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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- using Object = UnityEngine.Object;
- namespace Animancer
- {
- /// <summary>An object which can create an <see cref="AnimancerState"/> and set its details.</summary>
- /// <remarks>
- /// Transitions are generally used as arguments for <see cref="AnimancerPlayable.Play(ITransition)"/>.
- /// <para></para>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer/ITransition
- ///
- public interface ITransition : IHasKey, IPolymorphic
- {
- /************************************************************************************************************************/
- /// <summary>
- /// Creates and returns a new <see cref="AnimancerState"/>.
- /// <para></para>
- /// Note that using methods like <see cref="AnimancerPlayable.Play(ITransition)"/> will also call
- /// <see cref="Apply"/>, so if you call this method manually you may want to call that method as well. Or you
- /// can just use <see cref="AnimancerUtilities.CreateStateAndApply"/>.
- /// </summary>
- /// <remarks>
- /// The first time a transition is used on an object, this method is called to create the state and register it
- /// in the internal dictionary using the <see cref="IHasKey.Key"/> so that it can be reused later on.
- /// </remarks>
- AnimancerState CreateState();
- /// <summary>The amount of time this transition should take (in seconds).</summary>
- float FadeDuration { get; }
- /// <summary>
- /// The <see cref="Animancer.FadeMode"/> which should be used when this transition is passed into
- /// <see cref="AnimancerPlayable.Play(ITransition)"/>.
- /// </summary>
- FadeMode FadeMode { get; }
- /// <summary>
- /// Called by <see cref="AnimancerPlayable.Play(ITransition)"/> to apply any modifications to the `state`.
- /// </summary>
- /// <remarks>
- /// Unlike <see cref="CreateState"/>, this method is called every time the transition is used so it can do
- /// things like set the <see cref="AnimancerState.Events"/> or starting <see cref="AnimancerState.Time"/>.
- /// </remarks>
- void Apply(AnimancerState state);
- /************************************************************************************************************************/
- }
- /// <summary>An <see cref="ITransition"/> which creates a specific type of <see cref="AnimancerState"/>.</summary>
- /// <remarks>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer/ITransition_1
- ///
- public interface ITransition<TState> : ITransition where TState : AnimancerState
- {
- /************************************************************************************************************************/
- /// <summary>
- /// The state that was created by this object. Specifically, this is the state that was most recently
- /// passed into <see cref="ITransition.Apply"/> (usually by <see cref="AnimancerPlayable.Play(ITransition)"/>).
- /// </summary>
- TState State { get; }
- /************************************************************************************************************************/
- /// <summary>Creates and returns a new <typeparamref name="TState"/>.</summary>
- new TState CreateState();
- /************************************************************************************************************************/
- }
- }
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