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1005 lines
42 KiB
C#
1005 lines
42 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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using Object = UnityEngine.Object;
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namespace Animancer
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{
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/// <summary>
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/// A layer on which animations can play with their states managed independantly of other layers while blending the
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/// output with those layers.
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/// <para></para>
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/// This class can be used as a custom yield instruction to wait until all animations finish playing.
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/// </summary>
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public sealed class AnimancerLayer : AnimancerNode, IAnimationClipCollection
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{
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/************************************************************************************************************************/
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#region Fields and Properties
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/************************************************************************************************************************/
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/// <summary>[Internal] Constructs a new <see cref="AnimancerLayer"/>.</summary>
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internal AnimancerLayer(AnimancerPlayable root, int index)
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: base(root)
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{
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Index = index;
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_Playable = AnimationMixerPlayable.Create(Root._Graph);
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}
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/************************************************************************************************************************/
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/// <summary>A layer is its own root.</summary>
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public override AnimancerLayer Layer { get { return this; } }
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/// <summary>The <see cref="AnimancerNode.Root"/> receives the output of the <see cref="Playable"/>.</summary>
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public override IPlayableWrapper Parent { get { return Root; } }
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/// <summary>Indicates whether child playables should stay connected to this mixer at all times.</summary>
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public override bool KeepChildrenConnected { get { return Root.KeepChildrenConnected; } }
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/************************************************************************************************************************/
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/// <summary>All of the animation states connected to this layer.</summary>
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private readonly List<AnimancerState> States = new List<AnimancerState>();
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/************************************************************************************************************************/
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private AnimancerState _CurrentState;
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/// <summary>
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/// The state of the animation currently being played.
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/// <para></para>
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/// Specifically, this is the state that was most recently started using any of the Play or CrossFade methods
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/// on this layer. States controlled individually via methods in the <see cref="AnimancerState"/> itself will
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/// not register in this property.
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/// <para></para>
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/// Each time this property changes, the <see cref="CommandCount"/> is incremented.
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/// </summary>
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public AnimancerState CurrentState
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{
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get { return _CurrentState; }
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private set
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{
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_CurrentState = value;
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CommandCount++;
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}
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}
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/// <summary>
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/// The number of times the <see cref="CurrentState"/> has changed. By storing this value and later comparing
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/// the stored value to the current value, you can determine whether the state has been changed since then,
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/// even it has changed back to the same state.
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/// </summary>
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public int CommandCount { get; private set; }
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/************************************************************************************************************************/
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/// <summary>[Pro-Only]
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/// Determines whether this layer is set to additive blending. Otherwise it will override any earlier layers.
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/// </summary>
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public bool IsAdditive
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{
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get { return Root.Layers.IsAdditive(Index); }
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set { Root.Layers.SetAdditive(Index, value); }
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}
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/************************************************************************************************************************/
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/// <summary>[Pro-Only]
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/// Sets an <see cref="AvatarMask"/> to determine which bones this layer will affect.
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/// </summary>
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public void SetMask(AvatarMask mask)
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{
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Root.Layers.SetMask(Index, mask);
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}
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#if UNITY_EDITOR
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/// <summary>[Editor-Only]
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/// The <see cref="AvatarMask"/> that determines which bones this layer will affect.
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/// </summary>
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internal AvatarMask _Mask;
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#endif
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/************************************************************************************************************************/
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/// <summary>
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/// The average velocity of the root motion of all currently playing animations, taking their current
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/// <see cref="AnimancerNode.Weight"/> into account.
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/// </summary>
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public Vector3 AverageVelocity
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{
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get
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{
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var velocity = default(Vector3);
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var count = States.Count;
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for (int i = 0; i < count; i++)
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{
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var state = States[i];
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velocity += state.AverageVelocity * state.Weight;
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}
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return velocity;
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Child States
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/************************************************************************************************************************/
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/// <summary>The number of states using this layer as their <see cref="AnimancerState.Parent"/>.</summary>
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public override int ChildCount { get { return States.Count; } }
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/// <summary>Returns the state connected to the specified `index` as a child of this layer.</summary>
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/// <remarks>This method is identical to <see cref="this[int]"/>.</remarks>
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public override AnimancerState GetChild(int index)
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{
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return States[index];
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}
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/// <summary>Returns the state connected to the specified `index` as a child of this layer.</summary>
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/// <remarks>This indexer is identical to <see cref="GetChild(int)"/>.</remarks>
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public AnimancerState this[int index]
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{
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get { return States[index]; }
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Adds a new port and uses <see cref="AnimancerState.SetParent"/> to connect the `state` to it.
