Files
zeling_v2/Packages/com.kybernetik.animancer/Runtime/Utilities/Directional Animations/DirectionalClipTransition.cs
2026-05-08 11:04:00 +08:00

102 lines
4.1 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="ClipTransition"/> which gets its clip from a
/// <see cref="DirectionalSet{T}"/> of <see cref="AnimationClip"/>s.
/// </summary>
///
/// <remarks>
/// <para></para>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">
/// Directional Animation Sets</see>
/// <para></para>
/// <strong>Example:</strong><code>
/// // Leave the Clip field empty in the Inspector and assign its AnimationSet instead.
/// [SerializeField] private DirectionalClipTransition _Transition;
///
/// ...
///
/// // Then you can just call SetDirection and Play it like any other transition.
/// // All of the transition's details like Fade Duration and Events will be applied to whichever clip is plays.
/// _Transition.SetDirection(Vector2.right);
/// _Animancer.Play(_Transition);
/// </code></remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalClipTransition
///
[Serializable]
public class DirectionalClipTransition : ClipTransition,
ICopyable<DirectionalClipTransition>
{
/************************************************************************************************************************/
[SerializeField]
[Tooltip("The animations used to determine the " + nameof(Clip))]
private DirectionalSet<AnimationClip> _AnimationSet;
/// <summary>[<see cref="SerializeField"/>]
/// The <see cref="DirectionalSet{T}"/> used to determine the <see cref="ClipTransition.Clip"/>.
/// </summary>
public ref DirectionalSet<AnimationClip> AnimationSet
=> ref _AnimationSet;
/// <summary>The name of the serialized backing field of <see cref="AnimationSet"/>.</summary>
public const string AnimationSetField = nameof(_AnimationSet);
/************************************************************************************************************************/
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
public void SetDirection(Vector2 direction)
=> Clip = _AnimationSet.Get(direction);
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
public void SetDirection(int direction)
=> Clip = _AnimationSet.Get(direction);
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
public void SetDirection(Direction4 direction)
=> SetDirection((int)direction);
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
public void SetDirection(Direction8 direction)
=> SetDirection((int)direction);
/************************************************************************************************************************/
/// <inheritdoc/>
public override void GatherAnimationClips(ICollection<AnimationClip> clips)
{
base.GatherAnimationClips(clips);
clips.GatherFromSource(_AnimationSet);
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override Transition<ClipState> Clone(CloneContext context)
{
var clone = new DirectionalClipTransition();
clone.CopyFrom(this, context);
return clone;
}
/// <inheritdoc/>
public virtual void CopyFrom(DirectionalClipTransition copyFrom, CloneContext context)
{
base.CopyFrom(copyFrom, context);
_AnimationSet = copyFrom._AnimationSet;
}
/************************************************************************************************************************/
}
}