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); } /** @} */ }