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/// </summary>
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public void AddChild(AnimancerState state)
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{
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if (state.Parent == this)
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return;
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var index = States.Count;
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States.Add(null);
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_Playable.SetInputCount(index + 1);
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state.SetParent(this, index);
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}
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/************************************************************************************************************************/
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/// <summary>Connects the `state` to this layer at its <see cref="AnimancerNode.Index"/>.</summary>
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protected internal override void OnAddChild(AnimancerState state)
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{
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OnAddChild(States, state);
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}
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/************************************************************************************************************************/
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/// <summary>Disconnects the `state` from this layer at its <see cref="AnimancerNode.Index"/>.</summary>
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protected internal override void OnRemoveChild(AnimancerState state)
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{
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var index = state.Index;
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Validate.RemoveChild(state, States);
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if (_Playable.GetInput(index).IsValid())
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Root._Graph.Disconnect(_Playable, index);
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// Swap the last state into the place of the one that was just removed.
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var lastPort = States.Count - 1;
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if (index < lastPort)
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{
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state = States[lastPort];
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state.DisconnectFromGraph();
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States[index] = state;
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state.Index = index;
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if (KeepChildrenConnected || state.Weight != 0)
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state.ConnectToGraph();
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}
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States.RemoveAt(lastPort);
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_Playable.SetInputCount(lastPort);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Returns an enumerator that will iterate through all states connected directly to this layer (not inside
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/// <see cref="MixerState"/>s).
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/// </summary>
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public override IEnumerator<AnimancerState> GetEnumerator() { return States.GetEnumerator(); }
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Create State
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/************************************************************************************************************************/
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/// <summary>
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/// Creates and returns a new <see cref="ClipState"/> to play the `clip`.
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/// <para></para>
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/// This method uses <see cref="AnimancerPlayable.GetKey"/> to determine the <see cref="AnimancerState.Key"/>.
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/// </summary>
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public ClipState CreateState(AnimationClip clip)
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{
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return CreateState(Root.GetKey(clip), clip);
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}
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/// <summary>
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/// Creates and returns a new <see cref="ClipState"/> to play the `clip` and registers it with the `key`.
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/// </summary>
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public ClipState CreateState(object key, AnimationClip clip)
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{
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var state = new ClipState(this, clip);
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Root.States.Register(key, state);
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return state;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
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/// <para></para>
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/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
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/// </summary>
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public void CreateIfNew(AnimationClip clip0, AnimationClip clip1)
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{
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GetOrCreateState(clip0);
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GetOrCreateState(clip1);
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}
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/// <summary>
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/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
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/// <para></para>
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/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
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/// </summary>
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public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2)
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{
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GetOrCreateState(clip0);
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GetOrCreateState(clip1);
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GetOrCreateState(clip2);
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}
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/// <summary>
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/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
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/// <para></para>
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/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
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/// </summary>
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public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, AnimationClip clip3)
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{
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GetOrCreateState(clip0);
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GetOrCreateState(clip1);
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GetOrCreateState(clip2);
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GetOrCreateState(clip3);
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}
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/// <summary>
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/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
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/// <para></para>
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/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
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/// </summary>
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public void CreateIfNew(params AnimationClip[] clips)
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{
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if (clips == null)
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return;
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var count = clips.Length;
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for (int i = 0; i < count; i++)
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{
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var clip = clips[i];
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if (clip != null)
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GetOrCreateState(clip);
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Calls <see cref="AnimancerPlayable.GetKey"/> and returns the state which registered with that key or
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/// creates one if it doesn't exist.
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/// <para></para>
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/// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip`
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/// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while
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/// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to
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/// performance to use with caution.
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/// </summary>
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/// <exception cref="ArgumentException"/>
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public AnimancerState GetOrCreateState(AnimationClip clip, bool allowSetClip = false)
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{
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return GetOrCreateState(Root.GetKey(clip), clip, allowSetClip);
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}
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/// <summary>
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/// Returns the state registered with the <see cref="IHasKey.Key"/> if there is one. Otherwise
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/// this method uses <see cref="ITransition.CreateState"/> to create a new one and registers it with
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/// that key before returning it.
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/// </summary>
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public AnimancerState GetOrCreateState(ITransition transition)
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{
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var key = transition.Key;
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AnimancerState state;
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if (!Root.States.TryGet(key, out state))
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{
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state = transition.CreateState(this);
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Root.States.Register(key, state);
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}
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return state;
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}
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/// <summary>
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/// Returns the state which registered with the `key` or creates one if it doesn't exist.
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/// <para></para>
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/// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip`
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/// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while
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/// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to
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/// performance to use with caution.
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/// <seealso cref="AnimancerState"/>
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/// </summary>
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/// <exception cref="ArgumentException"/>
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/// <exception cref="ArgumentNullException">Thrown if the `key` is null.</exception>
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/// <remarks>
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/// See also: <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(object, AnimationClip, bool)"/>.
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/// </remarks>
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public AnimancerState GetOrCreateState(object key, AnimationClip clip, bool allowSetClip = false)
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{
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if (key == null)
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throw new ArgumentNullException("key");
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AnimancerState state;
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if (Root.States.TryGet(key, out state))
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{
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// If a state exists with the 'key' but has the wrong clip, either change it or complain.
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if (!ReferenceEquals(state.Clip, clip))
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{
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if (allowSetClip)
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{
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state.Clip = clip;
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}
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else
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{
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throw new ArgumentException(string.Concat(
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"A state already exists using the specified 'key', but has a different AnimationClip:",
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"\n - Key: ", key.ToString(),
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"\n - Existing Clip: ", state.Clip.ToString(),
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"\n - New Clip: ", clip.ToString()));
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}
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}
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// Otherwise make sure it is on the correct layer.
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else
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{
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AddChild(state);
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}
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}
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else
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{
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state = CreateState(key, clip);
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}
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return state;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Destroys all states connected to this layer. This operation cannot be undone.
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/// </summary>
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public void DestroyStates()
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{
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var count = States.Count;
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while (--count >= 0)
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{
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States[count].Destroy();
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}
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States.Clear();
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Play Management
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/************************************************************************************************************************/
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// Starting
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/************************************************************************************************************************/
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/// <summary>
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/// Called by <see cref="AnimancerNode.StartFade"/> (when this layer starts fading, not when one of its states
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/// starts fading). Clears the <see cref="AnimancerState.Events"/> of all states.
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/// </summary>
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protected internal override void OnStartFade()
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{
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var count = States.Count;
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for (int i = 0; i < count; i++)
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{
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States[i].OnStartFade();
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Stops all other animations, plays the `clip`, and returns its state.
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/// <para></para>
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/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
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/// To restart it from the beginning you can use <c>...Play(clip).Time = 0;</c>.
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/// </summary>
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public AnimancerState Play(AnimationClip clip)
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{
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return Play(GetOrCreateState(clip));
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}
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/// <summary>
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/// Stops all other animations, plays the `state`, and returns it.
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/// <para></para>
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/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
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/// If you wish to force it back to the start, you can simply set the `state`s time to 0.
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/// </summary>
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public AnimancerState Play(AnimancerState state)
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{
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Validate.Root(state, Root);
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if (TargetWeight != 1)
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Weight = 1;
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AddChild(state);
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CurrentState = state;
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||
|
state.Play();
|
||
|
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var otherState = States[i];
|
||
|
if (otherState != state)
|
||
|
otherState.Stop();
|
||
|
}
|
||
|
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Creates a state for the `transition` if it didn't already exist, then calls
|
||
|
/// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
|
||
|
/// depending on the <see cref="ITransition.FadeDuration"/>.
