Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionDetailed.cs

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2024-11-03 16:42:23 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using UnityEngine;
namespace Animancer
{
/// <summary>An <see cref="ITransition"/> with some additional details (mainly for the Unity Editor GUI).</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/ITransitionDetailed
///
public interface ITransitionDetailed : ITransition
{
/************************************************************************************************************************/
/// <summary>Can this transition create a valid <see cref="AnimancerState"/>?</summary>
bool IsValid { get; }
/// <summary>What will the value of <see cref="AnimancerState.IsLooping"/> be for the created state?</summary>
bool IsLooping { get; }
/// <summary>The <see cref="AnimancerState.NormalizedTime"/> to start the animation at.</summary>
/// <remarks><see cref="float.NaN"/> allows the animation to continue from its current time.</remarks>
float NormalizedStartTime { get; set; }
/// <summary>The maximum amount of time the animation is expected to take (in seconds).</summary>
/// <remarks>The actual duration can vary in states like <see cref="ManualMixerState"/>.</remarks>
float MaximumDuration { get; }
/// <summary>The <see cref="AnimancerNode.Speed"/> to play the animation at.</summary>
float Speed { get; set; }
/************************************************************************************************************************/
}
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities
public static partial class AnimancerUtilities
{
/************************************************************************************************************************/
/// <summary>Returns the <see cref="ITransitionDetailed.IsValid"/> with support for <see cref="IWrapper"/>.</summary>
public static bool IsValid(this ITransition transition)
{
if (transition == null)
return false;
if (TryGetWrappedObject(transition, out ITransitionDetailed detailed))
return detailed.IsValid;
return true;
}
/************************************************************************************************************************/
/// <summary>Outputs the <see cref="Motion.isLooping"/> or <see cref="ITransitionDetailed.IsLooping"/>.</summary>
/// <remarks>Returns false if the `motionOrTransition` is null or an unsupported type.</remarks>
public static bool TryGetIsLooping(object motionOrTransition, out bool isLooping)
{
if (motionOrTransition is Motion motion)
{
isLooping = motion.isLooping;
return true;
}
else if (TryGetWrappedObject(motionOrTransition, out ITransitionDetailed transition))
{
isLooping = transition.IsLooping;
return true;
}
else
{
isLooping = false;
return false;
}
}
/************************************************************************************************************************/
/// <summary>Outputs the <see cref="AnimationClip.length"/> or <see cref="ITransitionDetailed.MaximumDuration"/>.</summary>
/// <remarks>Returns false if the `motionOrTransition` is null or an unsupported type.</remarks>
public static bool TryGetLength(object motionOrTransition, out float length)
{
if (motionOrTransition is AnimationClip clip)
{
length = clip.length;
return true;
}
else if (TryGetWrappedObject(motionOrTransition, out ITransitionDetailed transition))
{
length = transition.MaximumDuration;
return true;
}
else
{
length = 0;
return false;
}
}
/************************************************************************************************************************/
}
}