101 lines
4.2 KiB
C#
101 lines
4.2 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>A <see cref="ClipTransition"/> which gets its clip from a <see cref="DirectionalAnimationSet"/>.</summary>
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///
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/// <remarks>
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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/playing/directional-sets">
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/// Directional Animation Sets</see>
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/// <para></para>
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/// <strong>Example:</strong><code>
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/// // Leave the Clip field empty in the Inspector and assign its AnimationSet instead.
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/// [SerializeField] private DirectionalClipTransition _Transition;
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///
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/// ...
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///
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/// // Then you can just call SetDirection and Play it like any other transition.
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/// // All of the transition's details like Fade Duration and Events will be applied to whichever clip is plays.
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/// _Transition.SetDirection(Vector2.right);
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/// _Animancer.Play(_Transition);
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/// </code></remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalClipTransition
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///
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[Serializable]
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public class DirectionalClipTransition : ClipTransition,
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ICopyable<DirectionalClipTransition>
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{
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/************************************************************************************************************************/
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[SerializeField]
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[Tooltip("The animations which used to determine the " + nameof(Clip))]
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private DirectionalAnimationSet _AnimationSet;
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/// <summary>[<see cref="SerializeField"/>]
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/// The <see cref="DirectionalAnimationSet"/> used to determine the <see cref="ClipTransition.Clip"/>.
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/// </summary>
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public ref DirectionalAnimationSet AnimationSet
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=> ref _AnimationSet;
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/// <inheritdoc/>
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public override UnityEngine.Object MainObject
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=> _AnimationSet;
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/// <summary>The name of the serialized backing field of <see cref="AnimationSet"/>.</summary>
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public const string AnimationSetField = nameof(_AnimationSet);
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/************************************************************************************************************************/
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/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
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public void SetDirection(Vector2 direction)
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=> Clip = _AnimationSet.GetClip(direction);
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/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
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public void SetDirection(int direction)
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=> Clip = _AnimationSet.GetClip(direction);
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/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
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public void SetDirection(DirectionalAnimationSet.Direction direction)
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=> Clip = _AnimationSet.GetClip(direction);
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/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
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public void SetDirection(DirectionalAnimationSet8.Direction direction)
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=> Clip = _AnimationSet.GetClip((int)direction);
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void GatherAnimationClips(ICollection<AnimationClip> clips)
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{
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base.GatherAnimationClips(clips);
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clips.GatherFromSource(_AnimationSet);
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public virtual void CopyFrom(DirectionalClipTransition copyFrom, CloneContext context)
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{
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base.CopyFrom(copyFrom, context);
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if (copyFrom == null)
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{
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_AnimationSet = default;
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return;
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}
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_AnimationSet = copyFrom._AnimationSet;
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}
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/************************************************************************************************************************/
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}
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}
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