnityEngine.Vector3;
2956
+ public set scaleOffset(value: UnityEngine.Vector3);
2957
+ /** The axes affected by the ScaleConstraint.
2958
+ */
2959
+ public get scalingAxis(): UnityEngine.Animations.Axis;
2960
+ public set scalingAxis(value: UnityEngine.Animations.Axis);
2961
+ /** Activates or deactivates the constraint.
2962
+ */
2963
+ public get constraintActive(): boolean;
2964
+ public set constraintActive(value: boolean);
2965
+ /** Locks the offset and scale at rest.
2966
+ */
2967
+ public get locked(): boolean;
2968
+ public set locked(value: boolean);
2969
+ /** The number of sources set on the component (read-only).
2970
+ */
2971
+ public get sourceCount(): number;
2972
+ public GetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2973
+ public SetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
2974
+ /** Adds a constraint source.
2975
+ * @param $source The source object and its weight.
2976
+ * @returns Returns the index of the added source.
2977
+ */
2978
+ public AddSource ($source: UnityEngine.Animations.ConstraintSource) : number
2979
+ /** Removes a source from the component.
2980
+ * @param $index The index of the source to remove.
2981
+ */
2982
+ public RemoveSource ($index: number) : void
2983
+ /** Gets a constraint source by index.
2984
+ * @param $index The index of the source.
2985
+ * @returns The source object and its weight.
2986
+ */
2987
+ public GetSource ($index: number) : UnityEngine.Animations.ConstraintSource
2988
+ /** Sets a source at a specified index.
2989
+ * @param $index The index of the source to set.
2990
+ * @param $source The source object and its weight.
2991
+ */
2992
+ public SetSource ($index: number, $source: UnityEngine.Animations.ConstraintSource) : void
2993
+ }
2994
+ /** Defines an animatable property on a Unity Component.
2995
+ */
2996
+ class GenericBinding extends System.ValueType
2997
+ {
2998
+ protected [__keep_incompatibility]: never;
2999
+ /** This property is True when this GenericBinding target is an animatable Unity object reference, such as a sprite.
3000
+ */
3001
+ public get isObjectReference(): boolean;
3002
+ /** This property is true when the GenericBinding target is an animatable public integer.
3003
+ */
3004
+ public get isDiscrete(): boolean;
3005
+ /** This property is True when this GenericBinding target is a serialized reference property.
3006
+ */
3007
+ public get isSerializeReference(): boolean;
3008
+ /** Hash ID that represents the transform path. Use this property to locate the component in the transform hierarchy.
3009
+ */
3010
+ public get transformPathHash(): number;
3011
+ /** Hash ID that represents the name of the property.
3012
+ */
3013
+ public get propertyNameHash(): number;
3014
+ /** The instance ID of the script.
3015
+ */
3016
+ public get scriptInstanceID(): number;
3017
+ /** The Unity component type ID.
3018
+ */
3019
+ public get typeID(): number;
3020
+ /** The internal ID for custom animation bindings.
3021
+ */
3022
+ public get customTypeID(): number;
3023
+ }
3024
+ /** Animation utility functions for reading and writing values from Unity components.
3025
+ */
3026
+ class GenericBindingUtility extends System.Object
3027
+ {
3028
+ protected [__keep_incompatibility]: never;
3029
+ /** Retrieves the GenericBinding that represents a specific property associated with a GameObject or one of its components.
3030
+ * @param $targetObject The target GameObject to extract the bindings from.
3031
+ * @param $property The name of the property.
3032
+ * @param $root A GameObject ancestor of targetObject. Use the ancestor to locate the targetObject within a transform hierarchy.
3033
+ * @param $genericBinding Returns the GenericBinding representing the property on the GameObject to animate.
3034
+ * @param $isObjectReference Specifies whether the property is an object reference. If you do not identify the property correctly, the method fails. Set this parameter to True if the property references an object. Set to False if the property is a float or an integer.
3035
+ * @returns Returns True if the operation is successful, otherwise False.
