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

83 lines
4.2 KiB
C#

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