// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// A based .
///
/// Documentation:
///
/// Transition Assets
///
/// When adding a to any derived classes, you can use
/// and .
///
/// https://kybernetik.com.au/animancer/api/Animancer/TransitionAssetBase
[AnimancerHelpUrl(typeof(TransitionAssetBase))]
public abstract partial class TransitionAssetBase : ScriptableObject,
ITransition,
ITransitionDetailed,
IWrapper,
IAnimationClipSource
{
/************************************************************************************************************************/
/// The name of the serialized backing field of .
public const string TransitionField = "_Transition";
/************************************************************************************************************************/
/// Returns the wrapped by this .
public abstract ITransitionDetailed GetTransition();
///
object IWrapper.WrappedObject
=> this != null
? GetTransition()
: null;
/************************************************************************************************************************/
///
public virtual float FadeDuration => GetTransition().FadeDuration;
///
public virtual object Key => GetTransition().Key;
///
public virtual FadeMode FadeMode => GetTransition().FadeMode;
///
public virtual AnimancerState CreateState() => GetTransition().CreateState();
///
public virtual void Apply(AnimancerState state)
{
GetTransition().Apply(state);
state.SetDebugName(this);
}
/************************************************************************************************************************/
/// Can this transition create a valid ?
///
/// Use
/// to also null check this reference, i.e: transition.IsValid().
///
public virtual bool IsValid
=> this != null
&& GetTransition().IsValid();
///
public bool IsLooping => GetTransition().IsLooping;
///
public float NormalizedStartTime
{
get => GetTransition().NormalizedStartTime;
set => GetTransition().NormalizedStartTime = value;
}
///
public float MaximumDuration => GetTransition().MaximumDuration;
///
public float Speed
{
get => GetTransition().Speed;
set => GetTransition().Speed = value;
}
/************************************************************************************************************************/
/// []
/// Calls .
///
public virtual void GetAnimationClips(List clips)
=> clips.GatherFromSource(GetTransition());
/************************************************************************************************************************/
#if UNITY_EDITOR
/// [Editor-Only] Creates an instance of the main non-abstract inheritor of this class.
/// TransitionAsset sets this to use itself by default.
public static new Func CreateInstance { get; set; }
#endif
/************************************************************************************************************************/
}
}