Example #1
0
        /************************************************************************************************************************/

        /// <summary>Calls <see cref="ITransition.CreateState"/> and <see cref="ITransition.Apply"/>.</summary>
        public static AnimancerState CreateStateAndApply(this ITransition transition, AnimancerPlayable root = null)
        {
            var state = transition.CreateState();

            state.SetRoot(root);
            transition.Apply(state);
            return(state);
        }
Example #2
0
            /// <summary>
            /// Returns the state registered with the `transition`s <see cref="IHasKey.Key"/> if there is one. Otherwise
            /// this method uses <see cref="ITransition.CreateState"/> to create a new one and registers it with
            /// that key before returning it.
            /// </summary>
            public AnimancerState GetOrCreate(ITransition transition)
            {
                var key = transition.Key;

                if (!TryGet(key, out var state))
                {
                    state = transition.CreateState();
                    state.SetRoot(Root);
                    Register(key, state);
                }

                return(state);
            }
Example #3
0
        /// <summary>
        /// Returns the state registered with the <see cref="IHasKey.Key"/> if there is one. Otherwise
        /// this method uses <see cref="ITransition.CreateState"/> to create a new one and registers it with
        /// that key before returning it.
        /// </summary>
        public AnimancerState GetOrCreateState(ITransition transition)
        {
            var key = transition.Key;

            AnimancerState state;

            if (!Root.States.TryGet(key, out state))
            {
                state = transition.CreateState(this);
                Root.States.Register(key, state);
            }

            return(state);
        }
Example #4
0
            /// <summary>
            /// Returns the state registered with the `transition`s <see cref="IHasKey.Key"/> if there is one. Otherwise
            /// this method uses <see cref="ITransition.CreateState"/> to create a new one and registers it with
            /// that key before returning it.
            /// </summary>
            public AnimancerState GetOrCreate(ITransition transition)
            {
                var key = transition.Key;

                AnimancerState state;

                if (!States.TryGetValue(key, out state))
                {
                    state = transition.CreateState(Root.Layers[0]);
                    Root.States.Register(key, state);
                }

                return(state);
            }