-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Merge pull request #2 from stalker1hunt/dev
Add comments for interface AnimationSequenceService
- Loading branch information
Showing
1 changed file
with
34 additions
and
2 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,15 +1,47 @@ | ||
using System.Collections.Generic; | ||
using DG.Tweening; | ||
using DG.Tweening; | ||
using System.Collections.Generic; | ||
|
||
namespace Game.SequenceService | ||
{ | ||
/// <summary> | ||
/// Defines the contract for an animation sequence service that manages and controls animation sequences. | ||
/// </summary> | ||
public interface IAnimationSequenceService | ||
{ | ||
/// <summary> | ||
/// Creates an animation sequence from a series of steps, each defined by an action and its duration. | ||
/// </summary> | ||
/// <param name="steps">A collection of steps, where each step consists of an action (TweenCallback) and its duration (float).</param> | ||
/// <returns>The created Sequence object.</returns> | ||
Sequence CreateSequence(IEnumerable<(TweenCallback action, float duration)> steps); | ||
|
||
/// <summary> | ||
/// Skips the current animation sequence, immediately moving to the next sequence in the queue if available. | ||
/// </summary> | ||
void SkipCurrentSequence(); | ||
|
||
/// <summary> | ||
/// Terminates all animation sequences, clearing the queue and stopping any ongoing animations. | ||
/// </summary> | ||
void KillAllSequences(); | ||
|
||
/// <summary> | ||
/// Checks if the specified sequence is currently in the animation queue. | ||
/// </summary> | ||
/// <param name="sequence">The Sequence object to check.</param> | ||
/// <returns>True if the sequence is in the queue; otherwise, false.</returns> | ||
bool SequenceQueueContains(Sequence sequence); | ||
|
||
/// <summary> | ||
/// Retrieves the current animation sequence being played. | ||
/// </summary> | ||
/// <returns>The currently playing Sequence object, or null if no sequence is active.</returns> | ||
Sequence GetCurrentSequence(); | ||
|
||
/// <summary> | ||
/// Determines whether the animation queue is empty. | ||
/// </summary> | ||
/// <returns>True if there are no sequences in the queue; otherwise, false.</returns> | ||
bool IsSequenceQueueEmpty(); | ||
} | ||
} |