using GlitchyEngine.Renderer.Animation; namespace GlitchyEngine.World { struct AnimationComponent : IDisposableComponent { private AnimationClip _animationClip; private SkeletonPose _pose; public AnimationClip AnimationClip { get => _animationClip; set mut { if(_animationClip == value) return; SetReference!(_animationClip, value); } } public float TimeIndex; public float TimeScale; public bool IsPlaying; public SkeletonPose Pose => _pose; public void Dispose() { _animationClip?.ReleaseRef(); delete _pose; } } }