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

74 lines
3.6 KiB
C#

2 months ago
// Animancer // Copyright 2020 Kybernetik //
using UnityEngine;
namespace Animancer
{
/// <summary>
/// Interface for components that manage an <see cref="AnimancerPlayable"/>.
/// </summary>
/// <remarks>
/// Despite the name, this interface is not necessarily limited to only components.
/// <para></para>
/// This interface allows Animancer Lite to reference an <see cref="AnimancerComponent"/> inside the pre-compiled
/// DLL while allowing that component to remain outside as a regular script. Otherwise everything would need to be
/// in the DLL which would cause Unity to lose all the script references when upgrading from Animancer Lite to Pro.
/// </remarks>
public interface IAnimancerComponent
{
/************************************************************************************************************************/
#pragma warning disable IDE1006 // Naming Styles.
/************************************************************************************************************************/
/// <summary>Indicates whether this component will be updated.</summary>
bool enabled { get; }
/// <summary>The <see cref="GameObject"/> this component is attached to.</summary>
GameObject gameObject { get; }
/************************************************************************************************************************/
#pragma warning restore IDE1006 // Naming Styles.
/************************************************************************************************************************/
/// <summary>The <see cref="UnityEngine.Animator"/> component which this script controls.</summary>
Animator Animator { get; set; }
/// <summary>The internal system which manages the playing animations.</summary>
AnimancerPlayable Playable { get; }
/// <summary>Indicates whether the <see cref="Playable"/> has been initialised (is not null).</summary>
bool IsPlayableInitialised { get; }
/// <summary>Determines whether the object will be reset to its original values when disabled.</summary>
bool ResetOnDisable { get; }
/// <summary>
/// Determines when animations are updated and which time source is used. This property is mainly a wrapper
/// around the <see cref="Animator.updateMode"/>.
/// </summary>
AnimatorUpdateMode UpdateMode { get; set; }
/************************************************************************************************************************/
/// <summary>
/// Returns the dictionary key to use for the `clip`.
/// </summary>
object GetKey(AnimationClip clip);
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only] The name of the serialized backing field for the <see cref="Animator"/> property.</summary>
string AnimatorFieldName { get; }
/// <summary>[Editor-Only] The <see cref="UpdateMode"/> what was first used when this script initialised.</summary>
AnimatorUpdateMode? InitialUpdateMode { get; }
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}