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+32
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Assets/AdncAnimatorHelpers/Editor/Scripts/CustomEditors/AnimatorPlayback/AnimatorPlaybackEditor.cs

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using UnityEditor;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.Editors.CustomEditors {
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namespace Adnc.AnimatorHelpers.Editors.CustomEditors {
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[CustomEditor(typeof(AnimatorPlayback))]
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public class AnimatorPlaybackEditor : Editor {
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private SortableListAnimatorVariable _listBools;

Assets/AdncAnimatorHelpers/Editor/Scripts/CustomEditors/AnimatorPlayback/SortableListAnimatorVariable.cs

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using UnityEditor;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.Editors.CustomEditors {
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namespace Adnc.AnimatorHelpers.Editors.CustomEditors {
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public class SortableListAnimatorVariable : SortableListBase {
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public SortableListAnimatorVariable (Editor editor, string property, string title) : base(editor, property, title) {
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_list.drawElementCallback = (rect, index, active, focused) => {

Assets/AdncAnimatorHelpers/Editor/Testing/AnimatorPlayback/TestAnimatorPlayback.cs

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using Adnc.AnimatorVariables.Conditions;
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using Adnc.AnimatorVariables.Variables;
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using Adnc.AnimatorHelpers.Conditions;
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using Adnc.AnimatorHelpers.Variables;
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using Adnc.Utility.Testing;
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using NUnit.Framework;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Adnc.AnimatorVariables.Editors.Testing {
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namespace Adnc.AnimatorHelpers.Editors.Testing {
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public class TestAnimatorPlayback : TestBase {
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private const string ANIMATOR_STUB_LOC = "AnimatorTesting/AnimatorStub";
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Assets/AdncAnimatorHelpers/Examples/Default/AnimatorPlaybackExample.cs

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using System.Collections.Generic;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.Examples {
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namespace Adnc.AnimatorHelpers.Examples {
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public class AnimatorPlaybackExample : MonoBehaviour {
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[SerializeField]
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private AnimatorPlayback _completeEvent;

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/AnimatorActionBase.cs

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using Adnc.Utility;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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/// <summary>
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/// Basic underlying logic for triggering an action
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/// </summary>

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/RandomSpeed.cs

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using Adnc.Utility;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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public class RandomSpeed : StateMachineBehaviour {
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private float startSpeed;
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Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/RandomStartTime.cs

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using Adnc.Utility;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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/// <summary>
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/// Randomize the current playback position of this state's animation
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/// </summary>

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/SetVar/Random/SetVarRandomBool.cs

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using Adnc.Utility;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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public class SetVarRandomBool : SetVarBase {
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protected override void UpdateLogic (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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animator.SetBool(_name, Random.value > 0.5f);

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/SetVar/Random/SetVarRandomFloat.cs

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using Adnc.Utility;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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public class SetVarRandomFloat : SetVarBase {
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[Tooltip("Random value generated each time this state triggers")]
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[SerializeField]

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/SetVar/Random/SetVarRandomInt.cs

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using Adnc.Utility;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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public class SetVarRandomInt : SetVarBase {
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[Tooltip("Random value generated each time this state triggers")]
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[SerializeField]

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/SetVar/SetVarBase.cs

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using Adnc.Utility;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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public abstract class SetVarBase : AnimatorActionBase {
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[Tooltip("When to trigger the event during the state's cycle")]
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[SerializeField]

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/SetVar/SetVarBool.cs

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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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public class SetVarBool : SetVarBase {
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[SerializeField]
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private bool _value;

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/SetVar/SetVarFloat.cs

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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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public class SetVarFloat : SetVarBase {
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[SerializeField]
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private float _value;

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/SetVar/SetVarInt.cs

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using UnityEngine;
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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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public class SetVarInt : SetVarBase {
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[SerializeField]
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private int _value;

Assets/AdncAnimatorHelpers/Scripts/AnimatorBehaviors/StateMachineBehaviorEvent.cs

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namespace Adnc.AnimatorVariables.AnimatorBehaviors {
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namespace Adnc.AnimatorHelpers.AnimatorBehaviors {
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public enum StateMachineBehaviorEvent {
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Enter,
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Exit

