| AnimationBlendSelector1D |
Drives a SpriteAnimator by selecting and transitioning between animation clips based on a single continuous float value \(e\.g\., movement speed, health ratio, aim angle\). |
| AnimationBlendSelector1DSnapshot |
An immutable snapshot of an AnimationBlendSelector1D's runtime state. Capture via CaptureSnapshot() and restore via RestoreSnapshot\(AnimationBlendSelector1DSnapshot\). Node definitions are not captured. |
| AnimationBlendSelector2D |
Drives a SpriteAnimator by selecting an animation clip based on two continuous float parameters \(e\.g\., horizontal and vertical velocity, directional aim angle \+ speed\). |
| AnimationBlendSelector2DSnapshot |
An immutable snapshot of an AnimationBlendSelector2D's runtime state. Capture via CaptureSnapshot() and restore via RestoreSnapshot\(AnimationBlendSelector2DSnapshot\). Node definitions are not captured. |
| AnimationClip |
Represents an animation clip with multiple frames. |
| AnimationClipSnapshot |
Immutable snapshot of an AnimationClip's mutable runtime configuration. Captures PlaybackMode, RepeatCount, TexturePath, Texture, UserData, and ClipTint. Frame lists and events are not captured; use Clone\(string\) for a full structural copy. |
| AnimationLayer |
An independent animation track that can run alongside the primary AnimatorComponent animator. Each layer owns its own SpriteAnimator and AnimationStateMachine. |
| AnimationLayerSnapshot |
An immutable snapshot of an AnimationLayer's runtime configuration. Capture via CaptureSnapshot() and restore via RestoreSnapshot\(AnimationLayerSnapshot\). Useful for cutscenes or ability-override systems that need to temporarily reconfigure a layer and then cleanly revert it. |
| AnimationParameters |
A simple named-parameter store designed as a companion to AnimationStateMachine transition conditions. Removes the need to manually manage boolean flag resets in lambdas. |
| AnimationParametersSnapshot |
An immutable snapshot of an AnimationParameters store. Capture via CaptureSnapshot() and restore via RestoreSnapshot\(AnimationParametersSnapshot\). Useful for cutscenes or ability-override systems that need to temporarily replace the parameter set and then cleanly revert. |
| AnimationStateMachine |
Lightweight code-driven animation state machine. Evaluates transitions each frame and calls Play\(string, bool\) automatically. |
| AnimationStateMachineSnapshot |
Immutable snapshot of AnimationStateMachine runtime state. Use with CaptureSnapshot() and RestoreSnapshot\(AnimationStateMachineSnapshot\) for save/load and rollback systems. |
| AnimationTransition |
Represents a single conditional transition between two animation states. |
| AnimatorComponent |
ECS component that holds a SpriteAnimator and an AnimationStateMachine for an entity. Add this alongside SpriteComponent and register AnimationSystem in the scene. |
| AnimatorPlaybackSnapshot |
Immutable capture of a SpriteAnimator's runtime playback state. Use CapturePlaybackSnapshot() and RestorePlaybackSnapshot\(AnimatorPlaybackSnapshot\) to save and restore mid-frame position, speed, direction, ping-pong phase, and cross-fade state atomically. |
| AsepriteClipLoader |
Loads AnimationClips from Aseprite JSON sprite-sheet exports. Supports both JSON Array and JSON Hash data formats (File → Export Sprite Sheet). |
| ClipEvent |
A named callback attached to an AnimationClip at a specific time offset. Fired by SpriteAnimator when playback crosses the event's Time. |
| ClipEventArgs |
Contextual data passed to a clip event callback. |
| SpriteAnimator |
Animates sprites by playing animation clips. |
| SpriteFrame |
Represents a single frame in a sprite animation. |