AK056/Packages/com.kybernetik.animancer/Runtime/Core/Events/AnimancerEvent.InvokerDynamic.cs
2025-05-09 15:40:34 +08:00

60 lines
2.3 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using System.Runtime.CompilerServices;
using UnityEngine;
namespace Animancer
{
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerEvent
partial struct AnimancerEvent
{
/// <summary>Executes <see cref="Invoker.InvokeAllAndClear"/> after animations in the Dynamic Update cycle.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer/InvokerDynamic
[AnimancerHelpUrl(typeof(InvokerDynamic))]
[AddComponentMenu("")]// Singleton creates itself.
public class InvokerDynamic : Invoker
{
/************************************************************************************************************************/
private static InvokerDynamic _Instance;
/// <summary>Creates the singleton instance.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static InvokerDynamic Initialize()
=> AnimancerUtilities.InitializeSingleton(ref _Instance);
/************************************************************************************************************************/
/// <summary>Should this system execute events?</summary>
/// <remarks>If disabled, this system will not be re-enabled automatically.</remarks>
public static bool Enabled
{
get => _Instance != null && _Instance.enabled;
set
{
if (value)
{
Initialize();
_Instance.enabled = true;
}
else if (_Instance != null)
{
_Instance.enabled = false;
}
}
}
/************************************************************************************************************************/
/// <summary>After animation update with dynamic timestep.</summary>
protected virtual void LateUpdate()
{
InvokeAllAndClear();
}
/************************************************************************************************************************/
}
}
}