Enum ProceduralChannels
The procedural evaluation channels a ProceduralLayerSO can write to — one per delta type
on ProceduralLayerSO's stacked Evaluate overloads. A FlagsAttribute
enum so a layer can declare more than one channel if it ever needs to; every concrete layer in this
codebase today writes exactly one.
Namespace: Serenity.ProceduralAnimator.Infrastructure.ProceduralLayers
Assembly: Serenity.UnityProceduralAnimator.Infrastructure.dll
Syntax
[Flags]
public enum ProceduralChannels
Remarks
Consumers that only apply some of these channels (e.g. the HUD builder's animation editor, which only applies Transform and Activation to a HUD element) gate applicability by intersecting a layer's DrivenChannels against the channels they apply, rather than switching on the layer's concrete type — see DrivenChannels.
Fields
| Name | Description |
|---|---|
| Activation | Writes GameObject activation via |
| Material | Writes material/shader property offsets via |
| None | Writes nothing. Not a valid declaration for a concrete layer — every layer must declare at least one channel it writes. |
| Pose | Writes bone position/rotation offsets via |
| Transform | Writes transform offsets (e.g. local scale) via |
| UiColor | Writes UGUI |