Add a transition between states
Optionalconfig: AnimTransitionConfigCheck if current state can be cancelled
Check if transition to target is possible
Force a state change
Get the current state name
Get current frame index
Get the sprite
Get the underlying AnimationStateMachine
Called when the component is added to an entity
Called when the component is removed or entity is destroyed
Called when the owning entity is recycled from a pool. Reset internal state to defaults.
Request a state change (respects priority and cancel windows)
Start the animation state machine
Called every frame
Entity component wrapping AnimationStateMachine. Provides a sprite and animation state machine on an entity.
Usage: