Add Modification API:
- The Modification API is designed specifically for the creation and distribution of modular prefabs, where a developer generates assets on their machine and distributes those generated assets to their users. - Add AacFlModification class. - Add (AacFlBase).Modification() which returns a AacFlModification.
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@@ -523,13 +523,15 @@ namespace AnimatorAsCode.V1
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return new AacFlClip(_configuration, clip);
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}
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/// Create a new BlendTree asset with a name. However, the name is only used as a suffix for the asset. The asset is generated into the container.
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/// Create a new BlendTree asset with a name. However, the name is only used as a suffix for the asset. The asset is generated into the container.<br/>
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/// Added in 1.3.0.
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public AacFlNonInitializedBlendTree NewBlendTree(string name)
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{
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return new AacFlNonInitializedBlendTree(AacInternals.NewBlendTreeAsRaw(_configuration, name));
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}
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/// Create a new BlendTree asset with a name and returns a native BlendTree object. However, the name is only used as a suffix for the asset. The asset is generated into the container. You may use NewBlendTree() instead to obtain a fluent interface.
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/// Create a new BlendTree asset with a name and returns a native BlendTree object. However, the name is only used as a suffix for the asset. The asset is generated into the container. You may use NewBlendTree() instead to obtain a fluent interface.<br/>
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/// Added in 1.3.0.
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public BlendTree NewBlendTreeAsRaw(string name)
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{
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return AacInternals.NewBlendTreeAsRaw(_configuration, name);
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@@ -640,6 +642,13 @@ namespace AnimatorAsCode.V1
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{
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return new AacFlNoAnimator();
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}
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/// Returns a new AacFlModification instance, granting you access to this destructive modification API. You will need to reuse this object throughout.<br/>
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/// Added in 1.3.0.
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public AacFlModification Modification()
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{
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return new AacFlModification(_configuration, this);
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}
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}
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public class AacFlNoAnimator
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