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

114 lines
4.5 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <summary>A <see cref="ScriptableObject"/> based <see cref="ITransition"/>.</summary>
/// <remarks>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions/assets">
/// Transition Assets</see>
/// <para></para>
/// When adding a <see cref="CreateAssetMenuAttribute"/> to any derived classes, you can use
/// <see cref="Strings.MenuPrefix"/> and <see cref="Strings.AssetMenuOrder"/>.
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/TransitionAssetBase
[AnimancerHelpUrl(typeof(TransitionAssetBase))]
public abstract partial class TransitionAssetBase : ScriptableObject,
ITransition,
ITransitionDetailed,
IWrapper,
IAnimationClipSource
{
/************************************************************************************************************************/
/// <summary>The name of the serialized backing field of <see cref="GetTransition"/>.</summary>
public const string TransitionField = "_Transition";
/************************************************************************************************************************/
/// <summary>Returns the <see cref="ITransitionDetailed"/> wrapped by this <see cref="ScriptableObject"/>.</summary>
public abstract ITransitionDetailed GetTransition();
/// <inheritdoc/>
object IWrapper.WrappedObject
=> this != null
? GetTransition()
: null;
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual float FadeDuration => GetTransition().FadeDuration;
/// <inheritdoc/>
public virtual object Key => GetTransition().Key;
/// <inheritdoc/>
public virtual FadeMode FadeMode => GetTransition().FadeMode;
/// <inheritdoc/>
public virtual AnimancerState CreateState() => GetTransition().CreateState();
/// <inheritdoc/>
public virtual void Apply(AnimancerState state)
{
GetTransition().Apply(state);
state.SetDebugName(this);
}
/************************************************************************************************************************/
/// <summary>Can this transition create a valid <see cref="AnimancerState"/>?</summary>
/// <remarks>
/// Use <see cref="AnimancerUtilities.IsValid(ITransition)"/>
/// to also null check this reference, i.e: <c>transition.IsValid()</c>.
/// </remarks>
public virtual bool IsValid
=> this != null
&& GetTransition().IsValid();
/// <inheritdoc/>
public bool IsLooping => GetTransition().IsLooping;
/// <inheritdoc/>
public float NormalizedStartTime
{
get => GetTransition().NormalizedStartTime;
set => GetTransition().NormalizedStartTime = value;
}
/// <inheritdoc/>
public float MaximumDuration => GetTransition().MaximumDuration;
/// <inheritdoc/>
public float Speed
{
get => GetTransition().Speed;
set => GetTransition().Speed = value;
}
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipSource"/>]
/// Calls <see cref="AnimancerUtilities.GatherFromSource(ICollection{AnimationClip}, object)"/>.
/// </summary>
public virtual void GetAnimationClips(List<AnimationClip> clips)
=> clips.GatherFromSource(GetTransition());
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only] Creates an instance of the main non-abstract inheritor of this class.</summary>
/// <remarks><c>TransitionAsset</c> sets this to use itself by default.</remarks>
public static new Func<ITransitionDetailed, TransitionAssetBase> CreateInstance { get; set; }
#endif
/************************************************************************************************************************/
}
}