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672 lines
27 KiB
C#
672 lines
27 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Playables;
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namespace Animancer
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{
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/// <summary>
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/// Base class for <see cref="Playable"/> wrapper objects in <see cref="Animancer"/>.
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/// </summary>
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public abstract class AnimancerNode : Key, IEnumerable<AnimancerState>, IEnumerator, IPlayableWrapper
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{
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/************************************************************************************************************************/
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#region Graph
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/************************************************************************************************************************/
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/// <summary>
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/// The internal struct this state manages in the <see cref="PlayableGraph"/>.
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/// <para></para>
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/// Should be set in the child class constructor. Failure to do so will throw the following exception
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/// throughout the system when using this node: "<see cref="ArgumentException"/>: The playable passed as an
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/// argument is invalid. To create a valid playable, please use the appropriate Create method".
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/// </summary>
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protected internal Playable _Playable;
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/// <summary>[Internal] The <see cref="Playable"/> managed by this object.</summary>
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Playable IPlayableWrapper.Playable { get { return _Playable; } }
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/************************************************************************************************************************/
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/// <summary>The <see cref="AnimancerPlayable"/> at the root of the graph.</summary>
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public readonly AnimancerPlayable Root;
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/// <summary>The root <see cref="AnimancerLayer"/> which this node is connected to.</summary>
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public abstract AnimancerLayer Layer { get; }
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/// <summary>The object which receives the output of this node.</summary>
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public abstract IPlayableWrapper Parent { get; }
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/************************************************************************************************************************/
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/// <summary>
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/// The index of the port this node is connected to on the parent's <see cref="Playable"/>.
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/// <para></para>
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/// A negative value indicates that it is not assigned to a port.
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/// </summary>
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/// <remarks>
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/// Indices are generally assigned starting from 0, ascending in the order they are connected to their layer.
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/// They won't usually change unless the <see cref="Parent"/> changes or another state on the same layer is
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/// destroyed so the last state is swapped into its place to avoid shuffling everything down to cover the gap.
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/// <para></para>
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/// The setter is internal so user defined states can't set it incorrectly. Ideally,
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/// <see cref="AnimancerLayer"/> should be able to set the port in its constructor and
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/// <see cref="AnimancerState.SetParent"/> should also be able to set it, but classes that further inherit from
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/// there should not be able to change it without properly calling that method.
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/// </remarks>
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public int Index { get; internal set; }
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/************************************************************************************************************************/
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/// <summary>Constructs a new <see cref="AnimancerNode"/>.</summary>
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protected AnimancerNode(AnimancerPlayable root)
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{
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if (root == null)
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throw new ArgumentNullException("root");
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Index = -1;
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Root = root;
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}
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/************************************************************************************************************************/
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/// <summary>The number of states using this node as their <see cref="AnimancerState.Parent"/>.</summary>
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public virtual int ChildCount { get { return 0; } }
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/// <summary>
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/// Returns the state connected to the specified `index` as a child of this node.
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/// </summary>
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/// <exception cref="NotSupportedException">Thrown if this node can't have children.</exception>
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public virtual AnimancerState GetChild(int index)
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{
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throw new NotSupportedException();
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}
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/// <summary>
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/// Called when a child is connected with this node as its <see cref="AnimancerState.Parent"/>.
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/// </summary>
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/// <exception cref="NotSupportedException">Thrown if this node can't have children.</exception>
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protected internal virtual void OnAddChild(AnimancerState state)
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{
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throw new NotSupportedException();
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}
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/// <summary>
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/// Called when a child's <see cref="AnimancerState.Parent"/> is changed from this node to something else.
