// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using UnityEngine;
namespace Animancer
{
///
/// https://kybernetik.com.au/animancer/api/Animancer/Float2ControllerTransitionAsset
#if !UNITY_EDITOR
[System.Obsolete(Validate.ProOnlyMessage)]
#endif
[CreateAssetMenu(menuName = Strings.MenuPrefix + "Controller Transition/Float 2", order = Strings.AssetMenuOrder + 7)]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(Float2ControllerTransitionAsset))]
public class Float2ControllerTransitionAsset : AnimancerTransitionAsset
{
///
[Serializable]
public new class UnShared :
UnShared,
Float2ControllerState.ITransition
{ }
}
///
/// https://kybernetik.com.au/animancer/api/Animancer/Float2ControllerTransition
[Serializable]
#if ! UNITY_EDITOR
[System.Obsolete(Validate.ProOnlyMessage)]
#endif
public class Float2ControllerTransition : ControllerTransition,
Float2ControllerState.ITransition, ICopyable
{
/************************************************************************************************************************/
[SerializeField]
private string _ParameterNameX;
/// [] The name that will be used to access .
public ref string ParameterNameX => ref _ParameterNameX;
/************************************************************************************************************************/
[SerializeField]
private string _ParameterNameY;
/// [] The name that will be used to access .
public ref string ParameterNameY => ref _ParameterNameY;
/************************************************************************************************************************/
/// Creates a new .
public Float2ControllerTransition() { }
/// Creates a new with the specified Animator Controller and parameters.
public Float2ControllerTransition(RuntimeAnimatorController controller, string parameterNameX, string parameterNameY)
{
Controller = controller;
_ParameterNameX = parameterNameX;
_ParameterNameY = parameterNameY;
}
/************************************************************************************************************************/
///
public override Float2ControllerState CreateState()
=> State = new Float2ControllerState(Controller, _ParameterNameX, _ParameterNameY, ActionsOnStop);
/************************************************************************************************************************/
///
public virtual void CopyFrom(Float2ControllerTransition copyFrom)
{
CopyFrom((ControllerTransition)copyFrom);
if (copyFrom == null)
{
_ParameterNameX = default;
_ParameterNameY = default;
return;
}
_ParameterNameX = copyFrom._ParameterNameX;
_ParameterNameY = copyFrom._ParameterNameY;
}
/************************************************************************************************************************/
#region Drawer
#if UNITY_EDITOR
/************************************************************************************************************************/
///
[UnityEditor.CustomPropertyDrawer(typeof(Float2ControllerTransition), true)]
public class Drawer : ControllerTransition.Drawer
{
/************************************************************************************************************************/
///
/// Creates a new and sets the
/// .
///
public Drawer() : base(nameof(_ParameterNameX), nameof(_ParameterNameY)) { }
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endif
#endregion
/************************************************************************************************************************/
}
}