3036
+ */
3037
+ public static CreateGenericBinding ($targetObject: UnityEngine.Object, $property: string, $root: UnityEngine.GameObject, $isObjectReference: boolean, $genericBinding: $Ref<UnityEngine.Animations.GenericBinding>) : boolean
3038
+ /** Retrieves the animatable bindings for a specific GameObject.
3039
+ * @param $targetObject The target GameObject to extract the bindings from.
3040
+ * @param $root A GameObject ancestor of targetObject. Use the ancestor to locate the targetObject within a transform hierarchy.
3041
+ * @returns Returns an array of GenericBinding. Returns an empty array if the targetObject has no animatable properties.
3042
+ */
3043
+ public static GetAnimatableBindings ($targetObject: UnityEngine.GameObject, $root: UnityEngine.GameObject) : System.Array$1<UnityEngine.Animations.GenericBinding>
3044
+ /** Retrieves the curve bindings from an animation clip.
3045
+ * @param $clip The animation clip.
3046
+ * @returns Returns an array of GenericBinding for the animation curves. Returns an empty array if the animation clip has no animation curves.
3047
+ */
3048
+ public static GetCurveBindings ($clip: UnityEngine.AnimationClip) : System.Array$1<UnityEngine.Animations.GenericBinding>
3049
+ public static BindProperties ($rootGameObject: UnityEngine.GameObject, $genericBindings: Unity.Collections.NativeArray$1<UnityEngine.Animations.GenericBinding>, $floatProperties: $Ref<Unity.Collections.NativeArray$1<UnityEngine.Animations.BoundProperty>>, $discreteProperties: $Ref<Unity.Collections.NativeArray$1<UnityEngine.Animations.BoundProperty>>, $allocator: Unity.Collections.Allocator) : void
3050
+ public static UnbindProperties ($boundProperties: Unity.Collections.NativeArray$1<UnityEngine.Animations.BoundProperty>) : void
3051
+ public static SetValues ($boundProperties: Unity.Collections.NativeArray$1<UnityEngine.Animations.BoundProperty>, $values: Unity.Collections.NativeArray$1<number>) : void
3052
+ public static SetValues ($boundProperties: Unity.Collections.NativeArray$1<UnityEngine.Animations.BoundProperty>, $indices: Unity.Collections.NativeArray$1<number>, $values: Unity.Collections.NativeArray$1<number>) : void
3053
+ public static GetValues ($boundProperties: Unity.Collections.NativeArray$1<UnityEngine.Animations.BoundProperty>, $values: Unity.Collections.NativeArray$1<number>) : void
3054
+ public static GetValues ($boundProperties: Unity.Collections.NativeArray$1<UnityEngine.Animations.BoundProperty>, $indices: Unity.Collections.NativeArray$1<number>, $values: Unity.Collections.NativeArray$1<number>) : void
3055
+ }
3056
+ /**
3057
+ Constrains the orientation of an object relative to the position of one or more source objects, such that the object is facing the average position of the sources.
3058
+ The LookAtConstraint is a simplified Animations.AimConstraint typically used with a Camera.
3059
+ */
3060
+ class LookAtConstraint extends UnityEngine.Behaviour implements UnityEngine.Animations.IConstraintInternal, UnityEngine.Animations.IConstraint
3061
+ {
3062
+ protected [__keep_incompatibility]: never;
3063
+ /** The weight of the constraint component.
3064
+ */
3065
+ public get weight(): number;
3066
+ public set weight(value: number);
3067
+ /** The rotation angle along the z axis of the object. The constraint uses this property to calculate the world up vector when Animations.LookAtConstraint.UseUpObject is false.
3068
+ */
3069
+ public get roll(): number;
3070
+ public set roll(value: number);
3071
+ /** Activates or deactivates the constraint.
3072
+ */
3073
+ public get constraintActive(): boolean;
3074
+ public set constraintActive(value: boolean);
3075
+ /** Locks the offset and rotation at rest.
3076
+ */
3077
+ public get locked(): boolean;
3078
+ public set locked(value: boolean);
3079
+ /** The rotation used when the sources have a total weight of 0.
3080
+ */
3081
+ public get rotationAtRest(): UnityEngine.Vector3;
3082
+ public set rotationAtRest(value: UnityEngine.Vector3);
3083
+ /** Represents an offset from the constrained orientation.