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/// </summary>
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/// <exception cref="NotSupportedException">Thrown if this node can't have children.</exception>
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protected internal virtual void OnRemoveChild(AnimancerState state)
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{
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throw new NotSupportedException();
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}
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/************************************************************************************************************************/
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/// <summary>Connects the `state` to the `mixer` at its <see cref="Index"/>.</summary>
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/// <exception cref="InvalidOperationException">Thrown if the <see cref="Index"/> was already occupied.</exception>
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protected void OnAddChild(IList<AnimancerState> states, AnimancerState state)
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{
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var index = state.Index;
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if (states[index] != null)
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{
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state.ClearParent();
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throw new InvalidOperationException(
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"Tried to add a state to an already occupied port on " + this + ":" +
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"\n Port: " + index +
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"\n Old State: " + states[index] +
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"\n New State: " + state);
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}
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states[index] = state;
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if (KeepChildrenConnected)
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{
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state.ConnectToGraph();
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}
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else
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{
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state.SetWeightDirty();
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}
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}
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/************************************************************************************************************************/
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/// <summary>[Internal]
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/// Called by <see cref="AnimancerState.Destroy"/> for any states connected to this mixer.
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/// Adds the `state`s port to a list of spares to be reused by another state and notifies the root
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/// <see cref="AnimancerPlayable"/>.
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/// </summary>
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protected internal virtual void OnChildDestroyed(AnimancerState state) { }
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/************************************************************************************************************************/
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/// <summary>
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/// Connects the <see cref="_Playable"/> to the <see cref="Parent"/>.
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/// </summary>
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public void ConnectToGraph()
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{
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var parent = Parent;
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if (parent == null)
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return;
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Root._Graph.Connect(_Playable, 0, parent.Playable, Index);
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if (_IsWeightDirty)
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Root.RequireUpdate(this);
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}
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/// <summary>
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/// Disconnects the <see cref="_Playable"/> from the <see cref="Parent"/>.
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/// </summary>
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public void DisconnectFromGraph()
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{
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var parent = Parent;
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if (parent == null)
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return;
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var parentMixer = parent.Playable;
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if (parentMixer.GetInput(Index).IsValid())
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Root._Graph.Disconnect(parentMixer, Index);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Indicates whether child playables should stay connected to this mixer at all times (default false).
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/// </summary>
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public virtual bool KeepChildrenConnected { get { return false; } }
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/// <summary>
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/// Ensures that all children of this node are connected to the <see cref="_Playable"/>.
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/// </summary>
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internal void ConnectAllChildrenToGraph()
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{
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if (!Parent.Playable.GetInput(Index).IsValid())
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ConnectToGraph();
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var count = ChildCount;
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for (int i = 0; i < count; i++)
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GetChild(i).ConnectAllChildrenToGraph();
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}
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/// <summary>
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/// Ensures that all children of this node which have zero weight are disconnected from the
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/// <see cref="_Playable"/>.
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/// </summary>
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internal void DisconnectWeightlessChildrenFromGraph()
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{
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if (Weight == 0)
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DisconnectFromGraph();
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var count = ChildCount;
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for (int i = 0; i < count; i++)
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GetChild(i).DisconnectWeightlessChildrenFromGraph();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Indicates whether the <see cref="_Playable"/> is usable (properly initialised and not destroyed).
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/// </summary>
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public bool IsValid { get { return _Playable.IsValid(); } }
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/************************************************************************************************************************/
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// IEnumerable for 'foreach' statements.
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/************************************************************************************************************************/
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/// <summary>Gets an enumerator for all of this node's child states.</summary>
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public virtual IEnumerator<AnimancerState> GetEnumerator()
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{
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yield break;
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}
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IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); }
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/************************************************************************************************************************/
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// IEnumerator for yielding in a coroutine to wait until animations have stopped.
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/************************************************************************************************************************/
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/// <summary>
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/// Returns true if the animation is playing and hasn't yet reached its end.
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/// <para></para>
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/// This method is called by <see cref="IEnumerator.MoveNext"/> so this object can be used as a custom yield
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/// instruction to wait until it finishes.
