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