using Unity.Entities; using UnityEngine; namespace DefaultNamespace { [GenerateAuthoringComponent] public struct AnimatorStateData : IComponentData { public AnimatorStateInfo State { get; set; } public int TransitionName { get; set; } public int TransitionPath { get; set; } public bool IsTransitionName(string name) { return Animator.StringToHash(name) == TransitionName || Animator.StringToHash(name) == TransitionPath; } } }