Polyphase Game Engine
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TransformAnimationAsset_Lua.h
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1#pragma once
2
3#include "EngineTypes.h"
4#include "Log.h"
5
7
10
11#if LUA_ENABLED
12
13#define TRANSFORM_ANIMATION_ASSET_LUA_NAME "TransformAnimationAsset"
14#define TRANSFORM_ANIMATION_ASSET_LUA_FLAG "cfTransformAnim"
15#define CHECK_TRANSFORM_ANIMATION_ASSET(L, arg) CheckAssetLuaType<TransformAnimationAsset>(L, arg, TRANSFORM_ANIMATION_ASSET_LUA_NAME, TRANSFORM_ANIMATION_ASSET_LUA_FLAG)
16
17struct TransformAnimationAsset_Lua
18{
19 static int Sample(lua_State* L);
20 static int GetDuration(lua_State* L);
21 static int SetDuration(lua_State* L);
22 static int GetKeyframeCount(lua_State* L);
23 static int GetKeyframe(lua_State* L);
24 static int IsLooping(lua_State* L);
25 static int SetLooping(lua_State* L);
26 static int GetPlayRate(lua_State* L);
27 static int SetPlayRate(lua_State* L);
28 static int AddKeyframe(lua_State* L);
29 static int RemoveKeyframe(lua_State* L);
30 static int ClearKeyframes(lua_State* L);
31
32 static void Bind();
33};
34
35#endif