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CrowdControl/Assets/Plugins/Animancer/Internal/Interfaces/IUpdatable.cs

68 lines
2.5 KiB
C#

2 months ago
// Animancer // Copyright 2020 Kybernetik //
using UnityEngine;
using UnityEngine.Playables;
namespace Animancer
{
/// <summary>
/// An object that can be updated during <see cref="PlayableBehaviour.PrepareFrame"/>.
/// <para></para>
/// Register to receive updates using <see cref="AnimancerPlayable.RequireUpdate(IUpdatable)"/> and stop
/// receiving updates using <see cref="AnimancerPlayable.CancelUpdate(IUpdatable)"/>.
/// </summary>
///
/// <example><code>
/// public sealed class UpdatableBehaviour : MonoBehaviour, IUpdatable
/// {
/// [SerializeField] private AnimancerComponent _Animancer;
///
/// private void OnEnable()
/// {
/// _Animancer.Playable.RequireUpdate(this);
/// }
///
/// private void OnEnable()
/// {
/// _Animancer.Playable.CancelUpdate(this);
/// }
///
/// public void EarlyUpdate()
/// {
/// // Called at the start of every Animator update before the playables get updated.
/// }
///
/// public void LateUpdate()
/// {
/// // Called at the end of every Animator update after the playables get updated.
/// }
///
/// public void OnDestroy()
/// {
/// // Called by AnimancerPlayable.Destroy if this object is currently being updated.
/// }
/// }
/// </code></example>
public interface IUpdatable : IKeyHolder
{
/************************************************************************************************************************/
/// <summary>Called at the start of every <see cref="Animator"/> update before the playables get updated.</summary>
/// <remarks>The <see cref="Animator.updateMode"/> determines when it updates.</remarks>
void EarlyUpdate();
/// <summary>Called at the end of every <see cref="Animator"/> update after the playables get updated.</summary>
/// <remarks>
/// The <see cref="Animator.updateMode"/> determines when it updates.
/// This method has nothing to do with <see cref="MonoBehaviour"/>.LateUpdate().
/// </remarks>
void LateUpdate();
/// <summary>Called by <see cref="AnimancerPlayable.Destroy"/> if this object is currently being updated.</summary>
void OnDestroy();
/************************************************************************************************************************/
}
}