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CrowdControl/Assets/Plugins/Animancer/Internal/Core/FadeMode.cs

105 lines
5.3 KiB
C#

2 months ago
// Animancer // Copyright 2020 Kybernetik //
using System;
namespace Animancer
{
/// <summary>
/// Determines how <see cref="AnimancerLayer.Play(AnimancerState, float, FadeMode)"/> works.
/// </summary>
public enum FadeMode
{
/************************************************************************************************************************/
/// <summary>
/// Calculate the fade speed to bring the <see cref="AnimancerNode.Weight"/> from 0 to 1 over the specified
/// fade duration (in seconds), regardless of the actual starting weight.
/// </summary>
///
/// <example>
/// A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is.
/// <para></para>
/// This is generally the same as <see cref="FixedDuration"/> but differs when starting the fade from a
/// non-zero <see cref="AnimancerNode.Weight"/>, for example:
/// <list type="bullet">
/// <item>Fade Duration: 0.25</item>
/// <item>To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds</item>
/// <item>To fade from 0.5 to 1 with <see cref="FixedDuration"/> would get a speed of 2 and take 0.25 seconds.
/// It has half the distance to cover so it goes half as fast to maintain the expected duration.</item>
/// <item>To fade from 0.5 to 1 with <see cref="FixedSpeed"/> would get a speed of 4 and take 0.125 seconds.
/// It gets the same speed regardless of the distance to cover, so with less distance it completes faster.</item>
/// </list>
/// </example>
///
/// <exception cref="InvalidOperationException">
/// Thrown if the <see cref="AnimancerState.Clip"/> is null.
/// </exception>
///
/// <exception cref="ArgumentOutOfRangeException">
/// Thrown if more states have been created for the <see cref="AnimancerState.Clip"/> than the
/// <see cref="AnimancerLayer.maxStateDepth"/> allows.
/// </exception>
FixedSpeed,
/// <summary>
/// Calculate the fade speed to bring the <see cref="AnimancerNode.Weight"/> to the target value over the
/// specified fade duration (in seconds).
/// </summary>
///
/// <example>
/// A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is.
/// <para></para>
/// This is generally the same as <see cref="FixedSpeed"/>, but differs when starting the fade from a
/// non-zero <see cref="AnimancerNode.Weight"/>:
/// <list type="bullet">
/// <item>Fade Duration: 0.25</item>
/// <item>To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds</item>
/// <item>To fade from 0.5 to 1 with <see cref="FixedDuration"/> would get a speed of 2 and take 0.25 seconds.
/// It has half the distance to cover so it goes half as fast to maintain the expected duration.</item>
/// <item>To fade from 0.5 to 1 with <see cref="FixedSpeed"/> would get a speed of 4 and take 0.125 seconds.
/// It gets the same speed regardless of the distance to cover, so with less distance it completes faster.</item>
/// </list>
/// </example>
///
/// <remarks>
/// This was how fading worked prior to the introduction of <see cref="FadeMode"/>s in Animancer v4.0.
/// </remarks>
FixedDuration,
/// <summary>
/// If the state is not currently at 0 <see cref="AnimancerNode.Weight"/>, this mode will use
/// <see cref="AnimancerLayer.GetOrCreateWeightlessState"/> to get a copy of it that is at 0 weight so it can
/// fade the copy in while the original fades out with all other states.
/// <para></para>
/// Using this mode repeatedly on subsequent frames will probably have undesirable effects because it will
/// create a new state each time. In such a situation you most likely want <see cref="FixedSpeed"/> instead.
/// </summary>
///
/// <example>
/// This can be useful when you want to repeat an action while the previous animation is still fading out.
/// For example, if you play an 'Attack' animation, it ends and starts fading back to 'Idle', and while it is
/// doing so you want to start another 'Attack'. The previous 'Attack' can't simply snap back to the start, so
/// you can use this method to create a second 'Attack' state to fade in while the old one fades out.
/// </example>
FromStart,
/// <summary>
/// Like <see cref="FixedSpeed"/>, except that the fade duration is multiplied by the animation length.
/// </summary>
NormalizedSpeed,
/// <summary>
/// Like <see cref="FixedDuration"/>, except that the fade duration is multiplied by the animation length.
/// </summary>
NormalizedDuration,
/// <summary>
/// Like <see cref="FromStart"/>, except that the fade duration is multiplied by the animation length.
/// </summary>
NormalizedFromStart,
/************************************************************************************************************************/
}
}