// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using System.Collections.Generic;
namespace Animancer.TransitionLibraries
{
///
/// An and a dictionary to modify it based on the previous state.
///
///
/// Documentation:
///
/// Transition Libraries
///
/// https://kybernetik.com.au/animancer/api/Animancer.TransitionLibraries/TransitionModifierGroup
public class TransitionModifierGroup :
ICloneable,
ICopyable
{
/************************************************************************************************************************/
/// The index at which this group was added to its .
public readonly int Index;
/************************************************************************************************************************/
private ITransition _Transition;
/// The target transition of this group.
/// Can't be null.
public ITransition Transition
{
get => _Transition;
set
{
AnimancerUtilities.Assert(
value != null,
$"{nameof(TransitionModifierGroup)}.{nameof(Transition)} can't be null.");
_Transition = value;
}
}
/************************************************************************************************************************/
///
/// Custom s to use when playing the
/// depending on the of the source state it is coming from.
///
/// This is null by default until adds something.
public Dictionary