// Animancer // Copyright 2020 Kybernetik // using System; using UnityEngine; using UnityEngine.Playables; namespace Animancer { /// <summary>[Pro-Only] /// A <see cref="ControllerState"/> which manages one float parameter. /// </summary> /// <remarks> /// See also: <see cref="Float2ControllerState"/> and <see cref="Float3ControllerState"/>. /// </remarks> public sealed class Float1ControllerState : ControllerState { /************************************************************************************************************************/ private Parameter _Parameter; /// <summary> /// The name of the parameter which <see cref="Parameter"/> will get and set. /// This will be null if the <see cref="ParameterHash"/> was assigned directly. /// </summary> public string ParameterName { get { return _Parameter.Name; } set { _Parameter.Name = value; _Parameter.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); } } /// <summary> /// The name hash of the parameter which <see cref="Parameter"/> will get and set. /// </summary> public int ParameterHash { get { return _Parameter.Hash; } set { _Parameter.Hash = value; _Parameter.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); } } /// <summary> /// Gets and sets a float parameter in the <see cref="ControllerState.Controller"/> using the /// <see cref="ParameterHash"/> as the id. /// </summary> public new float Parameter { get { return Playable.GetFloat(_Parameter); } set { Playable.SetFloat(_Parameter, value); } } /************************************************************************************************************************/ /// <summary> /// Constructs a new <see cref="Float1ControllerState"/> to play the `controller` without connecting /// it to the <see cref="PlayableGraph"/>. /// </summary> private Float1ControllerState(AnimancerPlayable root, RuntimeAnimatorController controller, Parameter parameter, bool resetStatesOnStop = true) : base(root, controller, resetStatesOnStop) { _Parameter = parameter; _Parameter.ValidateHasParameter(controller, AnimatorControllerParameterType.Float); } /// <summary> /// Constructs a new <see cref="Float1ControllerState"/> to play the `controller` and connects it to the /// the `layer`. /// </summary> public Float1ControllerState(AnimancerLayer layer, RuntimeAnimatorController controller, Parameter parameter, bool resetStatesOnStop = true) : this(layer.Root, controller, parameter, resetStatesOnStop) { layer.AddChild(this); } /// <summary> /// Constructs a new <see cref="Float1ControllerState"/> to play the `controller` and connects /// connects it to the `parent` at the specified `index`. /// </summary> public Float1ControllerState(AnimancerNode parent, int index, RuntimeAnimatorController controller, Parameter parameter, bool resetStatesOnStop = true) : this(parent.Root, controller, parameter, resetStatesOnStop) { SetParent(parent, index); } /************************************************************************************************************************/ /// <summary>The number of parameters being wrapped by this state.</summary> public override int ParameterCount { get { return 1; } } /// <summary>Returns the hash of a parameter being wrapped by this state.</summary> public override int GetParameterHash(int index) { return ParameterHash; } /************************************************************************************************************************/ #region Transition /************************************************************************************************************************/ /// <summary> /// A serializable <see cref="ITransition"/> which can create a <see cref="Float1ControllerState"/> /// when passed into <see cref="AnimancerPlayable.Play(ITransition)"/>. /// </summary> /// <remarks> /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one <c>Transition</c> class will actually have a documentation page. /// </remarks> [Serializable] public new class Transition : Transition<Float1ControllerState> { /************************************************************************************************************************/ [SerializeField] private string _ParameterName; /// <summary>[<see cref="SerializeField"/>] /// The <see cref="Float1ControllerState.ParameterName"/> that will be used for the created state. /// </summary> public string ParameterName { get { return _ParameterName; } set { _ParameterName = value; } } /************************************************************************************************************************/ /// <summary>Constructs a new <see cref="Transition"/>.</summary> public Transition() { } /// <summary>Constructs a new <see cref="Transition"/> with the specified Animator Controller and parameter.</summary> public Transition(RuntimeAnimatorController controller, string parameterName) { Controller = controller; _ParameterName = parameterName; } /************************************************************************************************************************/ /// <summary> /// Creates and returns a new <see cref="Float1ControllerState"/> connected to the `layer`. /// <para></para> /// This method also assigns it as the <see cref="AnimancerState.Transition{TState}.State"/>. /// </summary> public override Float1ControllerState CreateState(AnimancerLayer layer) { return new Float1ControllerState(layer, Controller, _ParameterName, KeepStateOnStop); } /************************************************************************************************************************/ #region Drawer #if UNITY_EDITOR /************************************************************************************************************************/ /// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="Transition"/>.</summary> [UnityEditor.CustomPropertyDrawer(typeof(Transition), true)] public class Drawer : ControllerState.Transition.Drawer { /************************************************************************************************************************/ /// <summary> /// Constructs a new <see cref="Drawer"/> and sets the /// <see cref="ControllerState.Transition.Drawer.Parameters"/>. /// </summary> public Drawer() : base("_ParameterName") { } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endif #endregion /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }