78 lines
3.3 KiB
C#
78 lines
3.3 KiB
C#
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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using UnityEngine;
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namespace Animancer
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{
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/// <inheritdoc/>
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/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerTransitionAsset_1
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[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(AnimancerTransitionAsset<ITransition>) + "_1")]
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public class AnimancerTransitionAsset<TTransition> : AnimancerTransitionAssetBase
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where TTransition : ITransition
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{
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/************************************************************************************************************************/
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[SerializeReference]
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private TTransition _Transition;
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/// <summary>[<see cref="SerializeReference"/>]
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/// The <see cref="ITransition"/> wrapped by this <see cref="ScriptableObject"/>.
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/// </summary>
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/// <remarks>
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/// WARNING: the <see cref="AnimancerTransition{TState}.State"/> holds the most recently played state, so
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/// if you are sharing this transition between multiple objects it will only remember one of them.
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/// Consider using an <see cref="AnimancerTransitionAssetBase.UnShared{TAsset}"/>.
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/// <para></para>
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/// You can use <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(ITransition)"/> or
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/// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/> to get or create the state for a
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/// specific object.
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/// </remarks>
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public TTransition Transition
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{
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get
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{
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AssertTransition();
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return _Transition;
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}
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set => _Transition = value;
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}
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/// <summary>Returns the <see cref="ITransition"/> wrapped by this <see cref="ScriptableObject"/>.</summary>
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public override ITransition GetTransition()
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{
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AssertTransition();
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return _Transition;
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}
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/************************************************************************************************************************/
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/// <summary>Is the <see cref="Transition"/> assigned (i.e. not <c>null</c>)?</summary>
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public bool HasTransition => _Transition != null;
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/************************************************************************************************************************/
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/// <summary>[Assert-Conditional] Logs an error if the <see cref="Transition"/> is null.</summary>
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[System.Diagnostics.Conditional(Strings.Assertions)]
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private void AssertTransition()
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{
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if (_Transition == null)
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Debug.LogError($"'{name}' {nameof(Transition)} is not assigned." +
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$" {nameof(HasTransition)} can be used to check without triggering this error.", this);
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/// <summary>[Editor-Only]
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/// Assigns a default <typeparamref name="TTransition"/> to the <see cref="Transition"/> field.
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/// </summary>
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protected virtual void Reset()
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{
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_Transition = Editor.TypeSelectionButton.CreateDefaultInstance<TTransition>();
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}
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#endif
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/************************************************************************************************************************/
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}
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}
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