// Animancer // Copyright 2020 Kybernetik //
using System;
namespace Animancer
{
///
/// Determines how works.
///
public enum FadeMode
{
/************************************************************************************************************************/
///
/// Calculate the fade speed to bring the from 0 to 1 over the specified
/// fade duration (in seconds), regardless of the actual starting weight.
///
///
///
/// A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is.
///
/// This is generally the same as but differs when starting the fade from a
/// non-zero , for example:
///
/// - Fade Duration: 0.25
/// - To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds
/// - To fade from 0.5 to 1 with 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.
/// - To fade from 0.5 to 1 with 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.
///
///
///
///
/// Thrown if the is null.
///
///
///
/// Thrown if more states have been created for the than the
/// allows.
///
FixedSpeed,
///
/// Calculate the fade speed to bring the to the target value over the
/// specified fade duration (in seconds).
///
///
///
/// A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is.
///
/// This is generally the same as , but differs when starting the fade from a
/// non-zero :
///
/// - Fade Duration: 0.25
/// - To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds
/// - To fade from 0.5 to 1 with 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.
/// - To fade from 0.5 to 1 with 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.
///
///
///
///
/// This was how fading worked prior to the introduction of s in Animancer v4.0.
///
FixedDuration,
///
/// If the state is not currently at 0 , this mode will use
/// 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.
///
/// 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 instead.
///
///
///
/// 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.
///
FromStart,
///
/// Like , except that the fade duration is multiplied by the animation length.
///
NormalizedSpeed,
///
/// Like , except that the fade duration is multiplied by the animation length.
///
NormalizedDuration,
///
/// Like , except that the fade duration is multiplied by the animation length.
///
NormalizedFromStart,
/************************************************************************************************************************/
}
}