Summary
    An 
		Animancer.AnimancerComponent which uses the UnityEngine.Object.names of UnityEngine.AnimationClips
    so they can be referenced using strings as well as the clips themselves.
    - Assembly
 - Animancer
.dll  - Namespace
 - Animancer
 - Interfaces
 - 
									
- IAnimancerComponent
 - IEnumerator
 - IAnimationClipSource
 - I
Animation Clip Collection  
 - Base Types
 - 
									
- MonoBehaviour
 - AnimancerComponent
 
 - Derived Types
 
							graph BT
	Type-->Base0["AnimancerComponent"]
	click Base0 "/animancer-v7-4/api/Animancer/AnimancerComponent"
	Base0-->Base1["MonoBehaviour"]
	Type-.->Interface0["IAnimancerComponent"]
	click Interface0 "/animancer-v7-4/api/Animancer/IAnimancerComponent"
	Type-.->Interface1["IEnumerator"]
	Type-.->Interface2["IAnimationClipSource"]
	Type-.->Interface3["IAnimationClipCollection"]
	click Interface3 "/animancer-v7-4/api/Animancer/IAnimationClipCollection"
	Type["NamedAnimancerComponent"]
class Type type-node
	Derived0["HybridAnimancerComponent"]-->Type
	click Derived0 "/animancer-v7-4/api/Animancer/HybridAnimancerComponent"
						
					Syntax
[AddComponentMenu(Strings.MenuPrefix + "Named Animancer Component")]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(NamedAnimancerComponent))]
public class NamedAnimancerComponent : AnimancerComponent, IAnimancerComponent, IEnumerator, 
    IAnimationClipSource, IAnimationClipCollection
	Examples
Remarks
    It also has fields to automatically register animations on startup and play the first one automatically without
    needing another script to control it, much like Unity's Legacy 
	UnityEngine.Animation component.
    
    Documentation: Component Types
    Attributes
| Type | Description | 
|---|---|
| AddComponentMenu | |
| HelpURLAttribute | 
Fields
| Name | Constant Value | Summary | 
|---|---|---|
| Default | 
								-5000 | 
									 Initialize before anything else tries to use this component. 
											Inherited from AnimancerComponent 
											static 
								 | 
							
Properties
| Name | Value | Summary | 
|---|---|---|
| ActionOnDisable | AnimancerComponent | 
								
									 [ 
											UnityEngine.SerializeField]
    Determines what happens when this component is disabled or its UnityEngine.GameObject becomes inactive
    (i.e. in Animancer.AnimancerComponent.OnDisable).
    Inherited from AnimancerComponent 
								 | 
							
| Animations | AnimationClip[] | 
									 [ 
								UnityEngine.SerializeField]
    Animations in this array will be automatically registered by Animancer.NamedAnimancerComponent.Awake as states that can be
    retrieved using their name and the first element will be played by Animancer.NamedAnimancerComponent.OnEnable if
    Animancer.NamedAnimancerComponent.PlayAutomatically is true.
     | 
							
| Animator | Animator | 
									 [ 
											UnityEngine.SerializeField]
    The UnityEngine.Animator component which this script controls.
    Inherited from AnimancerComponent 
								 | 
							
| DefaultAnimation | AnimationClip | 
									 
    The first element in the  
								Animancer.NamedAnimancerComponent.Animations array. It will be automatically played by
    Animancer.NamedAnimancerComponent.OnEnable if Animancer.NamedAnimancerComponent.PlayAutomatically is true.
     | 
							
| InitialUpdateMode | Nullable | 
								
									 [Editor-Only] The  
											Animancer.IAnimancerComponent.UpdateMode that was first used when this script initialized.Inherited from AnimancerComponent 
								 | 
							
| Is | 
								bool | 
									 Indicates whether the  
											Animancer.AnimancerComponent.Playable has been initialized.Inherited from AnimancerComponent 
								 | 
							
| Layers | AnimancerPlayable | 
								
									 The layers which each manage their own set of animations. 
											Inherited from AnimancerComponent 
								 | 
							
| Playable | AnimancerPlayable | 
									 
    The internal system which manages the playing animations.
    Accessing this property will automatically initialize it.
     
