/// <summary> /// Blends multiple animation clips between each other using linear interpolation. Unlike normal animations these /// animations are not advanced with the progress of time, and is instead expected the user manually changes the /// <see cref="t"/> parameter. /// </summary> /// <param name="info">Information about the clips to blend. Clip positions must be sorted from lowest to highest. /// </param> /// <param name="t">Parameter that controls the blending, in range [0, 1]. t = 0 means left animation has full /// influence, t = 1 means right animation has full influence.</param> public void Blend1D(Blend1DInfo info, float t) { if (_native != null) { _native.Blend1D(info, t); } }
public void Blend1D(Blend1DInfo info, float t) { if (info == null) { return; } Internal_Blend1D(mCachedPtr, info, t); }
private static extern void Internal_blend1D(IntPtr thisPtr, ref Blend1DInfo info, float t);
/// <summary> /// Blend multiple animation clips between each other using linear interpolation. Unlike normal animations these /// animations are not advanced with the progress of time, and is instead expected the user manually changes the /// <paramref name="t"/> parameter. /// </summary> /// <param name="info"> /// Information about the clips to blend. Clip positions must be sorted from lowest to highest. /// </param> /// <param name="t"> /// Parameter that controls the blending. Range depends on the positions of the provided animation clips. /// </param> public void Blend1D(Blend1DInfo info, float t) { Internal_blend1D(mCachedPtr, ref info, t); }
/// <summary> /// Blends multiple animation clips between each other using linear interpolation. Unlike normal animations these /// animations are not advanced with the progress of time, and is instead expected the user manually changes the /// <see cref="t"/> parameter. /// </summary> /// <param name="info">Information about the clips to blend. Clip positions must be sorted from lowest to highest. /// </param> /// <param name="t">Parameter that controls the blending, in range [0, 1]. t = 0 means left animation has full /// influence, t = 1 means right animation has full influence.</param> public void Blend1D(Blend1DInfo info, float t) { switch (state) { case State.Active: _native.Blend1D(info, t); break; } }