Struct LookAtTargetAnimationSystem.AccumulateWeightedAnimation
Syntax
public struct AccumulateWeightedAnimation : IJobForEach<TrackBindingComponent, LocalTime, AnimatedComponent<LookAtTarget>, ClipWeight, ActiveState>, IJobForEach_CCCCC<TrackBindingComponent, LocalTime, AnimatedComponent<LookAtTarget>, ClipWeight, ActiveState>, JobForEachExtensions.IBaseJobForEach_CCCCC, JobForEachExtensions.IBaseJobForEach
Fields
BlendData
Declaration
public NativeHashMap<Hash128, MixData<LookAtTarget>> BlendData
Field Value
Methods
Execute(ref TrackBindingComponent, ref LocalTime, ref AnimatedComponent<LookAtTarget>, ref ClipWeight, ref ActiveState)
Declaration
public void Execute([ReadOnly] ref TrackBindingComponent binding, [ReadOnly] ref LocalTime c0, [ReadOnly] ref AnimatedComponent<LookAtTarget> c2, [ReadOnly] ref ClipWeight c3, [ReadOnly] ref ActiveState state)
Parameters
Implements
Unity.Entities.IJobForEach_CCCCC<T0, T1, T2, T3, T4>.Execute(T0, T1, T2, T3, T4)