|
||
|
/// </summary>
|
||
|
public AnimancerState Play(ITransition transition)
|
||
|
{
|
||
|
return Play(transition, transition.FadeDuration, transition.FadeMode);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Stops all other animations, plays the animation registered with the `key`, and returns that
|
||
|
/// state. If no state is registered with the `key`, this method does nothing and returns null.
|
||
|
/// <para></para>
|
||
|
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
|
||
|
/// If you wish to force it back to the start, you can simply set the returned state's time to 0.
|
||
|
/// on the returned state.
|
||
|
/// </summary>
|
||
|
public AnimancerState Play(object key)
|
||
|
{
|
||
|
AnimancerState state;
|
||
|
if (Root.States.TryGet(key, out state))
|
||
|
return Play(state);
|
||
|
else
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Starts fading in the `clip` over the course of the `fadeDuration` while fading out all others in the same
|
||
|
/// layer. Returns its state.
|
||
|
/// <para></para>
|
||
|
/// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||
|
/// method will allow it to complete the existing fade rather than starting a slower one.
|
||
|
/// <para></para>
|
||
|
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||
|
/// and simply <see cref="AnimancerState.Play"/> the `state`.
|
||
|
/// <para></para>
|
||
|
/// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build.
|
||
|
/// </summary>
|
||
|
public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed)
|
||
|
{
|
||
|
return Play(Root.States.GetOrCreate(clip), fadeDuration, mode);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Starts fading in the `state` over the course of the `fadeDuration` while fading out all others in this
|
||
|
/// layer. Returns the `state`.
|
||
|
/// <para></para>
|
||
|
/// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||
|
/// method will allow it to complete the existing fade rather than starting a slower one.
|
||
|
/// <para></para>
|
||
|
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||
|
/// and simply <see cref="AnimancerState.Play"/> the `state`.
|
||
|
/// <para></para>
|
||
|
/// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build.
|
||
|
/// </summary>
|
||
|
public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed)
|
||
|
{
|
||
|
Validate.Root(state, Root);
|
||
|
|
||
|
if (fadeDuration <= 0 ||// With no fade duration, Play immediately.
|
||
|
(Index == 0 && Weight == 0))// First animation on Layer 0 snap Weight to 1.
|
||
|
return Play(state);
|
||
|
|
||
|
bool isFixedDuration;
|
||
|
EvaluateFadeMode(mode, ref state, ref fadeDuration, out isFixedDuration);
|
||
|
|
||
|
StartFade(1, fadeDuration);
|
||
|
if (Weight == 0)
|
||
|
return Play(state);
|
||
|
|
||
|
AddChild(state);
|
||
|
|
||
|
CurrentState = state;
|
||
|
|
||
|
// If the state is already playing or will finish fading in faster than this new fade,
|
||
|
// continue the existing fade but still pretend it was restarted.
|
||
|
if (state.IsPlaying && state.TargetWeight == 1 &&
|
||
|
(state.Weight == 1 || state.FadeSpeed * fadeDuration > Math.Abs(1 - state.Weight)))
|
||
|
{
|
||
|
OnStartFade();
|
||
|
}
|
||
|
// Otherwise fade in the target state and fade out all others.
|
||
|
else
|
||
|
{
|
||
|
state.IsPlaying = true;
|
||
|
state.StartFade(1, fadeDuration);
|
||
|
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var otherState = States[i];
|
||
|
if (otherState != state)
|
||
|
otherState.StartFade(0, fadeDuration);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Creates a state for the `transition` if it didn't already exist, then calls
|
||
|
/// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
|
||
|
/// depending on the <see cref="ITransition.FadeDuration"/>.
|
||
|
/// </summary>
|
||
|
public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed)
|
||
|
{
|
||
|
var state = Root.States.GetOrCreate(transition);
|
||
|
state = Play(state, fadeDuration, mode);
|
||
|
transition.Apply(state);
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Starts fading in the animation registered with the `key` over the course of the `fadeDuration` while fading
|
||
|
/// out all others in the same layer. Returns the animation's state (or null if none was registered).
|
||
|
/// <para></para>
|
||
|
/// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
||
|
/// method will allow it to complete the existing fade rather than starting a slower one.
|
||
|
/// <para></para>
|
||
|
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
|
||
|
/// and simply <see cref="AnimancerState.Play"/> the `state`.
|
||
|
/// <para></para>
|
||
|
/// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build.
|
||
|
/// </summary>
|
||
|
public AnimancerState Play(object key, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed)
|
||
|
{
|
||
|
AnimancerState state;
|
||
|
if (Root.States.TryGet(key, out state))
|
||
|
return Play(state, fadeDuration, mode);
|
||
|
else
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Manipulates the other parameters according to the `mode`.
|
||
|
/// </summary>
|
||
|
private void EvaluateFadeMode(FadeMode mode, ref AnimancerState state, ref float fadeDuration, out bool isFixedDuration)
|
||
|
{
|
||
|
switch (mode)
|
||
|
{
|
||
|
case FadeMode.FixedSpeed:
|
||
|
fadeDuration *= Mathf.Abs(1 - state.Weight);
|
||
|
isFixedDuration = false;
|
||
|
break;
|
||
|
|
||
|
case FadeMode.FixedDuration:
|
||
|
isFixedDuration = true;
|
||
|
break;
|
||
|
|
||
|
case FadeMode.FromStart:
|
||
|
{
|
||
|
var previousState = state;
|
||
|
state = GetOrCreateWeightlessState(state);
|
||
|
if (previousState != state)
|
||
|
{
|
||
|
var previousLayer = previousState.Layer;
|
||
|
if (previousLayer != this && previousLayer.CurrentState == previousState)
|
||
|
previousLayer.StartFade(0, fadeDuration);
|
||
|
}
|
||
|
isFixedDuration = false;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case FadeMode.NormalizedSpeed:
|
||
|
fadeDuration *= Mathf.Abs(1 - state.Weight) * state.Length;
|
||
|
isFixedDuration = false;
|
||
|
break;
|
||
|
|
||
|
case FadeMode.NormalizedDuration:
|
||
|
fadeDuration *= state.Length;
|
||
|
isFixedDuration = true;
|
||
|
break;
|
||
|
|
||
|
case FadeMode.NormalizedFromStart:
|
||
|
{
|
||
|
var previousState = state;
|
||
|
state = GetOrCreateWeightlessState(state);
|
||
|
fadeDuration *= state.Length;
|
||
|
if (previousState != state)
|
||
|
{
|
||
|
var previousLayer = previousState.Layer;
|
||
|
if (previousLayer != this && previousLayer.CurrentState == previousState)
|
||
|
previousLayer.StartFade(0, fadeDuration);
|
||
|
}
|
||
|
isFixedDuration = false;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
throw new ArgumentException("Invalid FadeMode: " + mode, "mode");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
/// <summary>[Editor-Only]
|
||
|
/// The maximum number of duplicate states that can be created by <see cref="GetOrCreateWeightlessState"/> for
|
||
|
/// a single clip before it will start giving usage warnings. Default = 5.
|
||
|
/// </summary>
|
||
|
public static int maxStateDepth = 5;
|
||
|
#endif
|
||
|
|
||
|
/// <summary>
|
||
|
/// If the `state` is not currently at 0 <see cref="AnimancerNode.Weight"/>, this method finds a copy of it
|
||
|
/// which is at 0 or creates a new one.
|
||
|
/// </summary>
|
||
|
/// <exception cref="InvalidOperationException">Thrown if the <see cref="AnimancerState.Clip"/> is null.</exception>
|
||
|
/// <exception cref="ArgumentOutOfRangeException">
|
||
|
/// Thrown if more states have been created for this <see cref="AnimancerState.Clip"/> than the
|
||
|
/// <see cref="maxStateDepth"/> allows.
|
||
|
/// </exception>
|
||
|
public AnimancerState GetOrCreateWeightlessState(AnimancerState state)
|
||
|
{
|
||
|
if (state.Weight != 0)
|
||
|
{
|
||
|
var clip = state.Clip;
|
||
|
if (clip == null)
|
||
|
{
|
||
|
throw new InvalidOperationException(
|
||
|
"GetOrCreateWeightlessState was called on a state which has no clip: " + state);
|
||
|
|
||
|
// We could probably support any state type by giving them a Clone method, but that would take a
|
||
|
// lot of work for something that might never get used.
