73 lines
3.5 KiB
C#
73 lines
3.5 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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namespace Animancer
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{
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/// <summary>An object which can create an <see cref="AnimancerState"/> and set its details.</summary>
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/// <remarks>
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/// Transitions are generally used as arguments for <see cref="AnimancerLayer.Play(ITransition)"/>.
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/// <para></para>
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/// <strong>Documentation:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">
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/// Transitions</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/ITransition
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public interface ITransition : IHasKey, IPolymorphic
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{
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/************************************************************************************************************************/
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/// <summary>The amount of time this transition should take (in seconds).</summary>
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float FadeDuration { get; }
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/// <summary>
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/// The <see cref="Animancer.FadeMode"/> which should be used when this transition is passed into
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/// <see cref="AnimancerLayer.Play(ITransition)"/>.
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/// </summary>
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FadeMode FadeMode { get; }
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/// <summary>Creates and returns a new <see cref="AnimancerState"/> defuned by this transition.</summary>
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/// <remarks>
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/// The first time a transition is used on an object, this method creates a state
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/// which is registered in the internal dictionary using the <see cref="IHasKey.Key"/>
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/// so that it can be reused later on.
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/// <para></para>
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/// Methods like <see cref="AnimancerLayer.Play(ITransition)"/> will also call <see cref="Apply"/>,
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/// so if you call this method manually you may want to call that method as well.
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/// Or you can just use <see cref="AnimancerUtilities.CreateStateAndApply"/>.
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/// </remarks>
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AnimancerState CreateState();
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/// <summary>Applies the details of this transition to the `state`.</summary>
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/// <remarks>This method is called by every <see cref="AnimancerLayer.Play(ITransition)"/>.</remarks>
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void Apply(AnimancerState state);
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/************************************************************************************************************************/
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}
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/// <summary>An <see cref="ITransition"/> which creates a specific type of <see cref="AnimancerState"/>.</summary>
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/// <remarks>
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/// <strong>Documentation:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">
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/// Transitions</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/ITransition_1
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public interface ITransition<out TState> : ITransition
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where TState : AnimancerState
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{
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/************************************************************************************************************************/
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/// <summary>
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/// The state that was created by this object. Specifically, this is the state that was most recently
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/// passed into <see cref="ITransition.Apply"/> (usually by <see cref="AnimancerLayer.Play(ITransition)"/>).
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/// </summary>
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TState State { get; }
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/************************************************************************************************************************/
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/// <summary>Creates and returns a new <typeparamref name="TState"/>.</summary>
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new TState CreateState();
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/************************************************************************************************************************/
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}
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}
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