You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
672 lines
27 KiB
C#
672 lines
27 KiB
C#
2 months ago
|
// Animancer // Copyright 2020 Kybernetik //
|
||
|
|
||
|
using System;
|
||
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using System.Text;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Playables;
|
||
|
|
||
|
namespace Animancer
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Base class for <see cref="Playable"/> wrapper objects in <see cref="Animancer"/>.
|
||
|
/// </summary>
|
||
|
public abstract class AnimancerNode : Key, IEnumerable<AnimancerState>, IEnumerator, IPlayableWrapper
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
#region Graph
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// The internal struct this state manages in the <see cref="PlayableGraph"/>.
|
||
|
/// <para></para>
|
||
|
/// Should be set in the child class constructor. Failure to do so will throw the following exception
|
||
|
/// throughout the system when using this node: "<see cref="ArgumentException"/>: The playable passed as an
|
||
|
/// argument is invalid. To create a valid playable, please use the appropriate Create method".
|
||
|
/// </summary>
|
||
|
protected internal Playable _Playable;
|
||
|
|
||
|
/// <summary>[Internal] The <see cref="Playable"/> managed by this object.</summary>
|
||
|
Playable IPlayableWrapper.Playable { get { return _Playable; } }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>The <see cref="AnimancerPlayable"/> at the root of the graph.</summary>
|
||
|
public readonly AnimancerPlayable Root;
|
||
|
|
||
|
/// <summary>The root <see cref="AnimancerLayer"/> which this node is connected to.</summary>
|
||
|
public abstract AnimancerLayer Layer { get; }
|
||
|
|
||
|
/// <summary>The object which receives the output of this node.</summary>
|
||
|
public abstract IPlayableWrapper Parent { get; }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// The index of the port this node is connected to on the parent's <see cref="Playable"/>.
|
||
|
/// <para></para>
|
||
|
/// A negative value indicates that it is not assigned to a port.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Indices are generally assigned starting from 0, ascending in the order they are connected to their layer.
|
||
|
/// They won't usually change unless the <see cref="Parent"/> changes or another state on the same layer is
|
||
|
/// destroyed so the last state is swapped into its place to avoid shuffling everything down to cover the gap.
|
||
|
/// <para></para>
|
||
|
/// The setter is internal so user defined states can't set it incorrectly. Ideally,
|
||
|
/// <see cref="AnimancerLayer"/> should be able to set the port in its constructor and
|
||
|
/// <see cref="AnimancerState.SetParent"/> should also be able to set it, but classes that further inherit from
|
||
|
/// there should not be able to change it without properly calling that method.
|
||
|
/// </remarks>
|
||
|
public int Index { get; internal set; }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Constructs a new <see cref="AnimancerNode"/>.</summary>
|
||
|
protected AnimancerNode(AnimancerPlayable root)
|
||
|
{
|
||
|
|
||
|
if (root == null)
|
||
|
throw new ArgumentNullException("root");
|
||
|
|
||
|
Index = -1;
|
||
|
Root = root;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>The number of states using this node as their <see cref="AnimancerState.Parent"/>.</summary>
|
||
|
public virtual int ChildCount { get { return 0; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the state connected to the specified `index` as a child of this node.
|
||
|
/// </summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if this node can't have children.</exception>
|
||
|
public virtual AnimancerState GetChild(int index)
|
||
|
{
|
||
|
throw new NotSupportedException();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called when a child is connected with this node as its <see cref="AnimancerState.Parent"/>.
|
||
|
/// </summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if this node can't have children.</exception>
|
||
|
protected internal virtual void OnAddChild(AnimancerState state)
|
||
|
{
|
||
|
throw new NotSupportedException();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called when a child's <see cref="AnimancerState.Parent"/> is changed from this node to something else.
|
||
|
/// </summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if this node can't have children.</exception>
|
||
|
protected internal virtual void OnRemoveChild(AnimancerState state)
|
||
|
{
|
||
|
throw new NotSupportedException();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Connects the `state` to the `mixer` at its <see cref="Index"/>.</summary>
|
||
|
/// <exception cref="InvalidOperationException">Thrown if the <see cref="Index"/> was already occupied.</exception>
|
||
|
protected void OnAddChild(IList<AnimancerState> states, AnimancerState state)
|
||
|
{
|
||
|
var index = state.Index;
|
||
|
|
||
|
if (states[index] != null)
|
||
|
{
|
||
|
state.ClearParent();
|
||
|
throw new InvalidOperationException(
|
||
|
"Tried to add a state to an already occupied port on " + this + ":" +
|
||
|
"\n Port: " + index +
|
||
|
"\n Old State: " + states[index] +
|
||
|
"\n New State: " + state);
|
||
|
}
|
||
|
|
||
|
states[index] = state;
|
||
|
|
||
|
if (KeepChildrenConnected)
|
||
|
{
|
||
|
state.ConnectToGraph();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
state.SetWeightDirty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[Internal]
|
||
|
/// Called by <see cref="AnimancerState.Destroy"/> for any states connected to this mixer.
|
||
|
/// Adds the `state`s port to a list of spares to be reused by another state and notifies the root
|
||
|
/// <see cref="AnimancerPlayable"/>.
|
||
|
/// </summary>
|
||
|
protected internal virtual void OnChildDestroyed(AnimancerState state) { }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Connects the <see cref="_Playable"/> to the <see cref="Parent"/>.
|
||
|
/// </summary>
|
||
|
public void ConnectToGraph()
|
||
|
{
|
||
|
var parent = Parent;
|
||
|
if (parent == null)
|
||
|
return;
|
||
|
|
||
|
Root._Graph.Connect(_Playable, 0, parent.Playable, Index);
|
||
|
if (_IsWeightDirty)
|
||
|
Root.RequireUpdate(this);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Disconnects the <see cref="_Playable"/> from the <see cref="Parent"/>.
|
||
|
/// </summary>
|
||
|
public void DisconnectFromGraph()
|
||
|
{
|
||
|
var parent = Parent;
|
||
|
if (parent == null)
|
||
|
return;
|
||
|
|
||
|
var parentMixer = parent.Playable;
|
||
|
if (parentMixer.GetInput(Index).IsValid())
|
||
|
Root._Graph.Disconnect(parentMixer, Index);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Indicates whether child playables should stay connected to this mixer at all times (default false).
|
||
|
/// </summary>
|
||
|
public virtual bool KeepChildrenConnected { get { return false; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Ensures that all children of this node are connected to the <see cref="_Playable"/>.
|
||
|
/// </summary>
|
||
|
internal void ConnectAllChildrenToGraph()
|
||
|
{
|
||
|
if (!Parent.Playable.GetInput(Index).IsValid())
|
||
|
ConnectToGraph();
|
||
|
|
||
|
var count = ChildCount;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
GetChild(i).ConnectAllChildrenToGraph();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Ensures that all children of this node which have zero weight are disconnected from the
|
||
|
/// <see cref="_Playable"/>.
|
||
|
/// </summary>
|
||
|
internal void DisconnectWeightlessChildrenFromGraph()
|
||
|
{
|
||
|
if (Weight == 0)
|
||
|
DisconnectFromGraph();
|
||
|
|
||
|
var count = ChildCount;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
GetChild(i).DisconnectWeightlessChildrenFromGraph();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Indicates whether the <see cref="_Playable"/> is usable (properly initialised and not destroyed).
|
||
|
/// </summary>
|
||
|
public bool IsValid { get { return _Playable.IsValid(); } }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
// IEnumerable for 'foreach' statements.
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Gets an enumerator for all of this node's child states.</summary>
|
||
|
public virtual IEnumerator<AnimancerState> GetEnumerator()
|
||
|
{
|
||
|
yield break;
|
||
|
}
|
||
|
|
||
|
IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
// IEnumerator for yielding in a coroutine to wait until animations have stopped.
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the animation 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 abstract bool IsPlayingAndNotEnding();
|
||
|
|
||
|
/// <summary>Calls <see cref="IsPlayingAndNotEnding"/>.</summary>
|
||
|
bool IEnumerator.MoveNext() { return IsPlayingAndNotEnding(); }
|
||
|
|
||
|
/// <summary>Returns null.</summary>
|
||
|
object IEnumerator.Current { get { return null; } }
|
||
|
|
||
|
/// <summary>Does nothing.</summary>
|
||
|
void IEnumerator.Reset() { }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#region Weight
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>The current blend weight of this node. Accessed via <see cref="Weight"/>.</summary>
|
||
|
private float _Weight;
|
||
|
|
||
|
/// <summary>Indicates whether the weight has changed and should be applied to the parent mixer.</summary>
|
||
|
private bool _IsWeightDirty = true;
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// The current blend weight of this node which determines how much it affects the final output. 0 has no
|
||
|
/// effect while 1 applies the full effect of this node and values inbetween apply a proportional effect.