3084
+ */
3085
+ public get rotationOffset(): UnityEngine.Vector3;
3086
+ public set rotationOffset(value: UnityEngine.Vector3);
3087
+ /** The world up object, used to calculate the world up vector when Animations.LookAtConstraint.UseUpObject is true.
3088
+ */
3089
+ public get worldUpObject(): UnityEngine.Transform;
3090
+ public set worldUpObject(value: UnityEngine.Transform);
3091
+ /** Determines how the up vector is calculated.
3092
+ */
3093
+ public get useUpObject(): boolean;
3094
+ public set useUpObject(value: boolean);
3095
+ /** The number of sources set on the component (Read Only).
3096
+ */
3097
+ public get sourceCount(): number;
3098
+ public GetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
3099
+ public SetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
3100
+ /** Adds a constraint source.
3101
+ * @param $source The source object and its weight.
3102
+ * @returns Returns the index of the added source.
3103
+ */
3104
+ public AddSource ($source: UnityEngine.Animations.ConstraintSource) : number
3105
+ /** Removes a source from the component.
3106
+ * @param $index The index of the source to remove.
3107
+ */
3108
+ public RemoveSource ($index: number) : void
3109
+ /** Gets a constraint source by index.
3110
+ * @param $index The index of the source.
3111
+ * @returns Returns the source object and its weight.
3112
+ */
3113
+ public GetSource ($index: number) : UnityEngine.Animations.ConstraintSource
3114
+ /** Sets a source at a specified index.
3115
+ * @param $index The index of the source to set.
3116
+ * @param $source The source object and its weight.
3117
+ */
3118
+ public SetSource ($index: number, $source: UnityEngine.Animations.ConstraintSource) : void
3119
+ }
3120
+ /** Constrains the orientation and translation of an object to one or more source objects. The constrained object behaves as if it is in the hierarchy of the sources.
3121
+ */
3122
+ class ParentConstraint extends UnityEngine.Behaviour implements UnityEngine.Animations.IConstraintInternal, UnityEngine.Animations.IConstraint
3123
+ {
3124
+ protected [__keep_incompatibility]: never;
3125
+ /** The weight of the constraint component.
3126
+ */
3127
+ public get weight(): number;
3128
+ public set weight(value: number);
3129
+ /** Activates or deactivates the constraint.
3130
+ */
3131
+ public get constraintActive(): boolean;
3132
+ public set constraintActive(value: boolean);
3133
+ /** Locks the offsets and position (translation and rotation) at rest.
3134
+ */
3135
+ public get locked(): boolean;
3136
+ public set locked(value: boolean);
3137
+ /** The number of sources set on the component (read-only).
3138
+ */
3139
+ public get sourceCount(): number;
3140
+ /** The position of the object in local space, used when the sources have a total weight of 0.
3141
+ */
3142
+ public get translationAtRest(): UnityEngine.Vector3;
3143
+ public set translationAtRest(value: UnityEngine.Vector3);
3144
+ /** The rotation used when the sources have a total weight of 0.
3145
+ */
3146
+ public get rotationAtRest(): UnityEngine.Vector3;
3147
+ public set rotationAtRest(value: UnityEngine.Vector3);
3148
+ /** The translation offsets from the constrained orientation.
3149
+ */
3150
+ public get translationOffsets(): System.Array$1<UnityEngine.Vector3>;
3151
+ public set translationOffsets(value: System.Array$1<UnityEngine.Vector3>);
3152
+ /** The rotation offsets from the constrained orientation.
3153
+ */
3154
+ public get rotationOffsets(): System.Array$1<UnityEngine.Vector3>;
3155
+ public set rotationOffsets(value: System.Array$1<UnityEngine.Vector3>);
3156
+ /** The translation axes affected by the ParentConstraint.
3157
+ */
3158
+ public get translationAxis(): UnityEngine.Animations.Axis;
3159
+ public set translationAxis(value: UnityEngine.Animations.Axis);
3160
+ /** The rotation axes affected by the ParentConstraint.
