// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
namespace Animancer
{
/// An object which can create an and set its details.
///
/// Transitions are generally used as arguments for .
///
/// Documentation:
///
/// Transitions
///
/// https://kybernetik.com.au/animancer/api/Animancer/ITransition
public interface ITransition : IHasKey, IPolymorphic
{
/************************************************************************************************************************/
/// The amount of time this transition should take (in seconds).
float FadeDuration { get; }
///
/// The which should be used when this transition is passed into
/// .
///
FadeMode FadeMode { get; }
/// Creates and returns a new defuned by this transition.
///
/// The first time a transition is used on an object, this method creates a state
/// which is registered in the internal dictionary using the
/// so that it can be reused later on.
///
/// Methods like will also call ,
/// so if you call this method manually you may want to call that method as well.
/// Or you can just use .
///
AnimancerState CreateState();
/// Applies the details of this transition to the `state`.
/// This method is called by every .
void Apply(AnimancerState state);
/************************************************************************************************************************/
}
/// An which creates a specific type of .
///
/// Documentation:
///
/// Transitions
///
/// https://kybernetik.com.au/animancer/api/Animancer/ITransition_1
public interface ITransition : ITransition
where TState : AnimancerState
{
/************************************************************************************************************************/
///
/// The state that was created by this object. Specifically, this is the state that was most recently
/// passed into (usually by ).
///
TState State { get; }
/************************************************************************************************************************/
/// Creates and returns a new .
new TState CreateState();
/************************************************************************************************************************/
}
}