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Get the default state registered with the clip.
|
||
|
if (state.Key as Object != clip)
|
||
|
state = Root.States.GetOrCreate(clip, clip);
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
int depth = 0;
|
||
|
#endif
|
||
|
|
||
|
// If that state is not at 0 weight, get or create another state registered using the previous state as a key.
|
||
|
// Keep going through states in this manner until you find one at 0 weight.
|
||
|
while (state.Weight != 0)
|
||
|
{
|
||
|
// Explicitly cast the state to an object to avoid the overload that warns about using a state as a key.
|
||
|
state = Root.States.GetOrCreate((object)state, clip);
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
if (++depth == maxStateDepth)
|
||
|
{
|
||
|
throw new ArgumentOutOfRangeException("depth", "GetOrCreateWeightlessState has created " +
|
||
|
maxStateDepth + " or more states for a single clip." +
|
||
|
" This is most likely a result of calling the method repeatedly on consecutive frames." +
|
||
|
" You probably just want to use FadeMode.FixedSpeed instead, but you can increase" +
|
||
|
" AnimancerLayer.maxStateDepth if necessary.");
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Make sure it is on this layer and at time 0.
|
||
|
AddChild(state);
|
||
|
state.Time = 0;
|
||
|
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
// Stopping
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets <see cref="AnimancerNode.Weight"/> = 0 and calls <see cref="AnimancerState.Stop"/> on all animations
|
||
|
/// to stop them from playing and rewind them to the start.
|
||
|
/// </summary>
|
||
|
public override void Stop()
|
||
|
{
|
||
|
base.Stop();
|
||
|
|
||
|
CurrentState = null;
|
||
|
|
||
|
var count = States.Count;
|
||
|
while (--count >= 0)
|
||
|
{
|
||
|
States[count].Stop();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
// Checking
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the `clip` is currently being played by at least one state.
|
||
|
/// </summary>
|
||
|
public bool IsPlayingClip(AnimationClip clip)
|
||
|
{
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var state = States[i];
|
||
|
if (state.Clip == clip && state.IsPlaying)
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if at least one animation is being played.
|
||
|
/// </summary>
|
||
|
public bool IsAnyStatePlaying()
|
||
|
{
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
if (States[i].IsPlaying)
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the <see cref="CurrentState"/> is playing and hasn't yet reached its end.
|
||
|
/// <para></para>
|
||
|
/// This method is called by <see cref="IEnumerator.MoveNext"/> so this object can be used as a custom yield
|
||
|
/// instruction to wait until it finishes.
|
||
|
/// </summary>
|
||
|
protected internal override bool IsPlayingAndNotEnding()
|
||
|
{
|
||
|
return _CurrentState != null && _CurrentState.IsPlayingAndNotEnding();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calculates the total <see cref="AnimancerNode.Weight"/> of all states in this layer.
|
||
|
/// </summary>
|
||
|
public float GetTotalWeight()
|
||
|
{
|
||
|
float weight = 0;
|
||
|
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
weight += States[i].Weight;
|
||
|
}
|
||
|
|
||
|
return weight;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Invokes the <see cref="AnimancerEvent.Sequence.OnEnd"/> callback of the state that is playing the animation
|
||
|
/// which triggered the event. Returns true if such a state exists (even if it doesn't have a callback).
|
||
|
/// </summary>
|
||
|
internal bool TryInvokeOnEndEvent(AnimationEvent animationEvent)
|
||
|
{
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
if (AnimancerPlayable.TryInvokeOnEndEvent(animationEvent, States[i]))
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#region Inverse Kinematics
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Determines the default value of <see cref="AnimancerState.ApplyAnimatorIK"/> for all new states created in
|
||
|
/// this layer. Default false.
|
||
|
/// <para></para>
|
||
|
/// It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions
|
||
|
/// of the Playables API caused this value to only take effect while at least one state was at
|
||
|
/// <see cref="AnimancerNode.Weight"/> = 1 which meant that IK would not work while fading between animations.
