Files
2026-05-08 11:04:00 +08:00

174 lines
7.1 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2026 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <summary>A <see cref="ScriptableObject"/> based <see cref="ITransition"/>.</summary>
/// <remarks>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions/assets">
/// Transition Assets</see>
/// <para></para>
/// When adding a <see cref="CreateAssetMenuAttribute"/> to any derived classes, you can use
/// <see cref="Strings.MenuPrefix"/> and <see cref="Strings.AssetMenuOrder"/>.
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/TransitionAssetBase
[AnimancerHelpUrl(typeof(TransitionAssetBase))]
public abstract partial class TransitionAssetBase : ScriptableObject,
IAnimationClipSource,
ITransition,
IWrapper
{
/************************************************************************************************************************/
/// <summary>The name of the serialized backing field of <see cref="GetTransition"/>.</summary>
public const string TransitionField = "_Transition";
/************************************************************************************************************************/
/// <summary>Returns the <see cref="ITransition"/> wrapped by this <see cref="ScriptableObject"/>.</summary>
public abstract ITransition GetTransition();
/// <inheritdoc/>
object IWrapper.WrappedObject
=> this != null
? GetTransition()
: null;
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual float FadeDuration
=> GetTransition().FadeDuration;
/// <inheritdoc/>
public virtual object Key
=> GetTransition().Key;
/// <inheritdoc/>
public virtual FadeMode FadeMode
=> GetTransition().FadeMode;
/// <inheritdoc/>
public virtual AnimancerState CreateState()
=> GetTransition().CreateState();
/// <inheritdoc/>
public virtual void Apply(AnimancerState state)
{
GetTransition().Apply(state);
state.SetDebugName(this);
}
/************************************************************************************************************************/
/// <summary>Can this transition create a valid <see cref="AnimancerState"/>?</summary>
/// <remarks>
/// Use <see cref="AnimancerUtilities.IsValid(ITransition)"/>
/// to also null check this reference, i.e: <c>transition.IsValid()</c>.
/// </remarks>
public virtual bool IsValid
=> this != null
&& GetTransition().IsValid();
/// <inheritdoc/>
public bool IsLooping
=> GetTransition().IsLooping;
/// <inheritdoc/>
public float NormalizedStartTime
{
get => GetTransition().NormalizedStartTime;
set => GetTransition().NormalizedStartTime = value;
}
/// <inheritdoc/>
public float MaximumLength
=> GetTransition().MaximumLength;
/// <inheritdoc/>
public float Speed
{
get => GetTransition().Speed;
set => GetTransition().Speed = value;
}
/************************************************************************************************************************/
/// <summary>Explains why Transition Assets warn about accessing their events.</summary>
public const string ObsoleteEventsMessage =
"Directly accessing the Events of a Transition Asset is generally not recommended" +
" because any modifications will affect all characters who share the same asset" +
" and will persist until the asset is destroyed (usually when the application exits)." +
"\n\n" +
"In most cases, the recommended approach is to initialize events on the " + nameof(AnimancerState) +
" returned when you Play the Transition rather than modifying the Asset itself." +
"\n\n" +
"If you really need to access these events, you can use the asset.Transition.Events.";
/// <inheritdoc/>
[Obsolete(ObsoleteEventsMessage)]
public AnimancerEvent.Sequence Events
=> GetTransition().Events;
/// <inheritdoc/>
[Obsolete(ObsoleteEventsMessage)]
public AnimancerEvent.Sequence.Serializable SerializedEvents
{
get => GetTransition().SerializedEvents;
set => GetTransition().SerializedEvents = value;
}
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipSource"/>]
/// Calls <see cref="AnimancerUtilities.GatherFromSource(ICollection{AnimationClip}, object)"/>.
/// </summary>
public virtual void GetAnimationClips(List<AnimationClip> clips)
=> clips.GatherFromSource(GetTransition());
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only] Creates an instance of the main non-abstract inheritor of this class.</summary>
/// <remarks><c>TransitionAsset</c> sets this to use itself by default.</remarks>
public static new Func<ITransition, TransitionAssetBase> CreateInstance { get; set; }
/************************************************************************************************************************/
private const string CreateFromSelectionMenu = Strings.CreateMenuPrefix + "Transition Assets From Selection";
[UnityEditor.MenuItem(
itemName: CreateFromSelectionMenu,
validate = true)]
private static bool ValidateCreateFromSelection()
{
var selection = UnityEditor.Selection.objects;
foreach (var item in selection)
if (TryCreateTransitionAttribute.CanCreateAndSave(item))
return true;
return false;
}
[UnityEditor.MenuItem(
itemName: CreateFromSelectionMenu,
priority = Strings.AssetMenuOrder + 2)]
private static void CreateFromSelection()
{
var selection = UnityEditor.Selection.objects;
foreach (var item in selection)
TryCreateTransitionAttribute.TryCreateTransitionAsset(item, true);
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}