using System; using UnityEngine; namespace GpuEcsAnimationBaker.Engine.Data { [Serializable] public struct AnimationData { [Tooltip("Only used when generating enum code file to identify animations")] public string animationID; [Tooltip("The main animator state name that will be used during sampling, searched across all layers")] public string animatorStateName; [Tooltip("Specify single clip or dual clip blend animations")] public AnimationTypes animationType; public SingleClipData singleClipData; public DualClipBlendData dualClipBlendData; [Tooltip("Specify whether the animation should loop")] public bool loop; [Tooltip("Any additional Animator parameters that will be used during sampling (independent of blending)\nSpecify name, type & value for each")] public AnimatorParameter[] additionalAnimatorParameterValues; [Tooltip("Any additional Animator states that need to be set on different layers")] public AnimatorState[] additionalAnimatorStatesPerLayer; } }