using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Animation
* @{
*/
///
/// Component that maps animation for specific bone also be applied to the SceneObject this component is attached to. The
/// component will attach to the first found parent Animation component.
///
public partial class Bone : Component
{
private Bone(bool __dummy0) { }
protected Bone() { }
/// Determines the name of the bone the component is referencing.
[ShowInInspector]
public string Name
{
get { return Internal_getBoneName(mCachedPtr); }
set { Internal_setBoneName(mCachedPtr, value); }
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setBoneName(IntPtr thisPtr, string name);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_getBoneName(IntPtr thisPtr);
}
/** @} */
}