2025-05-09 15:40:34 +08:00

73 lines
2.8 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using UnityEngine.Animations;
using Unity.Collections;
namespace Animancer
{
/// <summary>[Pro-Only]
/// A wrapper which allows access to the value of <see cref="bool"/> properties that are controlled by animations.
/// </summary>
///
/// <remarks>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/ik#animated-properties">
/// Animated Properties</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer/AnimatedBool
///
public class AnimatedBool : AnimatedProperty<AnimatedBool.Job, bool>
{
/************************************************************************************************************************/
/// <summary>
/// Allocates room for a specified number of properties to be filled by
/// <see cref="InitializeProperty(int, Transform, Type, string)"/>.
/// </summary>
public AnimatedBool(IAnimancerComponent animancer, int propertyCount,
NativeArrayOptions options = NativeArrayOptions.ClearMemory)
: base(animancer, propertyCount, options)
{ }
/// <summary>Initializes a single property.</summary>
public AnimatedBool(IAnimancerComponent animancer, string propertyName)
: base(animancer, propertyName)
{ }
/// <summary>Initializes a group of properties.</summary>
public AnimatedBool(IAnimancerComponent animancer, params string[] propertyNames)
: base(animancer, propertyNames)
{ }
/************************************************************************************************************************/
protected override void CreateJob()
{
_Job = new() { properties = _Properties, values = _Values };
}
/************************************************************************************************************************/
/// <summary>An <see cref="IAnimationJob"/> which reads an array of <see cref="bool"/> values.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer/Job
///
public struct Job : IAnimationJob
{
public NativeArray<PropertyStreamHandle> properties;
public NativeArray<bool> values;
public void ProcessRootMotion(AnimationStream stream) { }
public void ProcessAnimation(AnimationStream stream)
{
for (int i = properties.Length - 1; i >= 0; i--)
values[i] = properties[i].GetBool(stream);
}
}
/************************************************************************************************************************/
}
}