#nullable enable
Kiln.PlayerAnimDefineResult
Kiln.PlayerAnimDefineResult.<Clone>$() -> Kiln.PlayerAnimDefineResult!
Kiln.PlayerAnimDefineResult.Deconstruct(out string! Mod, out string! Name, out System.Guid Guid, out uint Id, out Kiln.PlayerAnimStateStatus Status, out string? Reason) -> void
Kiln.PlayerAnimDefineResult.Equals(Kiln.PlayerAnimDefineResult? other) -> bool
Kiln.PlayerAnimDefineResult.Guid.get -> System.Guid
Kiln.PlayerAnimDefineResult.Guid.init -> void
Kiln.PlayerAnimDefineResult.Id.get -> uint
Kiln.PlayerAnimDefineResult.Id.init -> void
Kiln.PlayerAnimDefineResult.Mod.get -> string!
Kiln.PlayerAnimDefineResult.Mod.init -> void
Kiln.PlayerAnimDefineResult.Name.get -> string!
Kiln.PlayerAnimDefineResult.Name.init -> void
Kiln.PlayerAnimDefineResult.Ok.get -> bool
Kiln.PlayerAnimDefineResult.PlayerAnimDefineResult(string! Mod, string! Name, System.Guid Guid, uint Id, Kiln.PlayerAnimStateStatus Status, string? Reason) -> void
Kiln.PlayerAnimDefineResult.Reason.get -> string?
Kiln.PlayerAnimDefineResult.Reason.init -> void
Kiln.PlayerAnimDefineResult.Status.get -> Kiln.PlayerAnimStateStatus
Kiln.PlayerAnimDefineResult.Status.init -> void
Kiln.PlayerAnimGameState
Kiln.PlayerAnimGameState.<Clone>$() -> Kiln.PlayerAnimGameState!
Kiln.PlayerAnimGameState.Deconstruct(out string! Machine, out string! Name, out Kiln.PlayerAnimStateKind Kind, out System.Collections.Generic.IReadOnlyList<uint>! Ids) -> void
Kiln.PlayerAnimGameState.Equals(Kiln.PlayerAnimGameState? other) -> bool
Kiln.PlayerAnimGameState.Ids.get -> System.Collections.Generic.IReadOnlyList<uint>!
Kiln.PlayerAnimGameState.Ids.init -> void
Kiln.PlayerAnimGameState.Kind.get -> Kiln.PlayerAnimStateKind
Kiln.PlayerAnimGameState.Kind.init -> void
Kiln.PlayerAnimGameState.Machine.get -> string!
Kiln.PlayerAnimGameState.Machine.init -> void
Kiln.PlayerAnimGameState.Name.get -> string!
Kiln.PlayerAnimGameState.Name.init -> void
Kiln.PlayerAnimGameState.PlayerAnimGameState(string! Machine, string! Name, Kiln.PlayerAnimStateKind Kind, System.Collections.Generic.IReadOnlyList<uint>! Ids) -> void
Kiln.PlayerAnimGraphState
Kiln.PlayerAnimGraphState.Merged = 3 -> Kiln.PlayerAnimGraphState
Kiln.PlayerAnimGraphState.Off = 0 -> Kiln.PlayerAnimGraphState
Kiln.PlayerAnimGraphState.Untouched = 2 -> Kiln.PlayerAnimGraphState
Kiln.PlayerAnimGraphState.Waiting = 1 -> Kiln.PlayerAnimGraphState
Kiln.PlayerAnimState
Kiln.PlayerAnimState.<Clone>$() -> Kiln.PlayerAnimState!
Kiln.PlayerAnimState.BlendIn.get -> float?
Kiln.PlayerAnimState.BlendIn.init -> void
Kiln.PlayerAnimState.Clip.get -> string!
Kiln.PlayerAnimState.Clip.init -> void
Kiln.PlayerAnimState.Deconstruct(out string! Name, out string! Clip, out string! Like) -> void
Kiln.PlayerAnimState.Equals(Kiln.PlayerAnimState? other) -> bool
Kiln.PlayerAnimState.Like.get -> string!
Kiln.PlayerAnimState.Like.init -> void
Kiln.PlayerAnimState.Loop.get -> bool?
Kiln.PlayerAnimState.Loop.init -> void
Kiln.PlayerAnimState.Name.get -> string!
Kiln.PlayerAnimState.Name.init -> void
Kiln.PlayerAnimState.PlayerAnimState(string! Name, string! Clip, string! Like) -> void
Kiln.PlayerAnimState.Speed.get -> float?
Kiln.PlayerAnimState.Speed.init -> void
Kiln.PlayerAnimStateInfo
Kiln.PlayerAnimStateInfo.<Clone>$() -> Kiln.PlayerAnimStateInfo!
Kiln.PlayerAnimStateInfo.Deconstruct(out string! Mod, out string! Name, out System.Guid Guid, out uint Id, out Kiln.PlayerAnimStateKind Kind, out Kiln.PlayerAnimStateStatus Status, out string! Like, out string! Machine, out string! Reason) -> void
Kiln.PlayerAnimStateInfo.Equals(Kiln.PlayerAnimStateInfo? other) -> bool
Kiln.PlayerAnimStateInfo.Guid.get -> System.Guid
Kiln.PlayerAnimStateInfo.Guid.init -> void
Kiln.PlayerAnimStateInfo.Id.get -> uint
Kiln.PlayerAnimStateInfo.Id.init -> void
Kiln.PlayerAnimStateInfo.Kind.get -> Kiln.PlayerAnimStateKind
Kiln.PlayerAnimStateInfo.Kind.init -> void
Kiln.PlayerAnimStateInfo.Like.get -> string!
