com.alicizax.kybernetik.ani.../Runtime/Utilities/Transitions/TransitionAsset.cs

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2025-01-08 15:26:57 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using UnityEngine;
namespace Animancer
{
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/TransitionAsset
[CreateAssetMenu(
menuName = Strings.MenuPrefix + "Transition Asset",
order = Strings.AssetMenuOrder + 1)]
[AnimancerHelpUrl(typeof(TransitionAsset))]
public class TransitionAsset : TransitionAsset<ITransitionDetailed>
{
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only] Sets the <see cref="TransitionAssetBase.CreateInstance"/>.</summary>
[UnityEditor.InitializeOnLoadMethod]
private static void SetMainImplementation()
=> CreateInstance = transition =>
{
var asset = CreateInstance<TransitionAsset>();
asset.Transition = transition;
return asset;
};
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void Reset()
{
Transition = new ClipTransition();
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}