IndieGame/client/Assets/Plugins/Animancer/Utilities/Transitions/Float1ControllerTransitionAsset.cs

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2024-10-11 10:12:15 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using UnityEngine;
namespace Animancer
{
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/Float1ControllerTransitionAsset
#if !UNITY_EDITOR
[System.Obsolete(Validate.ProOnlyMessage)]
#endif
[CreateAssetMenu(menuName = Strings.MenuPrefix + "Controller Transition/Float 1", order = Strings.AssetMenuOrder + 6)]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(Float1ControllerTransitionAsset))]
public class Float1ControllerTransitionAsset : AnimancerTransitionAsset<Float1ControllerTransition>
{
/// <inheritdoc/>
[Serializable]
public new class UnShared :
UnShared<Float1ControllerTransitionAsset, Float1ControllerTransition, Float1ControllerState>,
Float1ControllerState.ITransition
{ }
}
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/Float1ControllerTransition
[Serializable]
#if ! UNITY_EDITOR
[System.Obsolete(Validate.ProOnlyMessage)]
#endif
public class Float1ControllerTransition : ControllerTransition<Float1ControllerState>,
Float1ControllerState.ITransition, ICopyable<Float1ControllerTransition>
{
/************************************************************************************************************************/
[SerializeField]
private string _ParameterName;
/// <summary>[<see cref="SerializeField"/>] The name that will be used to access <see cref="Parameter"/>.</summary>
public ref string ParameterName => ref _ParameterName;
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="Float1ControllerTransition"/>.</summary>
public Float1ControllerTransition() { }
/// <summary>Creates a new <see cref="Float1ControllerTransition"/> with the specified Animator Controller and parameter.</summary>
public Float1ControllerTransition(RuntimeAnimatorController controller, string parameterName)
{
Controller = controller;
_ParameterName = parameterName;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override Float1ControllerState CreateState()
=> State = new Float1ControllerState(Controller, _ParameterName, ActionsOnStop);
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void CopyFrom(Float1ControllerTransition copyFrom)
{
CopyFrom((ControllerTransition<Float1ControllerState>)copyFrom);
if (copyFrom == null)
{
_ParameterName = default;
return;
}
_ParameterName = copyFrom._ParameterName;
}
/************************************************************************************************************************/
#region Drawer
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <inheritdoc/>
[UnityEditor.CustomPropertyDrawer(typeof(Float1ControllerTransition), true)]
public class Drawer : ControllerTransition.Drawer
{
/************************************************************************************************************************/
/// <summary>
/// Creates a new <see cref="Drawer"/> and sets the
/// <see cref="ControllerTransition.Drawer.Parameters"/>.
/// </summary>
public Drawer() : base(nameof(_ParameterName)) { }
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endif
#endregion
/************************************************************************************************************************/
}
}