|
||
|
/// <para></para>
|
||
|
/// Setting this property cancels any fade currently in progress. If you don't wish to do that, you can use
|
||
|
/// <see cref="SetWeight"/> instead.
|
||
|
/// <para></para>
|
||
|
/// Animancer Lite only allows this value to be set to 0 or 1 in a runtime build.
|
||
|
/// </summary>
|
||
|
///
|
||
|
/// <example>
|
||
|
/// Calling <see cref="AnimancerPlayable.Play(AnimationClip)"/> immediately sets the weight of all states to 0
|
||
|
/// and the new state to 1. Note that this is separate from other values like
|
||
|
/// <see cref="AnimancerState.IsPlaying"/> so a state can be paused at any point and still show its pose on the
|
||
|
/// character or it could be still playing at 0 weight if you want it to still trigger events (though states
|
||
|
/// are normally stopped when they reach 0 weight so you would need to explicitly set it to playing again).
|
||
|
/// <para></para>
|
||
|
/// Calling <see cref="AnimancerPlayable.Play(AnimationClip, float, FadeMode)"/> does not immediately change
|
||
|
/// the weights, but instead calls <see cref="StartFade"/> on every state to set their
|
||
|
/// <see cref="TargetWeight"/> and <see cref="FadeSpeed"/>. Then every update each state's weight will move
|
||
|
/// towards that target value at that speed.
|
||
|
/// </example>
|
||
|
public float Weight
|
||
|
{
|
||
|
get { return _Weight; }
|
||
|
set
|
||
|
{
|
||
|
SetWeight(value);
|
||
|
TargetWeight = value;
|
||
|
FadeSpeed = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the current blend weight of this node which determines how much it affects the final output.
|
||
|
/// 0 has no effect while 1 applies the full effect of this node.
|
||
|
/// <para></para>
|
||
|
/// This method allows any fade currently in progress to continue. If you don't wish to do that, you can set
|
||
|
/// the <see cref="Weight"/> property instead.
|
||
|
/// <para></para>
|
||
|
/// Animancer Lite only allows this value to be set to 0 or 1 in a runtime build.
|
||
|
/// </summary>
|
||
|
public void SetWeight(float value)
|
||
|
{
|
||
|
if (_Weight == value)
|
||
|
return;
|
||
|
|
||
|
Debug.Assert(!float.IsNaN(value), "Weight must not be NaN");
|
||
|
|
||
|
_Weight = value;
|
||
|
_IsWeightDirty = true;
|
||
|
Root.RequireUpdate(this);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Flags this node as having a dirty weight that needs to be applied next update.
|
||
|
/// </summary>
|
||
|
protected internal void SetWeightDirty()
|
||
|
{
|
||
|
_IsWeightDirty = true;
|
||
|
Root.RequireUpdate(this);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[Internal]
|
||
|
/// Applies the <see cref="Weight"/> to the connection between this node and its <see cref="Parent"/>.
|
||
|
/// </summary>
|
||
|
internal void ApplyWeight()
|
||
|
{
|
||
|
if (!_IsWeightDirty)
|
||
|
return;
|
||
|
|
||
|
_IsWeightDirty = false;
|
||
|
|
||
|
var parent = Parent;
|
||
|
if (parent == null)
|
||
|
return;
|
||
|
|
||
|
Playable parentMixer;
|
||
|
|
||
|
if (!parent.KeepChildrenConnected)
|
||
|
{
|
||
|
if (_Weight == 0)
|
||
|
{
|
||
|
DisconnectFromGraph();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
parentMixer = parent.Playable;
|
||
|
if (!parentMixer.GetInput(Index).IsValid())
|
||
|
ConnectToGraph();
|
||
|
}
|
||
|
else parentMixer = parent.Playable;
|
||
|
|
||
|
parentMixer.SetInputWeight(Index, _Weight);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#region Fading
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// The desired <see cref="Weight"/> which this node is fading towards according to the
|
||
|
/// <see cref="FadeSpeed"/>.
|
||
|
/// </summary>
|
||
|
public float TargetWeight { get; set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The speed at which this node is fading towards the <see cref="TargetWeight"/>.
|
||
|
/// </summary>
|
||
|
public float FadeSpeed { get; set; }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Calls <see cref="OnStartFade"/> and starts fading the <see cref="Weight"/> over the course
|
||
|
/// of the `fadeDuration` (in seconds).
