public bool IsName(string name) { int num = Animator.StringToHash(name); return(((num == this.m_FullPath) || (num == this.m_Name)) || (num == this.m_Path)); }
public bool IsTag(string tag) { return(Animator.StringToHash(tag) == this.m_Tag); }
public bool IsUserName(string name) { return(Animator.StringToHash(name) == this.m_UserName); }
public bool IsName(string name) { return(Animator.StringToHash(name) == this.m_Name || Animator.StringToHash(name) == this.m_FullPath); }
public void CrossFadeInFixedTime(string stateName, float transitionDuration, [UnityEngine.Internal.DefaultValue("-1")] int layer, [UnityEngine.Internal.DefaultValue("0.0f")] float fixedTime) { this.CrossFadeInFixedTime(Animator.StringToHash(stateName), transitionDuration, layer, fixedTime); }
public void Play(string stateName, [UnityEngine.Internal.DefaultValue("-1")] int layer, [UnityEngine.Internal.DefaultValue("float.NegativeInfinity")] float normalizedTime) { this.Play(Animator.StringToHash(stateName), layer, normalizedTime); }
public void CrossFade(string stateName, float transitionDuration, [UnityEngine.Internal.DefaultValue("-1")] int layer, [UnityEngine.Internal.DefaultValue("float.NegativeInfinity")] float normalizedTime) { this.CrossFade(Animator.StringToHash(stateName), transitionDuration, layer, normalizedTime); }