Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Controller States/Float1ControllerState.cs

92 lines
3.8 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using UnityEngine;
namespace Animancer
{
/// <summary>[Pro-Only] A <see cref="ControllerState"/> which manages one float parameter.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/animator-controllers">Animator Controllers</see>
/// </remarks>
/// <seealso cref="Float2ControllerState"/>
/// <seealso cref="Float3ControllerState"/>
/// https://kybernetik.com.au/animancer/api/Animancer/Float1ControllerState
///
public class Float1ControllerState : ControllerState
{
/************************************************************************************************************************/
/// <summary>An <see cref="ITransition{TState}"/> that creates a <see cref="Float1ControllerState"/>.</summary>
public new interface ITransition : ITransition<Float1ControllerState> { }
/************************************************************************************************************************/
private ParameterID _ParameterID;
/// <summary>The identifier of the parameter which <see cref="Parameter"/> will get and set.</summary>
public new ParameterID ParameterID
{
get => _ParameterID;
set
{
_ParameterID = value;
_ParameterID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float);
}
}
/// <summary>
/// Gets and sets a float parameter in the <see cref="ControllerState.Controller"/> using the
/// <see cref="ParameterID"/>.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">The value is NaN or Infinity.</exception>
public float Parameter
{
get => Playable.GetFloat(_ParameterID.Hash);
set
{
AssertParameterValue(value);
Playable.SetFloat(_ParameterID.Hash, value);
}
}
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="Float1ControllerState"/> to play the `controller`.</summary>
public Float1ControllerState(RuntimeAnimatorController controller, ParameterID parameter,
params ActionOnStop[] actionsOnStop)
: base(controller, actionsOnStop)
{
_ParameterID = parameter;
_ParameterID.ValidateHasParameter(controller, AnimatorControllerParameterType.Float);
}
/// <summary>Creates a new <see cref="Float1ControllerState"/> to play the `controller`.</summary>
public Float1ControllerState(RuntimeAnimatorController controller, ParameterID parameter)
: this(controller, parameter, null)
{ }
/************************************************************************************************************************/
/// <inheritdoc/>
public override int ParameterCount => 1;
/// <inheritdoc/>
public override int GetParameterHash(int index) => _ParameterID;
/************************************************************************************************************************/
/// <inheritdoc/>
public override AnimancerState Clone(AnimancerPlayable root)
{
var clone = new Float1ControllerState(Controller, _ParameterID);
clone.SetNewCloneRoot(root);
((ICopyable<ControllerState>)clone).CopyFrom(this);
return clone;
}
/************************************************************************************************************************/
}
}