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CrowdControl/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Ser...

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C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
//#define ANIMANCER_ULT_EVENTS
// If you edit this file to change the callback type to something other than UltEvents, you will need to change this
// alias as well as the HasPersistentCalls method below.
#if ANIMANCER_ULT_EVENTS
using SerializableCallback = UltEvents.UltEvent;
#else
using SerializableCallback = UnityEngine.Events.UnityEvent;
#endif
using UnityEngine;
using System;
namespace Animancer
{
partial struct AnimancerEvent
{
partial class Sequence
{
/// <summary>
/// An <see cref="AnimancerEvent.Sequence"/> that can be serialized and uses
/// <see cref="SerializableCallback"/>s to define the <see cref="callback"/>s.
/// </summary>
/// <remarks>
/// If you have Animancer Pro you can replace <see cref="SerializableCallback"/>s with
/// <see href="https://kybernetik.com.au/ultevents">UltEvents</see> using the following procedure:
/// <list type="number">
/// <item>Select the <c>Assets/Plugins/Animancer/Animancer.asmdef</c> and add a Reference to the
/// <c>UltEvents</c> Assembly Definition.</item>
/// <item>Go into the Player Settings of your project and add <c>ANIMANCER_ULT_EVENTS</c> as a Scripting
/// Define Symbol. Or you can simply edit this script to change the event type (it is located at
/// <c>Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs</c> by default.</item>
/// </list>
/// </remarks>
[Serializable]
public sealed class Serializable
#if UNITY_EDITOR
: ISerializationCallbackReceiver
#endif
{
/************************************************************************************************************************/
/// <summary>The serialized <see cref="normalizedTime"/>s.</summary>
[SerializeField]
private float[] _NormalizedTimes;
/// <summary>The name of the array field which stores the <see cref="normalizedTime"/>s.</summary>
public const string NormalizedTimesField = "_NormalizedTimes";
/************************************************************************************************************************/
/// <summary>The serialized <see cref="callback"/>s.</summary>
/// <remarks>
/// This array only needs to be large enough to hold the last event that actually contains any calls.
/// Any empty or missing elements will simply use the <see cref="DummyCallback"/> at runtime.
/// </remarks>
[SerializeField]
[UnityEngine.Serialization.FormerlySerializedAs("_Events")]
private SerializableCallback[] _Callbacks;
/// <summary>The name of the array field which stores the <see cref="callback"/>s.</summary>
public const string Callbacks = "_Callbacks";
/************************************************************************************************************************/
private Sequence _Sequence;
/// <summary>
/// The runtime <see cref="AnimancerEvent.Sequence"/> compiled from this <see cref="Serializable"/>.
/// Each call after the first will return the same value.
/// <para></para>
/// Unlike <see cref="GetSequenceOptional"/>, this method will create an empty
/// <see cref="AnimancerEvent.Sequence"/> instead of returning null.
/// </summary>
public Sequence Sequence
{
get
{
if (_Sequence == null)
{
GetSequenceOptional();
if (_Sequence == null)
_Sequence = new Sequence();
}
return _Sequence;
}
set { _Sequence = value; }
}
/************************************************************************************************************************/
/// <summary>
/// Returns the runtime <see cref="AnimancerEvent.Sequence"/> compiled from this
/// <see cref="Serializable"/>. Each call after the first will return the same value.
/// <para></para>
/// This method returns null if the sequence would be empty anyway and is used by the implicit
/// conversion from <see cref="Serializable"/> to <see cref="AnimancerEvent.Sequence"/>.
/// </summary>
public Sequence GetSequenceOptional()
{
if (_Sequence != null ||
_NormalizedTimes == null)
return _Sequence;
var timeCount = _NormalizedTimes.Length;
if (timeCount == 0)
return null;
var callbackCount = _Callbacks.Length;
AnimancerEvent endEvent;
if (callbackCount >= timeCount--)
{
endEvent = new AnimancerEvent(_NormalizedTimes[timeCount], GetInvoker(_Callbacks[timeCount]));
}
else
{
endEvent = new AnimancerEvent(_NormalizedTimes[timeCount], null);
}
_Sequence = new Sequence(timeCount)
{
endEvent = endEvent,
Count = timeCount,
};
for (int i = 0; i < timeCount; i++)
{
var callback = i < callbackCount ? GetInvoker(_Callbacks[i]) : DummyCallback;
_Sequence._Events[i] = new AnimancerEvent(_NormalizedTimes[i], callback);
}
return _Sequence;
}
/// <summary>Calls <see cref="GetSequenceOptional"/>.</summary>
public static implicit operator Sequence(Serializable serializable)
{
return serializable != null ? serializable.GetSequenceOptional() : null;
}
/************************************************************************************************************************/
/// <summary>
/// A delegate that does nothing which is used whenever the <see cref="SerializableCallback"/> is not
/// defined for a particular event or it is empty.
/// </summary>
public static readonly Action DummyCallback = () => { };
/// <summary>
/// If the `callback` has any persistent calls, this method returns a delegate to call its
/// <see cref="SerializableCallback.Invoke"/> method. Otherwise it returns the
/// <see cref="DummyCallback"/>.
