FateViewer/Assets/Scripts/SimpleAnimationComponent/Tests/SimpleAnimationProxy.cs

232 lines
4.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(SimpleAnimation))]
public class SimpleAnimationProxy : MonoBehaviour, IAnimation
{
private class SimpleAnimationStateProxy: IAnimationState
{
public SimpleAnimationStateProxy(SimpleAnimation.State state)
{
m_State = state;
}
private SimpleAnimation.State m_State;
public bool enabled
{
get { return m_State.enabled; }
set { m_State.enabled = value; }
}
public bool isValid
{
get { return m_State.isValid; }
}
public float time
{
get { return m_State.time; }
set { m_State.time = value; }
}
public float normalizedTime
{
get { return m_State.normalizedTime; }
set { m_State.normalizedTime = value; }
}
public float speed
{
get { return m_State.speed; }
set { m_State.speed = value; }
}
public string name
{
get { return m_State.name; }
set { m_State.name = value; }
}
public float weight
{
get { return m_State.weight; }
set { m_State.weight = value; }
}
public float length
{
get { return m_State.length; }
}
public AnimationClip clip
{
get { return m_State.clip; }
}
public WrapMode wrapMode
{
get { return m_State.wrapMode; }
set { m_State.wrapMode = value; }
}
}
private SimpleAnimation m_SimpleAnimation;
private SimpleAnimation impl
{
get
{
if (m_SimpleAnimation == null)
{
m_SimpleAnimation = GetComponent<SimpleAnimation>();
}
return m_SimpleAnimation;
}
}
public bool animatePhysics
{
get { return impl.animatePhysics; }
set { impl.animatePhysics = value; }
}
public AnimatorCullingMode cullingMode
{
get
{
return impl.cullingMode;
}
set
{
impl.cullingMode = value;
}
}
public bool isPlaying
{
get { return impl.isPlaying; }
}
public bool playAutomatically
{
get { return impl.playAutomatically; }
set { impl.playAutomatically = value; }
}
public WrapMode wrapMode
{
get { return impl.wrapMode; }
set { impl.wrapMode = value; }
}
public AnimationClip clip
{
get { return impl.clip; }
set { impl.clip = value; }
}
public bool usesLegacy
{
get { return false; }
}
new public GameObject gameObject
{
get { return impl.gameObject; }
}
public void AddClip(AnimationClip clip, string newName)
{
impl.AddClip(clip, newName);
}
public void Blend(string state, float targetWeight, float fadeLength)
{
impl.Blend(state, targetWeight, fadeLength);
}
public void CrossFade(string state, float fadeLength)
{
impl.CrossFade(state, fadeLength);
}
public void CrossFadeQueued(string state, float fadeLength, QueueMode queueMode)
{
impl.CrossFadeQueued(state, fadeLength, queueMode);
}
public int GetClipCount()
{
return impl.GetClipCount();
}
public bool IsPlaying(string stateName)
{
return impl.IsPlaying(stateName);
}
public void Stop()
{
impl.Stop();
}
public void Stop(string stateName)
{
impl.Stop(stateName);
}
public void Sample()
{
impl.Sample();
}
public bool Play()
{
return impl.Play();
}
public bool Play(string stateName)
{
return impl.Play(stateName);
}
public void PlayQueued(string stateName, QueueMode queueMode)
{
impl.PlayQueued(stateName, queueMode);
}
public void RemoveClip(AnimationClip clip)
{
impl.RemoveClip(clip);
}
public void RemoveClip(string stateName)
{
impl.RemoveState(stateName);
}
public void Rewind()
{
impl.Rewind();
}
public void Rewind(string stateName)
{
impl.Rewind(stateName);
}
public IAnimationState GetState(string stateName)
{
SimpleAnimation.State state = impl[stateName];
if (state != null)
return new SimpleAnimationStateProxy(state);
return null;
}
public IAnimationState this[string name]
{
get { return GetState(name); }
}
}