											Inherited from AnimancerComponent 
								 | 
							
| PlayAutomatically | bool | 
									 [ 
								UnityEngine.SerializeField]
    If true, the first clip in the Animancer.NamedAnimancerComponent.Animations array will be automatically played by
    Animancer.NamedAnimancerComponent.OnEnable.
     | 
							
| States | AnimancerPlayable | 
								
									 The states managed by this component. 
											Inherited from AnimancerComponent 
								 | 
							
| UpdateMode | AnimatorUpdateMode | 
									 
    Determines when animations are updated and which time source is used. This property is mainly a wrapper
    around the  
											UnityEngine.Animator.updateMode.
    Inherited from AnimancerComponent 
								 | 
							
Methods
| Name | Value | Summary | 
|---|---|---|
| ~AnimancerComponent | 
								void | 
									 [Editor-Only]
    Ensures that the  
											Animancer.AnimancerPlayable is destroyed in Edit Mode, but not in Play Mode since we want
    to let Unity complain if that happens.
    Inherited from AnimancerComponent 
								 | 
							
| Awake | 
								void | 
									 Creates a state for each clip in the  
								Animancer.NamedAnimancerComponent.Animations array. | 
							
| Evaluate | 
								void | 
									 
    Immediately applies the current states of all animations to the animated objects.
     
											Inherited from AnimancerComponent 
								 | 
							
| Evaluate | 
								void | 
									 
    Advances time by the specified value (in seconds) and immediately applies the current states of all
    animations to the animated objects.
     
											Inherited from AnimancerComponent 
								 | 
							
| GatherAnimationClips | 
								void | 
									 [ 
								Animancer.IAnimationClipCollection]
    Gathers all the animations in the Animancer.AnimancerComponent.Playable.
    
    In the Unity Editor this method also gathers animations from other components on parent and child objects.
     | 
							
| GetAnimationClips | 
								void | 
									 [ 
											UnityEngine.IAnimationClipSource]
    Calls Animancer.AnimancerComponent.GatherAnimationClips(System.Collections.Generic.ICollection{UnityEngine.AnimationClip}).
    Inherited from AnimancerComponent 
								 | 
							
| GetKey | 
								Object | 
									 Returns the clip's name. 
								 | 
							
| InitializePlayable | 
								void | 
									 Creates and initializes the  
											Animancer.AnimancerComponent.Playable if it wasn't already initialized.Inherited from AnimancerComponent 
								 | 
							
| InitializePlayable | 
								void | 
									 Sets the  
											Animancer.AnimancerComponent.Playable and connects it to the Animancer.AnimancerComponent.Animator.Inherited from AnimancerComponent 
								 | 
							
| IsPlaying | 
								bool | 
									 
    Returns true if at least one animation is being played.
     
											Inherited from AnimancerComponent 
								 | 
							
| IsPlaying | 
								bool | 
									 [Warning]
    You should not use an  
											Animancer.AnimancerState as a key.
    Just check Animancer.AnimancerState.IsPlaying.
    Inherited from AnimancerComponent 
								 | 
							
| IsPlaying | 
								bool | 
									 
    Returns true if a state is registered for the `clip` and it is currently playing.
    
    The actual dictionary key is determined using  
											Animancer.AnimancerComponent.GetKey(UnityEngine.AnimationClip).
    Inherited from AnimancerComponent 
								 | 
							
| IsPlaying | 
								bool | 
									 
    Returns true if a state is registered with the  
											Animancer.IHasKey.Key and it is currently playing.
    Inherited from AnimancerComponent 
								 | 
							
| IsPlaying | 
								bool | 
									 
    Returns true if a state is registered with the `key` and it is currently playing.
     
											Inherited from AnimancerComponent 
								 | 
							
| IsPlayingClip | 
								bool | 
									 
    Returns true if the `clip` is currently being played by at least one state.
    
    This method is inefficient because it searches through every state to find any that are playing the `clip`,
    unlike  
											Animancer.AnimancerComponent.IsPlaying(UnityEngine.AnimationClip) which only checks the state registered using the `clip`s key.
    Inherited from AnimancerComponent 
								 | 
							
| OnDestroy | 
								void | 
									 Ensures that the  
											Animancer.AnimancerComponent.Playable is properly cleaned up.Inherited from AnimancerComponent 
								 | 
							
| OnDisable | 
								void | 
									 Acts according to the  
											Animancer.AnimancerComponent.ActionOnDisable.Inherited from AnimancerComponent 
								 | 
							
| OnEnable | 
								void | 
									 
    Plays the first clip in the  
								Animancer.NamedAnimancerComponent.Animations array if Animancer.NamedAnimancerComponent.PlayAutomatically is true.
     | 
							