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/// </summary>
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protected internal abstract bool IsPlayingAndNotEnding();
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/// <summary>Calls <see cref="IsPlayingAndNotEnding"/>.</summary>
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bool IEnumerator.MoveNext() { return IsPlayingAndNotEnding(); }
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/// <summary>Returns null.</summary>
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object IEnumerator.Current { get { return null; } }
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/// <summary>Does nothing.</summary>
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void IEnumerator.Reset() { }
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Weight
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/************************************************************************************************************************/
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/// <summary>The current blend weight of this node. Accessed via <see cref="Weight"/>.</summary>
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private float _Weight;
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/// <summary>Indicates whether the weight has changed and should be applied to the parent mixer.</summary>
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private bool _IsWeightDirty = true;
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/************************************************************************************************************************/
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/// <summary>
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/// The current blend weight of this node which determines how much it affects the final output. 0 has no
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/// effect while 1 applies the full effect of this node and values inbetween apply a proportional effect.
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/// <para></para>
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/// Setting this property cancels any fade currently in progress. If you don't wish to do that, you can use
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/// <see cref="SetWeight"/> instead.
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/// <para></para>
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/// Animancer Lite only allows this value to be set to 0 or 1 in a runtime build.
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/// </summary>
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///
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/// <example>
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/// Calling <see cref="AnimancerPlayable.Play(AnimationClip)"/> immediately sets the weight of all states to 0
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/// and the new state to 1. Note that this is separate from other values like
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/// <see cref="AnimancerState.IsPlaying"/> so a state can be paused at any point and still show its pose on the
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/// character or it could be still playing at 0 weight if you want it to still trigger events (though states
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/// are normally stopped when they reach 0 weight so you would need to explicitly set it to playing again).
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/// <para></para>
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/// Calling <see cref="AnimancerPlayable.Play(AnimationClip, float, FadeMode)"/> does not immediately change
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/// the weights, but instead calls <see cref="StartFade"/> on every state to set their
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/// <see cref="TargetWeight"/> and <see cref="FadeSpeed"/>. Then every update each state's weight will move
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/// towards that target value at that speed.
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/// </example>
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public float Weight
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{
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get { return _Weight; }
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set
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{
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SetWeight(value);
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TargetWeight = value;
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FadeSpeed = 0;
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}
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}
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/// <summary>
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/// Sets the current blend weight of this node which determines how much it affects the final output.
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/// 0 has no effect while 1 applies the full effect of this node.
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/// <para></para>
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/// This method allows any fade currently in progress to continue. If you don't wish to do that, you can set
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/// the <see cref="Weight"/> property instead.
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/// <para></para>
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/// Animancer Lite only allows this value to be set to 0 or 1 in a runtime build.
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/// </summary>
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public void SetWeight(float value)
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{
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if (_Weight == value)
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return;
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Debug.Assert(!float.IsNaN(value), "Weight must not be NaN");
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_Weight = value;
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_IsWeightDirty = true;
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Root.RequireUpdate(this);
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}
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/// <summary>
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/// Flags this node as having a dirty weight that needs to be applied next update.
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/// </summary>
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protected internal void SetWeightDirty()
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{
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_IsWeightDirty = true;
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Root.RequireUpdate(this);
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}
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/************************************************************************************************************************/
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/// <summary>[Internal]
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/// Applies the <see cref="Weight"/> to the connection between this node and its <see cref="Parent"/>.
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/// </summary>
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internal void ApplyWeight()
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{
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if (!_IsWeightDirty)
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return;
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_IsWeightDirty = false;
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var parent = Parent;
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if (parent == null)
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return;
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Playable parentMixer;
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if (!parent.KeepChildrenConnected)
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{
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if (_Weight == 0)
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{
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DisconnectFromGraph();
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return;
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}
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parentMixer = parent.Playable;
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if (!parentMixer.GetInput(Index).IsValid())
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ConnectToGraph();
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}
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else parentMixer = parent.Playable;
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parentMixer.SetInputWeight(Index, _Weight);
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Fading
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/************************************************************************************************************************/
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/// <summary>
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/// The desired <see cref="Weight"/> which this node is fading towards according to the
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/// <see cref="FadeSpeed"/>.
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/// </summary>
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public float TargetWeight { get; set; }
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/// <summary>
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/// The speed at which this node is fading towards the <see cref="TargetWeight"/>.