Assets/AdncAnimatorHelpers/Scripts/AnimatorPlayback/AnimatorPlayback.cs

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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Adnc.AnimatorVariables.Conditions;
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using Adnc.AnimatorVariables.Variables;
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using Adnc.AnimatorHelpers.Conditions;
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using Adnc.AnimatorHelpers.Variables;
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using Adnc.Utility;
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using UnityEngine;
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namespace Adnc.AnimatorVariables {
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namespace Adnc.AnimatorHelpers {
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[CreateAssetMenu(fileName = "Playback", menuName = "ADNC/Animator Variables/Animator Playback", order = 1)]
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public class AnimatorPlayback : ScriptableObject {
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[HideInInspector]

Assets/AdncAnimatorHelpers/Scripts/Conditions/Condition.cs

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using System;
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using Adnc.AnimatorVariables.Variables;
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using Adnc.AnimatorHelpers.Variables;
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using Adnc.Utility;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.Conditions {
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namespace Adnc.AnimatorHelpers.Conditions {
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[Serializable]
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public class Condition {
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const float FLOAT_POINT_COMPARE = 0.01f;

Assets/AdncAnimatorHelpers/Scripts/Conditions/ConditionVarType.cs

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namespace Adnc.AnimatorVariables.Conditions {
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namespace Adnc.AnimatorHelpers.Conditions {
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public enum ConditionVarType {
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Bool,
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Float,

Assets/AdncAnimatorHelpers/Scripts/Conditions/OperatorAll.cs

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namespace Adnc.AnimatorVariables.Conditions {
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namespace Adnc.AnimatorHelpers.Conditions {
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public enum OperatorAll {
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AreEqual,
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AreNotEqual,

Assets/AdncAnimatorHelpers/Scripts/Variables/VarBase.cs

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using System.Collections.Generic;
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using UnityEngine;
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namespace Adnc.AnimatorVariables.Variables {
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namespace Adnc.AnimatorHelpers.Variables {
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public abstract class VarBase<T> {
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protected const string VALUE_TOOLTIP = "The value that will be set when SetValue is called";
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Assets/AdncAnimatorHelpers/Scripts/Variables/VarBool.cs

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using UnityEngine;
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namespace Adnc.AnimatorVariables.Variables {
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namespace Adnc.AnimatorHelpers.Variables {
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[System.Serializable]
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public class VarBool : VarBase<bool> {
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[Tooltip(VALUE_TOOLTIP)]

Assets/AdncAnimatorHelpers/Scripts/Variables/VarFloat.cs

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using UnityEngine;
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namespace Adnc.AnimatorVariables.Variables {
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namespace Adnc.AnimatorHelpers.Variables {
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[System.Serializable]
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public class VarFloat : VarBase<float> {
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[Tooltip(VALUE_TOOLTIP)]

Assets/AdncAnimatorHelpers/Scripts/Variables/VarInt.cs

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using UnityEngine;
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namespace Adnc.AnimatorVariables.Variables {
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namespace Adnc.AnimatorHelpers.Variables {
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[System.Serializable]
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public class VarInt : VarBase<int> {
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[Tooltip(VALUE_TOOLTIP)]

Assets/AdncAnimatorHelpers/Scripts/Variables/VarTrigger.cs

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using UnityEngine;
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namespace Adnc.AnimatorVariables.Variables {
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namespace Adnc.AnimatorHelpers.Variables {
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[System.Serializable]
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public class VarTrigger : VarBase<bool> {
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public override void SetValue (Animator animator) {

Assets/AdncAnimatorHelpers/Testing/AnimatorPlayback/TestAnimatorPlayback.cs

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using System.Collections;
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using Adnc.AnimatorVariables.Conditions;
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using Adnc.AnimatorVariables.Variables;
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using Adnc.AnimatorHelpers.Conditions;
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using Adnc.AnimatorHelpers.Variables;
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using Adnc.Utility.Testing;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Adnc.AnimatorVariables.Testing {
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namespace Adnc.AnimatorHelpers.Testing {
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public class TestAnimatorPlayback : TestBase {
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private const string ANIMATOR_STUB_LOC = "AnimatorTesting/AnimatorStub";
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