|
||
|
/// </summary>
|
||
|
public bool DefaultApplyAnimatorIK { get; set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Determines whether <c>OnAnimatorIK(int layerIndex)</c> will be called on the animated object for any
|
||
|
/// <see cref="States"/>. The initial value is determined by <see cref="DefaultApplyAnimatorIK"/> when a new
|
||
|
/// state is created and setting this value will also set the default.
|
||
|
/// <para></para>
|
||
|
/// This is equivalent to the "IK Pass" toggle in Animator Controller layers, except that due to limitations in
|
||
|
/// the Playables API the <c>layerIndex</c> will always be zero.
|
||
|
/// <para></para>
|
||
|
/// It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions
|
||
|
/// of the Playables API caused this value to only take effect while at least one state was at
|
||
|
/// <see cref="AnimancerNode.Weight"/> = 1 which meant that IK would not work while fading between animations.
|
||
|
/// </summary>
|
||
|
public bool ApplyAnimatorIK
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
if (States[i].ApplyAnimatorIK)
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
set
|
||
|
{
|
||
|
DefaultApplyAnimatorIK = value;
|
||
|
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
States[i].ApplyAnimatorIK = value;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Determines the default value of <see cref="AnimancerState.ApplyFootIK"/> for all new states created in this
|
||
|
/// layer. Default false.
|
||
|
/// </summary>
|
||
|
public bool DefaultApplyFootIK { get; set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Determines whether any of the <see cref="States"/> in this layer are applying IK to the character's feet.
|
||
|
/// The initial value is determined by <see cref="DefaultApplyFootIK"/> when a new state is created.
|
||
|
/// <para></para>
|
||
|
/// This is equivalent to the "Foot IK" toggle in Animator Controller states (applied to the whole layer).
|
||
|
/// </summary>
|
||
|
public bool ApplyFootIK
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
if (States[i].ApplyFootIK)
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
set
|
||
|
{
|
||
|
DefaultApplyFootIK = value;
|
||
|
|
||
|
var count = States.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
States[i].ApplyFootIK = value;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#region Inspector
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[<see cref="IAnimationClipCollection"/>]
|
||
|
/// Gathers all the animations in this layer.
|
||
|
/// </summary>
|
||
|
public void GatherAnimationClips(ICollection<AnimationClip> clips)
|
||
|
{
|
||
|
clips.GatherFromSources(States);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
/// <summary>[Editor-Only] The Inspector display name of this layer.</summary>
|
||
|
private string _Name;
|
||
|
#endif
|
||
|
|
||
|
/// <summary>The Inspector display name of this layer.</summary>
|
||
|
public override string ToString()
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (_Name == null)
|
||
|
{
|
||
|
if (_Mask != null)
|
||
|
return _Mask.name;
|
||
|
|
||
|
_Name = Index == 0 ? "Base Layer" : "Layer " + Index;
|
||
|
}
|
||
|
|
||
|
return _Name;
|
||
|
#else
|
||
|
return "Layer " + Index;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>[Editor-Conditional]
|
||
|
/// Sets the Inspector display name of this layer. Note that layer names are Editor-Only so any calls to this
|
||
|
/// method will automatically be compiled out of a runtime build.
|
||
|
/// </summary>
|
||
|
[System.Diagnostics.Conditional(Strings.EditorOnly)]
|
||
|
public void SetName(string name)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
_Name = name;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called by <see cref="AnimancerNode.AppendDescription"/> to append the details of this node.
|
||
|
/// </summary>
|
||
|
protected override void AppendDetails(StringBuilder text, string delimiter)
|
||
|
{
|
||
|
base.AppendDetails(text, delimiter);
|
||
|
|
||
|
text.Append(delimiter).Append("CurrentState: ").Append(CurrentState);
|
||
|
text.Append(delimiter).Append("CommandCount: ").Append(CommandCount);
|
||
|
text.Append(delimiter).Append("IsAdditive: ").Append(IsAdditive);
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
text.Append(delimiter).Append("AvatarMask: ").Append(_Mask);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|
||
|
|