|
||
|
/// <para></para>
|
||
|
/// If the `targetWeight` is 0 then <see cref="Stop"/> will be called when the fade is complete.
|
||
|
/// <para></para>
|
||
|
/// If the <see cref="Weight"/> is already equal to the `targetWeight` then the fade will end
|
||
|
/// immediately.
|
||
|
/// <para></para>
|
||
|
/// Animancer Lite only allows a `targetWeight` of 0 or 1 and the default `fadeDuration` in a runtime build.
|
||
|
/// </summary>
|
||
|
public void StartFade(float targetWeight, float fadeDuration = AnimancerPlayable.DefaultFadeDuration)
|
||
|
{
|
||
|
|
||
|
TargetWeight = targetWeight;
|
||
|
|
||
|
if (targetWeight == Weight)
|
||
|
{
|
||
|
if (targetWeight == 0)
|
||
|
{
|
||
|
Stop();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
FadeSpeed = 0;
|
||
|
OnStartFade();
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Duration 0 = Instant.
|
||
|
if (fadeDuration <= 0)
|
||
|
{
|
||
|
FadeSpeed = float.PositiveInfinity;
|
||
|
}
|
||
|
else// Otherwise determine how fast we need to go to cover the distance in the specified time.
|
||
|
{
|
||
|
FadeSpeed = Math.Abs(Weight - targetWeight) / fadeDuration;
|
||
|
}
|
||
|
|
||
|
OnStartFade();
|
||
|
Root.RequireUpdate(this);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called by <see cref="StartFade"/>.
|
||
|
/// </summary>
|
||
|
protected internal abstract void OnStartFade();
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Stops the animation and makes it inactive immediately so it no longer affects the output.
|
||
|
/// Sets <see cref="Weight"/> = 0 by default.
|
||
|
/// </summary>
|
||
|
public virtual void Stop()
|
||
|
{
|
||
|
Weight = 0;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Moves the <see cref="Weight"/> towards the <see cref="TargetWeight"/> according to the
|
||
|
/// <see cref="FadeSpeed"/>.
|
||
|
/// </summary>
|
||
|
private void UpdateFade(out bool needsMoreUpdates)
|
||
|
{
|
||
|
var fadeSpeed = FadeSpeed;
|
||
|
if (fadeSpeed == 0)
|
||
|
{
|
||
|
needsMoreUpdates = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
_IsWeightDirty = true;
|
||
|
|
||
|
fadeSpeed *= ParentEffectiveSpeed * AnimancerPlayable.DeltaTime;
|
||
|
if (fadeSpeed < 0)
|
||
|
fadeSpeed = -fadeSpeed;
|
||
|
|
||
|
var target = TargetWeight;
|
||
|
var current = _Weight;
|
||
|
|
||
|
var delta = target - current;
|
||
|
if (delta > 0)
|
||
|
{
|
||
|
if (delta > fadeSpeed)
|
||
|
{
|
||
|
_Weight = current + fadeSpeed;
|
||
|
needsMoreUpdates = true;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (-delta > fadeSpeed)
|
||
|
{
|
||
|
_Weight = current - fadeSpeed;
|
||
|
needsMoreUpdates = true;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
_Weight = target;
|
||
|
needsMoreUpdates = false;
|
||
|
|
||
|
if (target == 0)
|
||
|
{
|
||
|
Stop();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
FadeSpeed = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Updates the <see cref="Weight"/> for fading, applies it to this state's port on the parent mixer, and plays
|
||
|
/// or pauses the <see cref="Playable"/> if its state is dirty.
|
||
|
/// <para></para>
|
||
|
/// If the <see cref="Parent"/>'s <see cref="KeepChildrenConnected"/> is set to false, this method will
|
||
|
/// also connect/disconnect this node from the <see cref="Parent"/> in the playable graph.
|
||
|
/// </summary>
|
||
|
protected internal virtual void Update(out bool needsMoreUpdates)
|
||
|
{
|
||
|
UpdateFade(out needsMoreUpdates);
|
||
|
|
||
|
ApplyWeight();
|
||
|
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#region Misc
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
/// <summary>[Editor-Only] [Internal] Indicates whether the Inspector details for this node are expanded.</summary>
|
||
|
internal bool _IsInspectorExpanded;
|
||
|
#endif
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private float _Speed = 1;
|
||
|
|
||
|
/// <summary>
|
||
|
/// How fast the <see cref="AnimancerState.Time"/> is advancing every frame.