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/// </summary>
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public float FadeSpeed { get; set; }
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/************************************************************************************************************************/
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/// <summary>
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/// Calls <see cref="OnStartFade"/> and starts fading the <see cref="Weight"/> over the course
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/// of the `fadeDuration` (in seconds).
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/// <para></para>
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/// If the `targetWeight` is 0 then <see cref="Stop"/> will be called when the fade is complete.
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/// <para></para>
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/// If the <see cref="Weight"/> is already equal to the `targetWeight` then the fade will end
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/// immediately.
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/// <para></para>
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/// Animancer Lite only allows a `targetWeight` of 0 or 1 and the default `fadeDuration` in a runtime build.
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/// </summary>
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public void StartFade(float targetWeight, float fadeDuration = AnimancerPlayable.DefaultFadeDuration)
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{
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TargetWeight = targetWeight;
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if (targetWeight == Weight)
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{
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if (targetWeight == 0)
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{
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Stop();
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}
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else
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{
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FadeSpeed = 0;
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OnStartFade();
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}
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return;
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}
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// Duration 0 = Instant.
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if (fadeDuration <= 0)
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{
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FadeSpeed = float.PositiveInfinity;
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}
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else// Otherwise determine how fast we need to go to cover the distance in the specified time.
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{
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FadeSpeed = Math.Abs(Weight - targetWeight) / fadeDuration;
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}
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OnStartFade();
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Root.RequireUpdate(this);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Called by <see cref="StartFade"/>.
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/// </summary>
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protected internal abstract void OnStartFade();
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/************************************************************************************************************************/
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/// <summary>
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/// Stops the animation and makes it inactive immediately so it no longer affects the output.
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/// Sets <see cref="Weight"/> = 0 by default.
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/// </summary>
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public virtual void Stop()
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{
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Weight = 0;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Moves the <see cref="Weight"/> towards the <see cref="TargetWeight"/> according to the
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/// <see cref="FadeSpeed"/>.
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/// </summary>
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private void UpdateFade(out bool needsMoreUpdates)
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{
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var fadeSpeed = FadeSpeed;
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if (fadeSpeed == 0)
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{
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needsMoreUpdates = false;
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return;
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}
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_IsWeightDirty = true;
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fadeSpeed *= ParentEffectiveSpeed * AnimancerPlayable.DeltaTime;
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if (fadeSpeed < 0)
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fadeSpeed = -fadeSpeed;
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var target = TargetWeight;
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var current = _Weight;
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var delta = target - current;
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if (delta > 0)
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{
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if (delta > fadeSpeed)
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{
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_Weight = current + fadeSpeed;
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needsMoreUpdates = true;
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return;
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}
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}
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else
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{
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if (-delta > fadeSpeed)
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{
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_Weight = current - fadeSpeed;
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needsMoreUpdates = true;
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return;
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}
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}
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_Weight = target;
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needsMoreUpdates = false;
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if (target == 0)
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{
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Stop();
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}
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else
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{
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FadeSpeed = 0;
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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/// <summary>
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/// Updates the <see cref="Weight"/> for fading, applies it to this state's port on the parent mixer, and plays
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/// or pauses the <see cref="Playable"/> if its state is dirty.
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/// <para></para>
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/// If the <see cref="Parent"/>'s <see cref="KeepChildrenConnected"/> is set to false, this method will
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/// also connect/disconnect this node from the <see cref="Parent"/> in the playable graph.
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/// </summary>
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protected internal virtual void Update(out bool needsMoreUpdates)
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{
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UpdateFade(out needsMoreUpdates);
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ApplyWeight();
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}
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/************************************************************************************************************************/
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#region Misc
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/// <summary>[Editor-Only] [Internal] Indicates whether the Inspector details for this node are expanded.</summary>
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internal bool _IsInspectorExpanded;
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#endif
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/************************************************************************************************************************/
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private float _Speed = 1;
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/// <summary>
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/// How fast the <see cref="AnimancerState.Time"/> is advancing every frame.