/// </summary>
public static Action GetInvoker(SerializableCallback callback)
{
return HasPersistentCalls(callback) ? callback.Invoke : DummyCallback;
}
/************************************************************************************************************************/
/// <summary>
/// Determines if the `callback` contains any method calls that will be serialized (otherwise the
/// <see cref="DummyCallback"/> can be used instead of creating a new delegate to invoke the empty
/// `callback`).
/// </summary>
public static bool HasPersistentCalls(SerializableCallback callback)
{
if (callback == null)
return false;
// UnityEvents do not allow us to check if any dynamic calls are present.
// But we are not giving runtime access to the events so it does not really matter.
// UltEvents does allow it (via the HasCalls property), but we might as well be consistent.
#if ANIMANCER_ULT_EVENTS
var calls = callback.PersistentCallsList;
return calls != null && calls.Count > 0;
#else
return callback.GetPersistentEventCount() > 0;
#endif
}
/// <summary>
/// Determines if the `callback` contains any method calls that will be serialized (otherwise the
/// <see cref="DummyCallback"/> can be used instead of creating a new delegate to invoke the empty
/// `callback`).
/// <para></para>
/// This method casts the `callback` to <see cref="SerializableCallback"/> so the caller does not need
/// to know what type is actually being used.
/// </summary>
public static bool HasPersistentCalls(object callback)
{
return HasPersistentCalls((SerializableCallback)callback);
}
/************************************************************************************************************************/
/// <summary>
/// Returns the <see cref="normalizedTime"/> of the <see cref="endEvent"/>.
/// <para></para>
/// If the value is not set, the value is determined by <see cref="GetDefaultNormalizedEndTime"/>.
/// </summary>
public float GetNormalizedEndTime(float speed = 0)
{
if (_NormalizedTimes == null || _NormalizedTimes.Length == 0)
return GetDefaultNormalizedEndTime(speed);
else
return _NormalizedTimes[_NormalizedTimes.Length - 1];
}
/************************************************************************************************************************/
/// <summary>Gets the internal details of the specified `serializable`.</summary>
public static void GetDetails(Serializable serializable, out int timeCount, out int callbackCount)
{
timeCount = serializable._NormalizedTimes != null ? serializable._NormalizedTimes.Length : 0;
callbackCount = serializable._Callbacks != null ? serializable._Callbacks.Length : 0;
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only] Does nothing.</summary>
void ISerializationCallbackReceiver.OnAfterDeserialize() { }
/// <summary>[Editor-Only] Ensures that the events are sorted by time (excluding the end event).</summary>
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
if (_NormalizedTimes == null ||
_NormalizedTimes.Length <= 2)
return;
var context = Editor.EventSequenceDrawer.Context.Instance;
var selectedEvent = context.Property != null ? context.SelectedEvent : -1;
var timeCount = _NormalizedTimes.Length - 1;
var callbackCount = _Callbacks != null ? _Callbacks.Length : 0;
var previousTime = _NormalizedTimes[0];
// Bubble Sort based on the normalized times.
var modifiedCallbacks = false;
for (int i = 1; i < timeCount; i++)
{
var time = _NormalizedTimes[i];
if (time >= previousTime)
{
previousTime = time;
continue;
}
time = _NormalizedTimes[i];
_NormalizedTimes[i] = _NormalizedTimes[i - 1];
_NormalizedTimes[i - 1] = time;
if (i == callbackCount)
{
Array.Resize(ref _Callbacks, ++callbackCount);
}
if (i < callbackCount)
{
var callback = _Callbacks[i];
_Callbacks[i] = _Callbacks[i - 1];
_Callbacks[i - 1] = callback;
modifiedCallbacks = true;
}
if (selectedEvent == i)
selectedEvent = i - 1;
else if (selectedEvent == i - 1)
selectedEvent = i;
if (i == 1)
{
i = 0;
previousTime = float.NegativeInfinity;
}
else
{
i -= 2;
previousTime = _NormalizedTimes[i];
}
}
if (context.Property != null && context.SelectedEvent != selectedEvent)
{
context.SelectedEvent = selectedEvent;
Editor.TransitionPreviewWindow.SetPreviewNormalizedTime(_NormalizedTimes[selectedEvent]);
}
if (modifiedCallbacks)
{
while (callbackCount >= 1)
{
var callback = _Callbacks[callbackCount - 1];
if (callback != null && HasPersistentCalls(callback))
break;
else
callbackCount--;
}
Array.Resize(ref _Callbacks, callbackCount);
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
namespace Editor
{
/// <summary>[Editor-Only] [Internal]
/// A serializable container which holds a <see cref="SerializableCallback"/> in a field named "_Callback".
/// </summary>
/// <remarks>
/// <see cref="DummySerializableCallback"/> needs to be in a file with the same name as it (otherwise it can't
/// draw the callback properly) and this class needs to be in the same file as
/// <see cref="AnimancerEvent.Sequence.Serializable"/> to use the <see cref="SerializableCallback"/> alias.
/// </remarks>
[Serializable]
internal sealed class SerializableCallbackHolder
{
#pragma warning disable CS0169 // Field is never used.
[SerializeField]
private SerializableCallback _Callback;
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}