using UnityEngine; namespace KINEMATION.MagicBlend.Runtime { public struct MagicBlendingData { public MagicBlendAsset blendAsset; public AnimationClip overlayPose; public float blendTime; public bool useLinear; public static MagicBlendingData Empty = new MagicBlendingData { overlayPose = null, blendTime = -1f, useLinear = false }; } }