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/// <para></para>
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/// 1 is the normal speed.
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/// <para></para>
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/// A negative value will play the animation backwards.
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/// <para></para>
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/// Animancer Lite does not allow this value to be changed in a runtime build.
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/// </summary>
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///
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/// <example>
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/// <code>
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/// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
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/// {
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/// var state = animancer.Play(clip);
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///
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/// state.Speed = 1;// Normal speed.
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/// state.Speed = 2;// Double speed.
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/// state.Speed = 0.5f;// Half speed.
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/// state.Speed = -1;// Normal speed playing backwards.
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/// }
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/// </code>
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/// </example>
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public float Speed
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{
|
|
get { return _Speed; }
|
|
set
|
|
{
|
|
Debug.Assert(!float.IsNaN(value), "Speed must not be NaN");
|
|
_Speed = value;
|
|
_Playable.SetSpeed(value);
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// The <see cref="Speed"/> of each of this node's parents down the hierarchy, including the root
|
|
/// <see cref="AnimancerPlayable"/>.
|
|
/// </summary>
|
|
private float ParentEffectiveSpeed
|
|
{
|
|
get
|
|
{
|
|
var speed = Root.Speed;
|
|
|
|
var parent = Parent;
|
|
while (parent != null)
|
|
{
|
|
speed *= parent.Speed;
|
|
parent = parent.Parent;
|
|
}
|
|
|
|
return speed;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The <see cref="Speed"/> of this node multiplied by the <see cref="Speed"/> of each of its parents down the
|
|
/// hierarchy (including the root <see cref="AnimancerPlayable"/>) to determine the actual speed its output is
|
|
/// being played at.
|
|
/// </summary>
|
|
public float EffectiveSpeed
|
|
{
|
|
get
|
|
{
|
|
return Speed * ParentEffectiveSpeed;
|
|
}
|
|
set
|
|
{
|
|
Speed = value / ParentEffectiveSpeed;
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
#region Descriptions
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>Returns a detailed descrption of the current details of this node.</summary>
|
|
public string GetDescription(int maxChildDepth = 10, string delimiter = "\n")
|
|
{
|
|
var text = new StringBuilder();
|
|
AppendDescription(text, maxChildDepth, delimiter);
|
|
return text.ToString();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>Appends a detailed descrption of the current details of this node.</summary>
|
|
public void AppendDescription(StringBuilder text, int maxChildDepth = 10, string delimiter = "\n")
|
|
{
|
|
if (text.Length > 0)
|
|
text.Append(delimiter);
|
|
|
|
text.Append(ToString());
|
|
|
|
delimiter += " ";
|
|
AppendDetails(text, delimiter);
|
|
|
|
if (maxChildDepth-- > 0 && ChildCount > 0)
|
|
{
|
|
text.Append(delimiter).Append("ChildCount: ").Append(ChildCount);
|
|
var indentedDelimiter = delimiter + " ";
|
|
|
|
foreach (var childState in this)
|
|
{
|
|
text.Append(delimiter).Append("[").Append(childState.Index).Append("] ");
|
|
childState.AppendDescription(text, maxChildDepth, indentedDelimiter);
|
|
}
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Called by <see cref="AppendDescription"/> to append the details of this node.
|
|
/// </summary>
|
|
protected virtual void AppendDetails(StringBuilder text, string delimiter)
|
|
{
|
|
text.Append(delimiter).Append("Index: ").Append(Index);
|
|
text.Append(delimiter).Append("Speed: ").Append(Speed);
|
|
text.Append(delimiter).Append("Weight: ").Append(Weight);
|
|
|
|
if (Weight != TargetWeight)
|
|
{
|
|
text.Append(delimiter).Append("TargetWeight: ").Append(TargetWeight);
|
|
text.Append(delimiter).Append("FadeSpeed: ").Append(FadeSpeed);
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
#endregion
|
|
/************************************************************************************************************************/
|
|
#endregion
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|
|
|