|
||
|
/// <para></para>
|
||
|
/// 1 is the normal speed.
|
||
|
/// <para></para>
|
||
|
/// A negative value will play the animation backwards.
|
||
|
/// <para></para>
|
||
|
/// Animancer Lite does not allow this value to be changed in a runtime build.
|
||
|
/// </summary>
|
||
|
///
|
||
|
/// <example>
|
||
|
/// <code>
|
||
|
/// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
|
||
|
/// {
|
||
|
/// var state = animancer.Play(clip);
|
||
|
///
|
||
|
/// state.Speed = 1;// Normal speed.
|
||
|
/// state.Speed = 2;// Double speed.
|
||
|
/// state.Speed = 0.5f;// Half speed.
|
||
|
/// state.Speed = -1;// Normal speed playing backwards.
|
||
|
/// }
|
||
|
/// </code>
|
||
|
/// </example>
|
||
|
public float Speed
|
||
|
{
|
||
|
get { return _Speed; }
|
||
|
set
|
||
|
{
|
||
|
Debug.Assert(!float.IsNaN(value), "Speed must not be NaN");
|
||
|
_Speed = value;
|
||
|
_Playable.SetSpeed(value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// The <see cref="Speed"/> of each of this node's parents down the hierarchy, including the root
|
||
|
/// <see cref="AnimancerPlayable"/>.
|
||
|
/// </summary>
|
||
|
private float ParentEffectiveSpeed
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
var speed = Root.Speed;
|
||
|
|
||
|
var parent = Parent;
|
||
|
while (parent != null)
|
||
|
{
|
||
|
speed *= parent.Speed;
|
||
|
parent = parent.Parent;
|
||
|
}
|
||
|
|
||
|
return speed;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// The <see cref="Speed"/> of this node multiplied by the <see cref="Speed"/> of each of its parents down the
|
||
|
/// hierarchy (including the root <see cref="AnimancerPlayable"/>) to determine the actual speed its output is
|
||
|
/// being played at.
|
||
|
/// </summary>
|
||
|
public float EffectiveSpeed
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
return Speed * ParentEffectiveSpeed;
|
||
|
}
|
||
|
set
|
||
|
{
|
||
|
Speed = value / ParentEffectiveSpeed;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#region Descriptions
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Returns a detailed descrption of the current details of this node.</summary>
|
||
|
public string GetDescription(int maxChildDepth = 10, string delimiter = "\n")
|
||
|
{
|
||
|
var text = new StringBuilder();
|
||
|
AppendDescription(text, maxChildDepth, delimiter);
|
||
|
return text.ToString();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Appends a detailed descrption of the current details of this node.</summary>
|
||
|
public void AppendDescription(StringBuilder text, int maxChildDepth = 10, string delimiter = "\n")
|
||
|
{
|
||
|
if (text.Length > 0)
|
||
|
text.Append(delimiter);
|
||
|
|
||
|
text.Append(ToString());
|
||
|
|
||
|
delimiter += " ";
|
||
|
AppendDetails(text, delimiter);
|
||
|
|
||
|
if (maxChildDepth-- > 0 && ChildCount > 0)
|
||
|
{
|
||
|
text.Append(delimiter).Append("ChildCount: ").Append(ChildCount);
|
||
|
var indentedDelimiter = delimiter + " ";
|
||
|
|
||
|
foreach (var childState in this)
|
||
|
{
|
||
|
text.Append(delimiter).Append("[").Append(childState.Index).Append("] ");
|
||
|
childState.AppendDescription(text, maxChildDepth, indentedDelimiter);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called by <see cref="AppendDescription"/> to append the details of this node.
|
||
|
/// </summary>
|
||
|
protected virtual void AppendDetails(StringBuilder text, string delimiter)
|
||
|
{
|
||
|
text.Append(delimiter).Append("Index: ").Append(Index);
|
||
|
text.Append(delimiter).Append("Speed: ").Append(Speed);
|
||
|
text.Append(delimiter).Append("Weight: ").Append(Weight);
|
||
|
|
||
|
if (Weight != TargetWeight)
|
||
|
{
|
||
|
text.Append(delimiter).Append("TargetWeight: ").Append(TargetWeight);
|
||
|
text.Append(delimiter).Append("FadeSpeed: ").Append(FadeSpeed);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|
||
|
|