<s> from enum import IntEnum <EOL> from . component import Behaviour , Component <EOL> from . object import Object , field <EOL> class Animation ( Behaviour ) : <EOL> animate_physics = field ( "<STR_LIT>" , bool ) <EOL> culling_type = field ( "<STR_LIT>" ) <EOL> play_automatically = field ( "<STR_LIT>" , bool ) <EOL> wrap_mode = field ( "<STR_LIT>" ) <EOL> animation = field ( "<STR_LIT>" ) <EOL> animations = field ( "<STR_LIT>" ) <EOL> class Motion ( Object ) : <EOL> pass <EOL> class AnimationClip ( Motion ) : <EOL> pass <EOL> class RuntimeAnimatorController ( Object ) : <EOL> animation_clips = field ( "<STR_LIT>" ) <EOL> class AnimatorController ( RuntimeAnimatorController ) : <EOL> controller = field ( "<STR_LIT>" ) <EOL> controller_size = field ( "<STR_LIT>" ) <EOL> multithreaded_state_machine = field ( "<STR_LIT>" ) <EOL> state_machine_behaviours = field ( "<STR_LIT>" ) <EOL> state_machine_behaviour_vector_description = field ( "<STR_LIT>" ) <EOL> TOS = field ( "<STR_LIT>" ) <EOL> class AnimatorCullingMode ( IntEnum ) : <EOL> AlwaysAnimate = <NUM_LIT:0> <EOL> CullUpdateTransforms = <NUM_LIT:1> <EOL> CullCompletely = <NUM_LIT:2> <EOL> BasedOnRenderers = <NUM_LIT:1> <EOL> class AnimatorUpdateMode ( IntEnum ) : <EOL> Normal = <NUM_LIT:0> <EOL> AnimatePhysics = <NUM_LIT:1> <EOL> unscaledTime = <NUM_LIT:2> <EOL> class Animator ( Behaviour ) : <EOL> allow_constant_clip_sampling_optimization = field ( "<STR_LIT>" , bool ) <EOL> apply_root_motion = field ( "<STR_LIT>" , bool ) <EOL> avatar = field ( "<STR_LIT>" ) <EOL> controller = field ( "<STR_LIT>" ) <EOL> culling_mode = field ( "<STR_LIT>" , AnimatorCullingMode ) <EOL> has_transform_hierarchy = field ( "<STR_LIT>" , bool ) <EOL> linear_velocity_binding = field ( "<STR_LIT>" , bool ) <EOL> update_mode = field ( "<STR_LIT>" , AnimatorUpdateMode ) <EOL> class ParticleAnimator ( Component ) : <EOL> autodestruct = field ( "<STR_LIT>" , bool ) <EOL> damping = field ( "<STR_LIT>" ) <EOL> does_animate_color = field ( "<STR_LIT>" , bool ) <EOL> force = field ( "<STR_LIT>" ) <EOL> local_rotation_axis = field ( "<STR_LIT>" ) <EOL> rnd_force = field ( "<STR_LIT>" ) <EOL> stop_simulation = field ( "<STR_LIT>" ) <EOL> size_grow = field ( "<STR_LIT>" ) <EOL> world_rotation_axis = field ( "<STR_LIT>" ) <EOL> @ property <EOL> def color_animation ( self ) : <EOL> ret = [ ] <EOL> i = <NUM_LIT:0> <EOL> while True : <EOL> k = "<STR_LIT>" % ( i ) <EOL> if k in self . _obj : <EOL> ret . append ( self . _obj [ k ] ) <EOL> else : <EOL> break <EOL> i += <NUM_LIT:1> <EOL> return ret </s>