3161
+ */
3162
+ public get rotationAxis(): UnityEngine.Animations.Axis;
3163
+ public set rotationAxis(value: UnityEngine.Animations.Axis);
3164
+ /** Gets the rotation offset associated with a source by index.
3165
+ * @param $index The index of the constraint source.
3166
+ * @returns The translation offset.
3167
+ */
3168
+ public GetTranslationOffset ($index: number) : UnityEngine.Vector3
3169
+ /** Sets the translation offset associated with a source by index.
3170
+ * @param $index The index of the constraint source.
3171
+ * @param $value The new translation offset.
3172
+ */
3173
+ public SetTranslationOffset ($index: number, $value: UnityEngine.Vector3) : void
3174
+ /** Gets the rotation offset associated with a source by index.
3175
+ * @param $index The index of the constraint source.
3176
+ * @returns The rotation offset, as Euler angles.
3177
+ */
3178
+ public GetRotationOffset ($index: number) : UnityEngine.Vector3
3179
+ /** Sets the rotation offset associated with a source by index.
3180
+ * @param $index The index of the constraint source.
3181
+ * @param $value The new rotation offset.
3182
+ */
3183
+ public SetRotationOffset ($index: number, $value: UnityEngine.Vector3) : void
3184
+ public GetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
3185
+ public SetSources ($sources: System.Collections.Generic.List$1<UnityEngine.Animations.ConstraintSource>) : void
3186
+ /** Adds a constraint source.
3187
+ * @param $source The source object and its weight.
3188
+ * @returns Returns the index of the added source.
3189
+ */
3190
+ public AddSource ($source: UnityEngine.Animations.ConstraintSource) : number
3191
+ /** Removes a source from the component.
3192
+ * @param $index The index of the source to remove.
3193
+ */
3194
+ public RemoveSource ($index: number) : void
3195
+ /** Gets a constraint source by index.
3196
+ * @param $index The index of the source.
3197
+ * @returns The source object and its weight.
3198
+ */
3199
+ public GetSource ($index: number) : UnityEngine.Animations.ConstraintSource
3200
+ /** Sets a source at a specified index.
3201
+ * @param $index The index of the source to set.
3202
+ * @param $source The source object and its weight.
3203
+ */
3204
+ public SetSource ($index: number, $source: UnityEngine.Animations.ConstraintSource) : void
3205
+ }
3206
+ }
3207
+ namespace UnityEngine.Experimental.Animations {
3208
+ /** Describes how an AnimationStream is initialized
3209
+ */
3210
+ enum AnimationStreamSource
3211
+ { DefaultValues = 0, PreviousInputs = 1 }
3212
+ /** Static class providing experimental extension methods for AnimationPlayableOutput .
3213
+ */
3214
+ class AnimationPlayableOutputExtensions extends System.Object
3215
+ {
3216
+ protected [__keep_incompatibility]: never;
3217
+ /** Gets the stream source of the specified AnimationPlayableOutput.
3218
+ * @param $output The AnimationPlayableOutput instance that calls this method.
3219
+ * @returns Returns the AnimationStreamSource of the output.
3220
+ */
3221
+ public static GetAnimationStreamSource ($output: UnityEngine.Animations.AnimationPlayableOutput) : UnityEngine.Experimental.Animations.AnimationStreamSource
3222
+ /** Sets the stream source for the specified AnimationPlayableOutput.
3223
+ * @param $output The AnimationPlayableOutput instance that calls this method.
3224
+ * @param $streamSource The AnimationStreamSource to apply on this output.
3225
+ */
3226
+ public static SetAnimationStreamSource ($output: UnityEngine.Animations.AnimationPlayableOutput, $streamSource: UnityEngine.Experimental.Animations.AnimationStreamSource) : void
3227
+ /** Gets the priority index of the specified AnimationPlayableOutput.
3228
+ * @param $output The AnimationPlayableOutput instance that calls this method.
3229
+ * @returns Returns the sorting order of the output.
