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CrowdControl/Assets/Plugins/Animancer/Utilities/ExposedCurve.cs

170 lines
6.0 KiB
C#

2 months ago
// Animancer // Copyright 2020 Kybernetik //
using System;
using UnityEngine;
namespace Animancer
{
/// <summary>
/// A <see cref="ScriptableObject"/> which extracts a particular <see cref="AnimationCurve"/> from an
/// <see cref="AnimationClip"/> in the Unity Editor so that it can be accessed at runtime.
/// </summary>
[CreateAssetMenu(menuName = Strings.MenuPrefix + "Exposed Curve", order = Strings.AssetMenuOrder + 9)]
public class ExposedCurve : ScriptableObject
{
/************************************************************************************************************************/
[SerializeField, Tooltip("The animation to extract the curve from")]
private AnimationClip _Clip;
/// <summary>[<see cref="SerializeField"/>] The animation to extract the curve from.</summary>
public AnimationClip Clip
{
get { return _Clip; }
set
{
if (value != null)
Validate.NotLegacy(value);
_Clip = value;
}
}
/// <summary>Returns the <see cref="Clip"/>.</summary>
/// <exception cref="NullReferenceException">Thrown if the `curve` is null.</exception>
public static implicit operator AnimationClip(ExposedCurve curve)
{
return curve.Clip;
}
/************************************************************************************************************************/
#if UNITY_EDITOR
[SerializeField, Tooltip("[Editor-Only] The name of the curve to extract")]
private string _PropertyName;
/// <summary>[Editor-Only] [<see cref="SerializeField"/>] The name of the curve to extract.</summary>
public string PropertyName
{
get { return _PropertyName; }
set
{
_PropertyName = value;
}
}
#endif
/************************************************************************************************************************/
[SerializeField]
private AnimationCurve _Curve;
/// <summary>[<see cref="SerializeField"/>]
/// The <see cref="AnimationCurve"/> that has been extracted from the <see cref="Clip"/>.
/// </summary>
public AnimationCurve Curve
{
get { return _Curve; }
set
{
if (value == null)
throw new ArgumentNullException("value");
_Curve = value;
}
}
/// <summary>
/// Returns the <see cref="Curve"/>.
/// </summary>
/// <exception cref="NullReferenceException">Thrown if the `curve` is null.</exception>
public static implicit operator AnimationCurve(ExposedCurve curve)
{
return curve.Curve;
}
/************************************************************************************************************************/
/// <summary>
/// Returns the value of the <see cref="Curve"/> at the current <see cref="AnimancerState.Time"/> of the state
/// registered with the <see cref="Clip"/> as its key.
/// </summary>
public float Evaluate(AnimancerComponent animancer)
{
return Evaluate(animancer.States[_Clip]);
}
/// <summary>
/// Returns the value of the <see cref="Curve"/> at the current <see cref="AnimancerState.Time"/>.
/// </summary>
public float Evaluate(AnimancerState state)
{
if (state == null)
return 0;
return Evaluate(state.Time % state.Length);
}
/// <summary>
/// Returns the value of the <see cref="Curve"/> at the specified `time`.
/// </summary>
public float Evaluate(float time)
{
return _Curve.Evaluate(time);
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
private void OnEnable()
{
UnityEditor.EditorCurveBinding binding;
if (TryGetCurveBinding(out binding))
{
_Curve = UnityEditor.AnimationUtility.GetEditorCurve(_Clip, binding);
}
else
{
_Curve = null;
}
}
/************************************************************************************************************************/
private void OnValidate()
{
OnEnable();
}
/************************************************************************************************************************/
private bool TryGetCurveBinding(out UnityEditor.EditorCurveBinding binding)
{
if (_Clip != null &&
!string.IsNullOrEmpty(_PropertyName))
{
var bindings = UnityEditor.AnimationUtility.GetCurveBindings(_Clip);
for (int i = 0; i < bindings.Length; i++)
{
binding = bindings[i];
if (binding.propertyName == _PropertyName)
return true;
}
}
binding = new UnityEditor.EditorCurveBinding();
return false;
}
/************************************************************************************************************************/
[UnityEditor.CustomEditor(typeof(ExposedCurve), true)]
private class Editor : Animancer.Editor.ScriptableObjectEditor { }
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}