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58 lines
2.1 KiB
C#
58 lines
2.1 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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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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/// Interface for objects that manage a <see cref="UnityEngine.Playables.Playable"/>.
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/// </summary>
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public interface IPlayableWrapper
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{
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/************************************************************************************************************************/
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/// <summary>The object which receives the output of the <see cref="Playable"/>.</summary>
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IPlayableWrapper Parent { get; }
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/// <summary>The <see cref="UnityEngine.Playables.Playable"/> managed by this object.</summary>
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Playable Playable { get; }
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/// <summary>
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/// Indicates whether child playables should stay connected to the graph at all times.
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/// <para></para>
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/// If false, playables will be disconnected from the graph while they are at 0 weight to stop it from
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/// evaluating them every frame which is generally more efficient.
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/// </summary>
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bool KeepChildrenConnected { get; }
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/// <summary>
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/// How fast the <see cref="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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float Speed { get; set; }
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/************************************************************************************************************************/
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}
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}
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