| OnInitializePlayable | 
								void | 
									 Called right after the  
											Animancer.AnimancerComponent.Playable is initialized.Inherited from AnimancerComponent 
								 | 
							
| OnValidate | 
								void | 
									 [Editor-Only]
    Uses  
								ClipState.ValidateClip to ensure that all of the clips in the Animancer.NamedAnimancerComponent.Animations
    array are supported by the Animancer system and removes any others.
     | 
							
| Play | 
								AnimancerState | 
									 Stops all other animations on the same layer, plays the `state`, and returns it. 
											Inherited from AnimancerComponent 
								 | 
							
| Play | 
								AnimancerState | 
									 
    Starts fading in the `state` while fading out all others in the same layer over the course of the
    `fadeDuration`. Returns the `state`.
     
											Inherited from AnimancerComponent 
								 | 
							
| Play | 
								AnimancerState | 
									 Stops all other animations on the same layer, plays the `clip`, and returns its state. 
											Inherited from AnimancerComponent 
								 | 
							
| Play | 
								AnimancerState | 
									 
    Starts fading in the `clip` while fading out all other states in the same layer over the course of the
    `fadeDuration`. Returns its state.
     
											Inherited from AnimancerComponent 
								 | 
							
| Play | 
								AnimancerState | 
									 
    Creates a state for the `transition` if it didn't already exist, then calls
     
											Animancer.AnimancerComponent.Play(Animancer.AnimancerState) or Animancer.AnimancerComponent.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)
    depending on ITransition.CrossFadeFromStart.
    Inherited from AnimancerComponent 
								 | 
							
| Play | 
								AnimancerState | 
									 
    Creates a state for the `transition` if it didn't already exist, then calls
     
											Animancer.AnimancerComponent.Play(Animancer.AnimancerState) or Animancer.AnimancerComponent.Play(Animancer.AnimancerState,System.Single,Animancer.FadeMode)
    depending on ITransition.CrossFadeFromStart.
    Inherited from AnimancerComponent 
								 | 
							
| Reset | 
								void | 
									 [Editor-Only]
    Destroys the  
											Animancer.AnimancerComponent.Playable if it was initialized and searches for an Animancer.AnimancerComponent.Animator on
    this object, or it's children or parents.
    Inherited from AnimancerComponent 
								 | 
							
| Stop | 
								void | 
									 Stops all animations and rewinds them to the start. 
											Inherited from AnimancerComponent 
								 | 
							
| Stop | 
								AnimancerState | 
									 [Warning]
    You should not use an  
											Animancer.AnimancerState as a key.
    Just call Animancer.AnimancerState.Stop.
    Inherited from AnimancerComponent 
								 | 
							
| Stop | 
								AnimancerState | 
									 
    Gets the state associated with the `clip`, stops and rewinds it to the start, then returns it.
     
											Inherited from AnimancerComponent 
								 | 
							
| Stop | 
								AnimancerState | 
									 
    Gets the state registered with the  
											Animancer.IHasKey.Key, stops and rewinds it to the start, then
    returns it.
    Inherited from AnimancerComponent 
								 | 
							
| Stop | 
								AnimancerState | 
									 
    Gets the state associated with the `key`, stops and rewinds it to the start, then returns it.
     
											Inherited from AnimancerComponent 
								 | 
							
| TryGetAnimator | 
								bool | 
									 
    Tries to ensure that an  
											Animancer.AnimancerComponent.Animator is present using
    UnityEngine.Component.TryGetComponent``1(``0@) if necessary.
    Inherited from AnimancerComponent 
								 | 
							
| TryPlay | 
								AnimancerState | 
									 
    Stops all other animations on the same layer, plays the animation registered with the `key`, and returns
    that state. Or if no state is registered with that `key`, this method does nothing and returns null.
     
											Inherited from AnimancerComponent 
								 | 
							
| TryPlay | 
								AnimancerState | 
									 
    Starts fading in the animation registered with the `key` while fading out all others in the same layer
    over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does
    nothing and returns null.
     
											Inherited from AnimancerComponent 
								 | 
							
Operators
| Name | Value | Summary | 
|---|---|---|
| implicit operator  | 
								AnimancerLayer | 
									
											 Inherited from AnimancerComponent 
								 | 
							
| implicit operator  | 
								AnimancerPlayable | 
									
											 Inherited from AnimancerComponent 
								 |