// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using Animancer.Units;
using System;
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer
{
///
/// https://kybernetik.com.au/animancer/api/Animancer/ClipTransitionAsset
[CreateAssetMenu(menuName = Strings.MenuPrefix + "Clip Transition", order = Strings.AssetMenuOrder + 1)]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(ClipTransitionAsset))]
public class ClipTransitionAsset : AnimancerTransitionAsset
{
///
[Serializable]
public class UnShared :
AnimancerTransitionAsset.UnShared,
ClipState.ITransition
{ }
}
///
/// https://kybernetik.com.au/animancer/api/Animancer/ClipTransition
[Serializable]
public class ClipTransition : AnimancerTransition, ClipState.ITransition, IMotion, IAnimationClipCollection
{
/************************************************************************************************************************/
[SerializeField, Tooltip("The animation to play")]
private AnimationClip _Clip;
/// [] The animation to play.
public AnimationClip Clip
{
get => _Clip;
set
{
#if UNITY_ASSERTIONS
if (value != null)
Validate.AssertNotLegacy(value);
#endif
_Clip = value;
}
}
///
public override Object MainObject => _Clip;
/// Returns the to use as the .
public override object Key => _Clip;
/************************************************************************************************************************/
[SerializeField]
[Tooltip(Strings.Tooltips.OptionalSpeed)]
[AnimationSpeed]
[DefaultValue(1f, -1f)]
private float _Speed = 1;
///
public override float Speed
{
get => _Speed;
set => _Speed = value;
}
/************************************************************************************************************************/
[SerializeField]
[Tooltip(Strings.Tooltips.NormalizedStartTime)]
[AnimationTime(AnimationTimeAttribute.Units.Normalized)]
[DefaultValue(0, float.NaN)]
private float _NormalizedStartTime;
///
public override float NormalizedStartTime
{
get => _NormalizedStartTime;
set => _NormalizedStartTime = value;
}
///
/// If this transition will set the , then it needs to use
/// .
///
public override FadeMode FadeMode => float.IsNaN(_NormalizedStartTime) ? FadeMode.FixedSpeed : FadeMode.FromStart;
/************************************************************************************************************************/
///
public override bool IsValid => _Clip != null && !_Clip.legacy;
/// [] Returns .
public override bool IsLooping => _Clip != null && _Clip.isLooping;
///
public override float MaximumDuration => _Clip != null ? _Clip.length : 0;
///
public virtual float AverageAngularSpeed => _Clip != null ? _Clip.averageAngularSpeed : default;
///
public virtual Vector3 AverageVelocity => _Clip != null ? _Clip.averageSpeed : default;
/************************************************************************************************************************/
///
public override ClipState CreateState() => State = new ClipState(_Clip);
/************************************************************************************************************************/
///
public override void Apply(AnimancerState state)
{
ApplyDetails(state, _Speed, _NormalizedStartTime);
base.Apply(state);
}
/************************************************************************************************************************/
/// [] Adds the to the collection.
public virtual void GatherAnimationClips(ICollection clips) => clips.Gather(_Clip);
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
///
[UnityEditor.CustomPropertyDrawer(typeof(ClipTransition), true)]
public class Drawer : Editor.TransitionDrawer
{
/************************************************************************************************************************/
/// Creates a new .
public Drawer() : base(nameof(_Clip)) { }
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}