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.
187 lines
8.3 KiB
C#
187 lines
8.3 KiB
C#
3 months ago
|
// Animancer // Copyright 2020 Kybernetik //
|
||
|
|
||
|
using System;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Playables;
|
||
|
|
||
|
namespace Animancer
|
||
|
{
|
||
|
/// <summary>[Pro-Only]
|
||
|
/// A <see cref="ControllerState"/> which manages one float parameter.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// See also: <see cref="Float2ControllerState"/> and <see cref="Float3ControllerState"/>.
|
||
|
/// </remarks>
|
||
|
public sealed class Float1ControllerState : ControllerState
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private Parameter _Parameter;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The name of the parameter which <see cref="Parameter"/> will get and set.
|
||
|
/// This will be null if the <see cref="ParameterHash"/> was assigned directly.
|
||
|
/// </summary>
|
||
|
public string ParameterName
|
||
|
{
|
||
|
get { return _Parameter.Name; }
|
||
|
set
|
||
|
{
|
||
|
_Parameter.Name = value;
|
||
|
_Parameter.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// The name hash of the parameter which <see cref="Parameter"/> will get and set.
|
||
|
/// </summary>
|
||
|
public int ParameterHash
|
||
|
{
|
||
|
get { return _Parameter.Hash; }
|
||
|
set
|
||
|
{
|
||
|
_Parameter.Hash = value;
|
||
|
_Parameter.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets and sets a float parameter in the <see cref="ControllerState.Controller"/> using the
|
||
|
/// <see cref="ParameterHash"/> as the id.
|
||
|
/// </summary>
|
||
|
public new float Parameter
|
||
|
{
|
||
|
get { return Playable.GetFloat(_Parameter); }
|
||
|
set { Playable.SetFloat(_Parameter, value); }
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Constructs a new <see cref="Float1ControllerState"/> to play the `controller` without connecting
|
||
|
/// it to the <see cref="PlayableGraph"/>.
|
||
|
/// </summary>
|
||
|
private Float1ControllerState(AnimancerPlayable root, RuntimeAnimatorController controller, Parameter parameter,
|
||
|
bool resetStatesOnStop = true)
|
||
|
: base(root, controller, resetStatesOnStop)
|
||
|
{
|
||
|
_Parameter = parameter;
|
||
|
_Parameter.ValidateHasParameter(controller, AnimatorControllerParameterType.Float);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Constructs a new <see cref="Float1ControllerState"/> to play the `controller` and connects it to the
|
||
|
/// the `layer`.
|
||
|
/// </summary>
|
||
|
public Float1ControllerState(AnimancerLayer layer, RuntimeAnimatorController controller, Parameter parameter,
|
||
|
bool resetStatesOnStop = true)
|
||
|
: this(layer.Root, controller, parameter, resetStatesOnStop)
|
||
|
{
|
||
|
layer.AddChild(this);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Constructs a new <see cref="Float1ControllerState"/> to play the `controller` and connects
|
||
|
/// connects it to the `parent` at the specified `index`.
|
||
|
/// </summary>
|
||
|
public Float1ControllerState(AnimancerNode parent, int index, RuntimeAnimatorController controller, Parameter parameter,
|
||
|
bool resetStatesOnStop = true)
|
||
|
: this(parent.Root, controller, parameter, resetStatesOnStop)
|
||
|
{
|
||
|
SetParent(parent, index);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>The number of parameters being wrapped by this state.</summary>
|
||
|
public override int ParameterCount { get { return 1; } }
|
||
|
|
||
|
/// <summary>Returns the hash of a parameter being wrapped by this state.</summary>
|
||
|
public override int GetParameterHash(int index) { return ParameterHash; }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#region Transition
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// A serializable <see cref="ITransition"/> which can create a <see cref="Float1ControllerState"/>
|
||
|
/// when passed into <see cref="AnimancerPlayable.Play(ITransition)"/>.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Unfortunately the tool used to generate this documentation does not currently support nested types with
|
||
|
/// identical names, so only one <c>Transition</c> class will actually have a documentation page.
|
||
|
/// </remarks>
|
||
|
[Serializable]
|
||
|
public new class Transition : Transition<Float1ControllerState>
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
[SerializeField]
|
||
|
private string _ParameterName;
|
||
|
|
||
|
/// <summary>[<see cref="SerializeField"/>]
|
||
|
/// The <see cref="Float1ControllerState.ParameterName"/> that will be used for the created state.
|
||
|
/// </summary>
|
||
|
public string ParameterName
|
||
|
{
|
||
|
get { return _ParameterName; }
|
||
|
set { _ParameterName = value; }
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Constructs a new <see cref="Transition"/>.</summary>
|
||
|
public Transition() { }
|
||
|
|
||
|
/// <summary>Constructs a new <see cref="Transition"/> with the specified Animator Controller and parameter.</summary>
|
||
|
public Transition(RuntimeAnimatorController controller, string parameterName)
|
||
|
{
|
||
|
Controller = controller;
|
||
|
_ParameterName = parameterName;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Creates and returns a new <see cref="Float1ControllerState"/> connected to the `layer`.
|
||
|
/// <para></para>
|
||
|
/// This method also assigns it as the <see cref="AnimancerState.Transition{TState}.State"/>.
|
||
|
/// </summary>
|
||
|
public override Float1ControllerState CreateState(AnimancerLayer layer)
|
||
|
{
|
||
|
return new Float1ControllerState(layer, Controller, _ParameterName, KeepStateOnStop);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#region Drawer
|
||
|
#if UNITY_EDITOR
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="Transition"/>.</summary>
|
||
|
[UnityEditor.CustomPropertyDrawer(typeof(Transition), true)]
|
||
|
public class Drawer : ControllerState.Transition.Drawer
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Constructs a new <see cref="Drawer"/> and sets the
|
||
|
/// <see cref="ControllerState.Transition.Drawer.Parameters"/>.
|
||
|
/// </summary>
|
||
|
public Drawer() : base("_ParameterName") { }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endif
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|
||
|
|