81 lines
3.4 KiB
C#
81 lines
3.4 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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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Animancer
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{
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/// <summary>A <see cref="ScriptableObject"/> based <see cref="ITransition"/>.</summary>
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/// <remarks>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions/assets">Transition Assets</see>
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/// <para></para>
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/// When adding a <see cref="CreateAssetMenuAttribute"/> to any derived classes, you can use
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/// <see cref="Strings.MenuPrefix"/> and <see cref="Strings.AssetMenuOrder"/>.
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/// <para></para>
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/// If you are using <see cref="AnimancerEvent"/>s, consider using an <see cref="UnShared{TAsset}"/> instead of
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/// referencing this asset directly in order to avoid common issues with shared events.
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerTransitionAssetBase
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///
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[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(AnimancerTransitionAssetBase))]
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public abstract partial class AnimancerTransitionAssetBase : ScriptableObject, ITransition, IWrapper, IAnimationClipSource
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{
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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 abstract ITransition GetTransition();
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/// <inheritdoc/>
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object IWrapper.WrappedObject => GetTransition();
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/************************************************************************************************************************/
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/// <summary>Can this transition create a valid <see cref="AnimancerState"/>?</summary>
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public virtual bool IsValid => GetTransition().IsValid();
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/// <inheritdoc/>
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public virtual float FadeDuration => GetTransition().FadeDuration;
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/// <inheritdoc/>
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public virtual object Key => GetTransition().Key;
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/// <inheritdoc/>
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public virtual FadeMode FadeMode => GetTransition().FadeMode;
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/// <inheritdoc/>
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public virtual AnimancerState CreateState() => GetTransition().CreateState();
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/// <inheritdoc/>
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public virtual void Apply(AnimancerState state)
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{
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GetTransition().Apply(state);
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state.SetDebugName(name);
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}
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/************************************************************************************************************************/
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/// <summary>[<see cref="IAnimationClipSource"/>]
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/// Calls <see cref="AnimancerUtilities.GatherFromSource(ICollection{AnimationClip}, object)"/>.
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/// </summary>
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public virtual void GetAnimationClips(List<AnimationClip> clips)
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=> clips.GatherFromSource(GetTransition());
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/************************************************************************************************************************/
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}
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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namespace Animancer.Editor
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{
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/// <summary>A custom editor for <see cref="AnimancerTransitionAssetBase"/>.</summary>
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[CustomEditor(typeof(AnimancerTransitionAssetBase), true), CanEditMultipleObjects]
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internal class AnimancerTransitionAssetBaseEditor : ScriptableObjectEditor { }
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}
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#endif
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