83 lines
4.2 KiB
C#
83 lines
4.2 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>Interface for components that manage an <see cref="AnimancerPlayable"/>.</summary>
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/// <remarks>
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/// Despite the name, this interface is not necessarily limited to only <see cref="Component"/>s.
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/// <para></para>
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/// This interface allows Animancer Lite to reference an <see cref="AnimancerComponent"/> inside the pre-compiled
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/// DLL while allowing that component to remain outside as a regular script. Otherwise everything would need to be
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/// in the DLL which would cause Unity to lose all the script references when upgrading from Animancer Lite to Pro.
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/// <para></para>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/component-types">Component Types</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/IAnimancerComponent
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///
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public interface IAnimancerComponent
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{
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/************************************************************************************************************************/
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#pragma warning disable IDE1006 // Naming Styles.
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/************************************************************************************************************************/
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/// <summary>Will this component be updated?</summary>
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bool enabled { get; }
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/// <summary>The <see cref="GameObject"/> this component is attached to.</summary>
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GameObject gameObject { get; }
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/************************************************************************************************************************/
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#pragma warning restore IDE1006 // Naming Styles.
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/************************************************************************************************************************/
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/// <summary>The <see cref="UnityEngine.Animator"/> component which this script controls.</summary>
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Animator Animator { get; set; }
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/// <summary>The internal system which manages the playing animations.</summary>
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AnimancerPlayable Playable { get; }
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/// <summary>Has the <see cref="Playable"/> been initialized?</summary>
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bool IsPlayableInitialized { get; }
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/// <summary>Will the object be reset to its original values when disabled?</summary>
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bool ResetOnDisable { get; }
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/// <summary>
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/// Determines when animations are updated and which time source is used. This property is mainly a wrapper
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/// around the <see cref="Animator.updateMode"/>.
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/// </summary>
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AnimatorUpdateMode UpdateMode { get; set; }
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/************************************************************************************************************************/
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/// <summary>Returns the dictionary key to use for the `clip`.</summary>
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object GetKey(AnimationClip clip);
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <summary>[Editor-Only] The name of the serialized backing field for the <see cref="Animator"/> property.</summary>
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string AnimatorFieldName { get; }
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/// <summary>[Editor-Only]
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/// The name of the serialized backing field for the <see cref="AnimancerComponent.ActionOnDisable"/> property.
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/// </summary>
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string ActionOnDisableFieldName { get; }
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/// <summary>[Editor-Only] The <see cref="UpdateMode"/> that was first used when this script initialized.</summary>
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/// <remarks>
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/// This is used to give a warning when changing to or from <see cref="AnimatorUpdateMode.AnimatePhysics"/> at
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/// runtime since it won't work correctly.
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/// </remarks>
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AnimatorUpdateMode? InitialUpdateMode { get; }
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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}
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}
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