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