IndieGame/client/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAssetBase.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

81 lines
3.4 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using UnityEngine;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Animancer
{
/// <summary>A <see cref="ScriptableObject"/> based <see cref="ITransition"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions/assets">Transition Assets</see>
/// <para></para>
/// When adding a <see cref="CreateAssetMenuAttribute"/> to any derived classes, you can use
/// <see cref="Strings.MenuPrefix"/> and <see cref="Strings.AssetMenuOrder"/>.
/// <para></para>
/// If you are using <see cref="AnimancerEvent"/>s, consider using an <see cref="UnShared{TAsset}"/> instead of
/// referencing this asset directly in order to avoid common issues with shared events.
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerTransitionAssetBase
///
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(AnimancerTransitionAssetBase))]
public abstract partial class AnimancerTransitionAssetBase : ScriptableObject, ITransition, IWrapper, IAnimationClipSource
{
/************************************************************************************************************************/
/// <summary>Returns the <see cref="ITransition"/> wrapped by this <see cref="ScriptableObject"/>.</summary>
public abstract ITransition GetTransition();
/// <inheritdoc/>
object IWrapper.WrappedObject => GetTransition();
/************************************************************************************************************************/
/// <summary>Can this transition create a valid <see cref="AnimancerState"/>?</summary>
public virtual bool IsValid => GetTransition().IsValid();
/// <inheritdoc/>
public virtual float FadeDuration => GetTransition().FadeDuration;
/// <inheritdoc/>
public virtual object Key => GetTransition().Key;
/// <inheritdoc/>
public virtual FadeMode FadeMode => GetTransition().FadeMode;
/// <inheritdoc/>
public virtual AnimancerState CreateState() => GetTransition().CreateState();
/// <inheritdoc/>
public virtual void Apply(AnimancerState state)
{
GetTransition().Apply(state);
state.SetDebugName(name);
}
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipSource"/>]
/// Calls <see cref="AnimancerUtilities.GatherFromSource(ICollection{AnimationClip}, object)"/>.
/// </summary>
public virtual void GetAnimationClips(List<AnimationClip> clips)
=> clips.GatherFromSource(GetTransition());
/************************************************************************************************************************/
}
}
/************************************************************************************************************************/
#if UNITY_EDITOR
namespace Animancer.Editor
{
/// <summary>A custom editor for <see cref="AnimancerTransitionAssetBase"/>.</summary>
[CustomEditor(typeof(AnimancerTransitionAssetBase), true), CanEditMultipleObjects]
internal class AnimancerTransitionAssetBaseEditor : ScriptableObjectEditor { }
}
#endif