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

78 lines
3.7 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>An object which can create an <see cref="AnimancerState"/> and set its details.</summary>
/// <remarks>
/// Transitions are generally used as arguments for <see cref="AnimancerPlayable.Play(ITransition)"/>.
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/ITransition
///
public interface ITransition : IHasKey, IPolymorphic
{
/************************************************************************************************************************/
/// <summary>
/// Creates and returns a new <see cref="AnimancerState"/>.
/// <para></para>
/// Note that using methods like <see cref="AnimancerPlayable.Play(ITransition)"/> will also call
/// <see cref="Apply"/>, so if you call this method manually you may want to call that method as well. Or you
/// can just use <see cref="AnimancerUtilities.CreateStateAndApply"/>.
/// </summary>
/// <remarks>
/// The first time a transition is used on an object, this method is called to create the state and register it
/// in the internal dictionary using the <see cref="IHasKey.Key"/> so that it can be reused later on.
/// </remarks>
AnimancerState CreateState();
/// <summary>The amount of time this transition should take (in seconds).</summary>
float FadeDuration { get; }
/// <summary>
/// The <see cref="Animancer.FadeMode"/> which should be used when this transition is passed into
/// <see cref="AnimancerPlayable.Play(ITransition)"/>.
/// </summary>
FadeMode FadeMode { get; }
/// <summary>
/// Called by <see cref="AnimancerPlayable.Play(ITransition)"/> to apply any modifications to the `state`.
/// </summary>
/// <remarks>
/// Unlike <see cref="CreateState"/>, this method is called every time the transition is used so it can do
/// things like set the <see cref="AnimancerState.Events"/> or starting <see cref="AnimancerState.Time"/>.
/// </remarks>
void Apply(AnimancerState state);
/************************************************************************************************************************/
}
/// <summary>An <see cref="ITransition"/> which creates a specific type of <see cref="AnimancerState"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/ITransition_1
///
public interface ITransition<TState> : ITransition where TState : AnimancerState
{
/************************************************************************************************************************/
/// <summary>
/// The state that was created by this object. Specifically, this is the state that was most recently
/// passed into <see cref="ITransition.Apply"/> (usually by <see cref="AnimancerPlayable.Play(ITransition)"/>).
/// </summary>
TState State { get; }
/************************************************************************************************************************/
/// <summary>Creates and returns a new <typeparamref name="TState"/>.</summary>
new TState CreateState();
/************************************************************************************************************************/
}
}