Namespace Unity.Tiny.Animation.Editor
Classes
AfterTinyAnimationConversion
During conversion, Tiny Animation converts every AnimationClip assets it finds.
If your conversion system depends on converted animation clips, add [UpdateAfter(typeof(AfterTinyAnimationConversion))] to it.
AfterTinyAnimationDeclaration
Before conversion, Tiny Animation will declare references to every AnimationClip assets it finds and to every assets they may refer to. For example: if an animation clip has a curve updating the sprite instance, all of the sprite assets on that curve will be declared as being referenced.
If your conversion system depends on the asset references declared by Tiny Animation, add [UpdateAfter(typeof(AfterTinyAnimationDeclaration))] to it.
AfterTinyAnimationResolution
After conversion, Tiny Animation resolves the bindings found in the AnimationClip assets it has converted.
If your conversion system depends on resolved animation bindings, add [UpdateAfter(typeof(AfterTinyAnimationResolution))] to it.
BeforeTinyAnimationConversion
During conversion, Tiny Animation converts every AnimationClip assets it finds.
If your conversion system needs to run before animation clips are converted, add [UpdateBefore(typeof(BeforeTinyAnimationConversion))] to it.
BeforeTinyAnimationDeclaration
Before conversion, Tiny Animation will declare references to every AnimationClip assets it finds and to every assets they may refer to. For example: if an animation clip has a curve updating the sprite instance, all of the sprite assets on that curve will be declared as being referenced.
If your conversion system would influence what Tiny Animation should depend on, add [UpdateBefore(typeof(BeforeTinyAnimationDeclaration))] to it.
BeforeTinyAnimationResolution
After conversion, Tiny Animation resolves the bindings found in the AnimationClip assets it has converted.
If your conversion system needs to run before animation bindings are resolved, add [UpdateBefore(typeof(BeforeTinyAnimationResolution))] to it.
BindingsStore
Stores a map between authoring binding names (their "MonoBehaviour" name) and runtime binding names (their "ECS" name).