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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- using System;
- namespace Animancer
- {
- /// <summary>Determines how <see cref="AnimancerLayer.Play(AnimancerState, float, FadeMode)"/> works.</summary>
- /// <remarks>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/fading/modes">Fade Modes</see>
- /// <para></para>
- /// Example: <see href="https://kybernetik.com.au/animancer/docs/examples/basics/transitions">Transitions</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer/FadeMode
- ///
- public enum FadeMode
- {
- /************************************************************************************************************************/
- /// <summary>
- /// Calculate the fade speed to bring the <see cref="AnimancerNode.Weight"/> from 0 to 1 over the specified
- /// fade duration (in seconds), regardless of the actual starting weight.
- /// </summary>
- ///
- /// <example>
- /// A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is.
- /// <para></para>
- /// This is generally the same as <see cref="FixedDuration"/> but differs when starting the fade from a
- /// non-zero <see cref="AnimancerNode.Weight"/>, for example:
- /// <list type="bullet">
- /// <item>Fade Duration: 0.25</item>
- /// <item>To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds</item>
- /// <item>To fade from 0.5 to 1 with <see cref="FixedDuration"/> would get a speed of 2 and take 0.25 seconds.
- /// It has half the distance to cover so it goes half as fast to maintain the expected duration.</item>
- /// <item>To fade from 0.5 to 1 with <see cref="FixedSpeed"/> would get a speed of 4 and take 0.125 seconds.
- /// It gets the same speed regardless of the distance to cover, so with less distance it completes faster.</item>
- /// </list>
- /// </example>
- ///
- /// <exception cref="InvalidOperationException">The <see cref="AnimancerState.Clip"/> is null.</exception>
- ///
- /// <exception cref="ArgumentOutOfRangeException">
- /// More states have been created for the <see cref="AnimancerState.Clip"/> than the
- /// <see cref="AnimancerLayer.MaxStateDepth"/> allows.
- /// </exception>
- FixedSpeed,
- /// <summary>
- /// Calculate the fade speed to bring the <see cref="AnimancerNode.Weight"/> to the target value over the
- /// specified fade duration (in seconds).
- /// </summary>
- ///
- /// <example>
- /// A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is.
- /// <para></para>
- /// This is generally the same as <see cref="FixedSpeed"/>, but differs when starting the fade from a
- /// non-zero <see cref="AnimancerNode.Weight"/>:
- /// <list type="bullet">
- /// <item>Fade Duration: 0.25</item>
- /// <item>To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds</item>
- /// <item>To fade from 0.5 to 1 with <see cref="FixedDuration"/> would get a speed of 2 and take 0.25 seconds.
- /// It has half the distance to cover so it goes half as fast to maintain the expected duration.</item>
- /// <item>To fade from 0.5 to 1 with <see cref="FixedSpeed"/> would get a speed of 4 and take 0.125 seconds.
- /// It gets the same speed regardless of the distance to cover, so with less distance it completes faster.</item>
- /// </list>
- /// </example>
- ///
- /// <remarks>
- /// This was how fading worked prior to the introduction of <see cref="FadeMode"/>s in Animancer v4.0.
- /// </remarks>
- FixedDuration,
- /// <summary>
- /// If the <see cref="AnimancerNode.Weight"/> is above the <see cref="AnimancerLayer.WeightlessThreshold"/>,
- /// this mode will use <see cref="AnimancerLayer.GetOrCreateWeightlessState"/> to get a copy of it that is at 0
- /// weight so it can fade the copy in while the original fades out with all other states. This allows an
- /// animation to fade into itself.
- /// </summary>
- ///
- /// <example>
- /// This mode can be useful when you want to repeat an action while the previous animation is still fading out.
- /// For example, if you play an 'Attack' animation, it ends and starts fading back to 'Idle', and while it is
- /// doing so you want to start another 'Attack' with the same animation. The previous 'Attack' can't simply
- /// snap back to the start, so you can use this mode to create a second 'Attack' state to fade in while the old
- /// one fades out.
- /// </example>
- ///
- /// <remarks>
- /// Using this mode repeatedly on subsequent frames will probably have undesirable effects because it will
- /// create a new state each time. In such a situation you most likely want <see cref="FixedSpeed"/> instead.
- /// <para></para>
- /// This mode only works for <see cref="ClipState"/>s.
- /// <para></para>
- /// The <see href="https://kybernetik.com.au/animancer/docs/manual/blending/fading/modes">Fade Modes</see> page
- /// explains this mode in more detail.
- /// </remarks>
- FromStart,
- /// <summary>
- /// Like <see cref="FixedSpeed"/>, except that the fade duration is multiplied by the animation length.
- /// </summary>
- NormalizedSpeed,
- /// <summary>
- /// Like <see cref="FixedDuration"/>, except that the fade duration is multiplied by the animation length.
- /// </summary>
- NormalizedDuration,
- /// <summary>
- /// Like <see cref="FromStart"/>, except that the fade duration is multiplied by the animation length.
- /// </summary>
- NormalizedFromStart,
- /************************************************************************************************************************/
- }
- }
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