3230
+ */
3231
+ public static GetSortingOrder ($output: UnityEngine.Animations.AnimationPlayableOutput) : number
3232
+ public static SetSortingOrder ($output: UnityEngine.Animations.AnimationPlayableOutput, $sortingOrder: number) : void
3233
+ }
3234
+ }
3235
+ namespace UnityEngine.Animations.AimConstraint {
3236
+ enum WorldUpType
3237
+ { SceneUp = 0, ObjectUp = 1, ObjectRotationUp = 2, Vector = 3, None = 4 }
3238
+ }
3239
+ namespace UnityEditorInternal {
3240
+ class Transition extends UnityEngine.Object
3241
+ {
3242
+ protected [__keep_incompatibility]: never;
3243
+ public constructor ()
3244
+ }
3245
+ class StateMachine extends UnityEngine.Object
3246
+ {
3247
+ protected [__keep_incompatibility]: never;
3248
+ public get defaultState(): UnityEditorInternal.State;
3249
+ public set defaultState(value: UnityEditorInternal.State);
3250
+ public get anyStatePosition(): UnityEngine.Vector3;
3251
+ public set anyStatePosition(value: UnityEngine.Vector3);
3252
+ public get parentStateMachinePosition(): UnityEngine.Vector3;
3253
+ public set parentStateMachinePosition(value: UnityEngine.Vector3);
3254
+ public GetState ($index: number) : UnityEditorInternal.State
3255
+ public AddState ($stateName: string) : UnityEditorInternal.State
3256
+ public GetStateMachine ($index: number) : UnityEditorInternal.StateMachine
3257
+ public AddStateMachine ($stateMachineName: string) : UnityEditorInternal.StateMachine
3258
+ public AddTransition ($src: UnityEditorInternal.State, $dst: UnityEditorInternal.State) : UnityEditorInternal.Transition
3259
+ public AddAnyStateTransition ($dst: UnityEditorInternal.State) : UnityEditorInternal.Transition
3260
+ public GetStateMachinePosition ($i: number) : UnityEngine.Vector3
3261
+ public GetTransitionsFromState ($srcState: UnityEditorInternal.State) : System.Array$1<UnityEditorInternal.Transition>
3262
+ public constructor ()
3263
+ }
3264
+ class State extends UnityEngine.Object
3265
+ {
3266
+ protected [__keep_incompatibility]: never;
3267
+ public get uniqueName(): string;
3268
+ public get uniqueNameHash(): number;
3269
+ public get speed(): number;
3270
+ public set speed(value: number);
3271
+ public get mirror(): boolean;
3272
+ public set mirror(value: boolean);
3273
+ public get iKOnFeet(): boolean;
3274
+ public set iKOnFeet(value: boolean);
3275
+ public get tag(): string;
3276
+ public set tag(value: string);
3277
+ public GetMotion () : UnityEngine.Motion
3278
+ public GetMotion ($layer: UnityEditorInternal.AnimatorControllerLayer) : UnityEngine.Motion
3279
+ public CreateBlendTree () : UnityEditorInternal.BlendTree
3280
+ public CreateBlendTree ($layer: UnityEditorInternal.AnimatorControllerLayer) : UnityEditorInternal.BlendTree
3281
+ public constructor ()
3282
+ }
3283
+ class AnimatorControllerLayer extends System.Object
3284
+ {
3285
+ protected [__keep_incompatibility]: never;
3286
+ public constructor ()
3287
+ }
3288
+ class BlendTree extends UnityEngine.Motion
3289
+ {
3290
+ protected [__keep_incompatibility]: never;
3291
+ public constructor ()
3292
+ }
3293
+ class AnimatorController extends UnityEngine.RuntimeAnimatorController
3294
+ {
3295
+ protected [__keep_incompatibility]: never;
3296
+ public constructor ()
3297
+ }
3298
+ class AnimatorControllerParameter extends System.Object
3299
+ {
3300
+ protected [__keep_incompatibility]: never;
3301
+ public constructor ()
3302
+ }
3303
+ enum AnimatorControllerParameterType
3304
+ { Float = -1, Int = -1, Bool = -1, Trigger = -1 }
3305
+ enum AnimatorLayerBlendingMode
3306
+ { Override = -1, Additive = -1 }
3307
+ }
3308
+ }