com.cupkekgames.animations — backend-agnostic animation contracts (interfaces) and per-context time-scaling hooks. Pair with a bridge package (e.g. com.cupkekgames.animations.animancer) for a concrete implementation.
State-based character animation is dispatched through a single entry point:
animationStateController.Play(AnimationKinds.Idle);
animationStateController.Play(AnimationKinds.GetHit);
animationStateController.PlayClipWithReturnToIdle(emoteClip);Kinds are open string keys. Reserved ones (Idle, Walk, GetHit, Death, Win) live in AnimationKinds; domain games add new kinds (Cast, Bow, Cheer, Gather, …) by registering (kind, clip) entries on the bridge adapter and calling Play(myKind). The interface never grows.
PlayClipWithReturnToIdle is the escape hatch for one-shot clips not authored in the controller's catalog (emotes, gathering animations, custom skill clips) — it auto-fades back to Idle on completion.
IAnimationStateController — kind-driven entry point for character animation. Play(kind) / PlayClipWithReturnToIdle(clip) / Transform / OnAnimationPlayed.AnimationKinds — reserved kind constants (open catalog).IAnimationEngine — lower-level contract for raw clip playback with optional layer + return-clip composition.IAnimationTimeController — per-instance time-scaling integrated with CupkekGames.TimeSystem (Pause / Resume / SetPlaySpeed / RegisterTimeContext).AnimationClipData — [Serializable] clip + fade-duration pair used by both contracts.CupkekGames.Animations (runtime). Pluralized from the original CupkekGames.Animation to avoid shadowing UnityEngine.Animation.
None.
com.cupkekgames.animations.animancer — Animancer Pro adapterSettings
Theme
Light
Contrast
Material
Dark
Dim
Material Dark
System
Sidebar(Light & Contrast only)
Font Family
DM Sans
Wix
Inclusive Sans
AR One Sans
Direction