// 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, /************************************************************************************************************************/ } }