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73 lines
3.3 KiB
C#
73 lines
3.3 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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namespace Animancer
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{
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/// <summary>
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/// An object that can create an <see cref="AnimancerState"/> and manage the details of how it should be played.
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/// <para></para>
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/// Transitions are generally used as arguments for <see cref="AnimancerPlayable.Play(ITransition)"/>.
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/// </summary>
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public interface ITransition : IHasKey
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{
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/************************************************************************************************************************/
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/// <summary>
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/// Creates and returns a new <see cref="AnimancerState"/> connected to the `layer`.
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/// </summary>
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/// <remarks>
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/// The first time a transition is used on an object, this method is called to create the state and register it
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/// in the internal dictionary using the <see cref="IHasKey.Key"/> so that it can be reused later on.
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/// </remarks>
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AnimancerState CreateState(AnimancerLayer layer);
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/// <summary>
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/// When a transition is passed into <see cref="AnimancerPlayable.Play(ITransition)"/>, this property
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/// determines which <see cref="Animancer.FadeMode"/> will be used.
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/// </summary>
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FadeMode FadeMode { get; }
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/// <summary>The amount of time the transition should take (in seconds).</summary>
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float FadeDuration { get; }
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/// <summary>
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/// Called by <see cref="AnimancerPlayable.Play(ITransition)"/> to apply any modifications to the `state`.
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/// </summary>
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/// <remarks>
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/// Unlike <see cref="CreateState"/>, this method is called every time the transition is used so it can do
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/// things like set the <see cref="AnimancerState.Events"/> or <see cref="AnimancerState.Time"/>.
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/// </remarks>
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void Apply(AnimancerState state);
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/************************************************************************************************************************/
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}
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/// <summary>
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/// An <see cref="ITransition"/> with some additional details for the Unity Editor GUI.
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/// </summary>
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public interface ITransitionDetailed : ITransition
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{
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/************************************************************************************************************************/
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/// <summary>Indicates what the value of <see cref="AnimancerState.IsLooping"/> will be for the created state.</summary>
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bool IsLooping { get; }
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/// <summary>Determines what <see cref="AnimancerState.NormalizedTime"/> to start the animation at.</summary>
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float NormalizedStartTime { get; set; }
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/// <summary>Determines how fast the animation plays (1x = normal speed).</summary>
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float Speed { get; set; }
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/// <summary>The maximum amount of time the animation is expected to take (in seconds).</summary>
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float MaximumDuration { get; }
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#if UNITY_EDITOR
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/// <summary>[Editor-Only] Adds context menu functions for this transition.</summary>
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void AddItemsToContextMenu(UnityEditor.GenericMenu menu, UnityEditor.SerializedProperty property,
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Editor.Serialization.PropertyAccessor accessor);
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#endif
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/************************************************************************************************************************/
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}
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}
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