Zdexby TheHolyOneZ
18,277 classes
Class

MeshAnimatorBase

FSG.MeshAnimator.MeshAnimatorBase, MeshAnimator.Runtime MeshAnimator.Runtime.dll

Members 35

OffsetSizeNameTypeFlags
——baseMesh<from the binary>
——speed<from the binary>
——updateWhenOffscreen<from the binary>
——playAutomatically<from the binary>
——resetOnEnable<from the binary>
——eventReciever<from the binary>
——FPS<from the binary>
——skipLastLoopFrame<from the binary>
——<OnAnimationFinished>k__BackingField<from the binary>
——<OnFrameUpdated>k__BackingField<from the binary>
——<OnVisibilityChanged>k__BackingField<from the binary>
——currentFrame<from the binary>
——LODCamera<from the binary>
——LODLevels<from the binary>
——nextTick<from the binary>
——meshFilter<from the binary>
——meshRenderer<from the binary>
——currentAnimation<from the binary>
——currentAnimIndex<from the binary>
——isVisible<from the binary>
——lastFrameTime<from the binary>
——pingPong<from the binary>
——isPaused<from the binary>
——currentAnimTime<from the binary>
——queuedAnims<from the binary>
——currentLodLevel<from the binary>
——mTransform<from the binary>
——childMap<from the binary>
——initialized<from the binary>
——previousEventFrame<from the binary>
——hasExposedTransforms<from the binary>
——hasLODCamera<from the binary>
——nextLODCheck<from the binary>
——animationCount<from the binary>
——exposedTransformCrossfade<from the binary>

Functions 49

SignatureFlagsNativeParams
void get_defaultAnimation()—0x00
void set_defaultAnimation()—0x00
void get_animations()—0x00
void get_OnAnimationFinished()—0x00
void set_OnAnimationFinished()—0x00
void get_OnFrameUpdated()—0x00
void set_OnFrameUpdated()—0x00
void get_OnVisibilityChanged()—0x00
void set_OnVisibilityChanged()—0x00
void get_MeshRenderer()—0x00
void get_MeshFilter()—0x00
void get_Animations()—0x00
void get_NextTick()—0x00
void Start()—0x00
void OnBecameVisible()—0x00
void OnBecameInvisible()—0x00
void OnEnable()—0x00
void OnDisable()—0x00
void OnDestroy()—0x00
void AddMeshCount()—0x00
void RemoveMeshCount()—0x00
void FireAnimationEvents()—0x00
void MatrixLerp()—0x00
void DisplayFrame()—0x00
void OnAnimationCompleted()—0x00
void StartCrossfade()—0x00
void ReturnCrossfadeToPool()—0x00
void OnCurrentAnimationChanged()—0x00
void SetAnimations()—0x00
void StoreAdditionalMeshData()—0x00
void UpdateTick()—0x00
void Play()—0x00
void Play()—0x00
void Play()—0x00
void PlayRandom()—0x00
void PlayQueued()—0x00
void Pause()—0x00
void RestartAnim()—0x00
void Crossfade()—0x00
void Crossfade()—0x00
void Crossfade()—0x00
void Crossfade()—0x00
void PrepopulateCrossfadePool()—0x00
void SetTime()—0x00
void SetTimeNormalized()—0x00
void GetClip()—0x00
void DisplayFrame()—0x00
void IsPlaying()—0x00
void .ctor()—0x00