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

111 lines
4.2 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/TransitionAsset_1
[AnimancerHelpUrl(typeof(TransitionAsset<ITransitionDetailed>))]
public class TransitionAsset<TTransition> : TransitionAssetBase
where TTransition : ITransitionDetailed
{
/************************************************************************************************************************/
[SerializeReference]
private TTransition _Transition;
/// <summary>[<see cref="SerializeReference"/>]
/// The <see cref="ITransition"/> wrapped by this <see cref="ScriptableObject"/>.
/// </summary>
/// <remarks>
/// WARNING: the <see cref="Transition{TState}.State"/> holds the most recently played state, so
/// if you're sharing this transition between multiple objects it will only remember one of them.
/// <para></para>
/// You can use <see cref="AnimancerStateDictionary.GetOrCreate(ITransition)"/>
/// or <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/>
/// to get or create the state for a specific object.
/// </remarks>
public TTransition Transition
{
get
{
AssertTransition();
return _Transition;
}
set => _Transition = value;
}
/// <summary>Returns the <see cref="ITransition"/> wrapped by this <see cref="ScriptableObject"/>.</summary>
public override ITransitionDetailed GetTransition()
{
AssertTransition();
return _Transition;
}
/************************************************************************************************************************/
/// <summary>[Assert-Conditional]
/// Throws a <see cref="NullReferenceException"/> if the <see cref="Transition"/> is null.
/// </summary>
[System.Diagnostics.Conditional(Strings.Assertions)]
private void AssertTransition()
{
if (_Transition == null)
throw new NullReferenceException(
$"'{name}' {nameof(Transition)} is null." +
$" {nameof(HasTransition)} can be used to check without triggering this error.");
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override bool IsValid => _Transition.IsValid();
/// <inheritdoc/>
public override float FadeDuration => _Transition.FadeDuration;
/// <inheritdoc/>
public override object Key => _Transition.Key;
/// <inheritdoc/>
public override FadeMode FadeMode => _Transition.FadeMode;
/// <inheritdoc/>
public override AnimancerState CreateState() => _Transition.CreateState();
/// <inheritdoc/>
public override void Apply(AnimancerState state)
{
_Transition.Apply(state);
state.SetDebugName(this);
}
/// <inheritdoc/>
public override void GetAnimationClips(List<AnimationClip> clips)
=> clips.GatherFromSource(_Transition);
/************************************************************************************************************************/
/// <summary>Is the <see cref="Transition"/> assigned (i.e. not <c>null</c>)?</summary>
public bool HasTransition => _Transition != null;
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only]
/// Assigns a default <typeparamref name="TTransition"/> to the <see cref="Transition"/> field.
/// </summary>
protected virtual void Reset()
{
_Transition = AnimancerReflection.CreateDefaultInstance<TTransition>();
}
#endif
/************************************************************************************************************************/
}
}