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    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 ActivationDelta — the Evaluate(in ctx, weight, ref PoseDelta, ref MaterialDelta, ref TransformDelta, ref ActivationDelta) overload.

    Material

    Writes material/shader property offsets via MaterialDelta — the Evaluate(in ctx, weight, ref PoseDelta, ref MaterialDelta) overload.

    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 PoseDelta — the base Evaluate(in ctx, weight, ref PoseDelta) overload.

    Transform

    Writes transform offsets (e.g. local scale) via TransformDelta — the Evaluate(in ctx, weight, ref PoseDelta, ref MaterialDelta, ref TransformDelta) overload.

    UiColor

    Writes UGUI Graphic color/alpha via UiColorDelta — the Evaluate(in ctx, weight, ref PoseDelta, ref MaterialDelta, ref TransformDelta, ref ActivationDelta, ref UiColorDelta) overload. Applied by UnityGraphicColorApplier.

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