Kiln.PlayerAnimStateInfo.Like.init -> void
Kiln.PlayerAnimStateInfo.Machine.get -> string!
Kiln.PlayerAnimStateInfo.Machine.init -> void
Kiln.PlayerAnimStateInfo.Mod.get -> string!
Kiln.PlayerAnimStateInfo.Mod.init -> void
Kiln.PlayerAnimStateInfo.Name.get -> string!
Kiln.PlayerAnimStateInfo.Name.init -> void
Kiln.PlayerAnimStateInfo.PlayerAnimStateInfo(string! Mod, string! Name, System.Guid Guid, uint Id, Kiln.PlayerAnimStateKind Kind, Kiln.PlayerAnimStateStatus Status, string! Like, string! Machine, string! Reason) -> void
Kiln.PlayerAnimStateInfo.Reason.get -> string!
Kiln.PlayerAnimStateInfo.Reason.init -> void
Kiln.PlayerAnimStateInfo.Status.get -> Kiln.PlayerAnimStateStatus
Kiln.PlayerAnimStateInfo.Status.init -> void
Kiln.PlayerAnimStateKind
Kiln.PlayerAnimStateKind.Overlay = 1 -> Kiln.PlayerAnimStateKind
Kiln.PlayerAnimStateKind.State = 0 -> Kiln.PlayerAnimStateKind
Kiln.PlayerAnimStates
Kiln.PlayerAnimStateStatus
Kiln.PlayerAnimStateStatus.Live = 0 -> Kiln.PlayerAnimStateStatus
Kiln.PlayerAnimStateStatus.Pending = 2 -> Kiln.PlayerAnimStateStatus
Kiln.PlayerAnimStateStatus.Refused = 1 -> Kiln.PlayerAnimStateStatus
Kiln.PlayerAnimStateStatus.Unavailable = 3 -> Kiln.PlayerAnimStateStatus
override Kiln.PlayerAnimDefineResult.Equals(object? obj) -> bool
override Kiln.PlayerAnimDefineResult.GetHashCode() -> int
override Kiln.PlayerAnimDefineResult.ToString() -> string!
override Kiln.PlayerAnimGameState.Equals(object? obj) -> bool
override Kiln.PlayerAnimGameState.GetHashCode() -> int
override Kiln.PlayerAnimGameState.ToString() -> string!
override Kiln.PlayerAnimState.Equals(object? obj) -> bool
override Kiln.PlayerAnimState.GetHashCode() -> int
override Kiln.PlayerAnimState.ToString() -> string!
override Kiln.PlayerAnimStateInfo.Equals(object? obj) -> bool
override Kiln.PlayerAnimStateInfo.GetHashCode() -> int
override Kiln.PlayerAnimStateInfo.ToString() -> string!
static Kiln.PlayerAnimDefineResult.operator !=(Kiln.PlayerAnimDefineResult? left, Kiln.PlayerAnimDefineResult? right) -> bool
static Kiln.PlayerAnimDefineResult.operator ==(Kiln.PlayerAnimDefineResult? left, Kiln.PlayerAnimDefineResult? right) -> bool
static Kiln.PlayerAnimGameState.operator !=(Kiln.PlayerAnimGameState? left, Kiln.PlayerAnimGameState? right) -> bool
static Kiln.PlayerAnimGameState.operator ==(Kiln.PlayerAnimGameState? left, Kiln.PlayerAnimGameState? right) -> bool
static Kiln.PlayerAnimState.operator !=(Kiln.PlayerAnimState? left, Kiln.PlayerAnimState? right) -> bool
static Kiln.PlayerAnimState.operator ==(Kiln.PlayerAnimState? left, Kiln.PlayerAnimState? right) -> bool
static Kiln.PlayerAnimStateInfo.operator !=(Kiln.PlayerAnimStateInfo? left, Kiln.PlayerAnimStateInfo? right) -> bool
static Kiln.PlayerAnimStateInfo.operator ==(Kiln.PlayerAnimStateInfo? left, Kiln.PlayerAnimStateInfo? right) -> bool
static Kiln.PlayerAnimStates.All.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerAnimStateInfo!>!
static Kiln.PlayerAnimStates.Available.get -> bool
static Kiln.PlayerAnimStates.Define(Kiln.PlayerAnimState! state) -> Kiln.PlayerAnimDefineResult!
static Kiln.PlayerAnimStates.Find(string! mod, string! name) -> Kiln.PlayerAnimStateInfo?
static Kiln.PlayerAnimStates.FindGameStates(string! name) -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerAnimGameState!>!
static Kiln.PlayerAnimStates.Graph.get -> Kiln.PlayerAnimGraphState
static Kiln.PlayerAnimStates.GraphHash.get -> string!
static Kiln.PlayerAnimStates.GuidOf(string! mod, string! name) -> System.Guid
static Kiln.PlayerAnimStates.IdOf(System.Guid state) -> uint
