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CrowdControl/Assets/Plugins/Animancer/Internal/Editor Utilities/TransitionPreviewWindow.cs

1353 lines
52 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] [Pro-Only]
/// An <see cref="EditorWindow"/> which allows the user to preview animation transitions separately from the rest
/// of the scene in Edit Mode or Play Mode.
/// </summary>
public sealed class TransitionPreviewWindow : EditorWindow, IHasCustomMenu
{
/************************************************************************************************************************/
#region Public API
/************************************************************************************************************************/
private static Texture _Icon;
/// <summary>The icon image used by this window.</summary>
public static Texture Icon
{
get
{
#if UNITY_2019_3_OR_NEWER
const string IconName = "ViewToolOrbit";
#else
const string IconName = "UnityEditor.LookDevView";
#endif
// Possible icons: "UnityEditor.LookDevView", "SoftlockInline", "ViewToolOrbit".
if (_Icon == null)
_Icon = EditorGUIUtility.IconContent(IconName).image;
return _Icon;
}
}
/************************************************************************************************************************/
/// <summary>Focusses the <see cref="TransitionPreviewWindow"/> or creates one if none exists.</summary>
public static void Open(SerializedProperty transitionProperty, bool open)
{
if (open)
{
GetWindow<TransitionPreviewWindow>(typeof(SceneView))
.SetTargetProperty(transitionProperty);
}
else if (IsPreviewingCurrentProperty())
{
EditorApplication.delayCall += _Instance.Close;
}
}
/************************************************************************************************************************/
/// <summary>
/// Sets the <see cref="AnimancerState.NormalizedTime"/> of the current transition if the property being
/// previewed matches the <see cref="TransitionDrawer.Context"/>.
/// </summary>
public static void SetPreviewNormalizedTime(float normalizedTime)
{
if (float.IsNaN(normalizedTime) ||
!IsPreviewingCurrentProperty() ||
_Instance.InstanceAnimancer == null)
return;
var transition = _Instance.ShowTransitionPaused();
if (transition == null)
return;
var animancer = _Instance.InstanceAnimancer;
var state = animancer.States.Current;
var length = state.Length;
var time = normalizedTime * length;
var fadeDuration = transition.FadeDuration;
var startTime = transition.NormalizedStartTime * length;
if (float.IsNaN(startTime))
startTime = 0;
if (time < startTime)// Previous animation.
{
if (_Instance._PreviousAnimation != null)
{
var fromState = animancer.States.GetOrCreate(PreviousAnimationKey, _Instance._PreviousAnimation, true);
animancer.Play(fromState);
_Instance.OnPlayAnimation();
fromState.NormalizedTime = normalizedTime;
normalizedTime = 0;
}
}
else if (time < startTime + fadeDuration)// Fade from previous animation to the target.
{
if (_Instance._PreviousAnimation != null)
{
var fromState = animancer.States.GetOrCreate(PreviousAnimationKey, _Instance._PreviousAnimation, true);
animancer.Play(fromState);
_Instance.OnPlayAnimation();
fromState.NormalizedTime = normalizedTime;
state.IsPlaying = true;
state.Weight = (time - startTime) / fadeDuration;
fromState.Weight = 1 - state.Weight;
}
}
else if (_Instance._NextAnimation != null)// Fade from the target transition to the next animation.
{
var normalizedEndTime = state.Events.NormalizedEndTime;
if (float.IsNaN(normalizedEndTime))
normalizedEndTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(state.Speed);
if (normalizedTime < normalizedEndTime)
{
// Just the main state.
}
else
{
var toState = animancer.States.GetOrCreate(NextAnimationKey, _Instance._NextAnimation, true);
animancer.Play(toState);
_Instance.OnPlayAnimation();
toState.NormalizedTime = normalizedTime - normalizedEndTime;
var endTime = normalizedEndTime * length;
var fadeOutEnd = TimeRuler.GetFadeOutEnd(toState.Speed, endTime, transition.MaximumDuration);
if (time < fadeOutEnd)
{
state.IsPlaying = true;
toState.Weight = (time - endTime) / (fadeOutEnd - endTime);
state.Weight = 1 - toState.Weight;
}
}
}
state.NormalizedTime = state.Weight > 0 ? normalizedTime : 0;
animancer.Evaluate();
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
}
/************************************************************************************************************************/
/// <summary>
/// Returns the <see cref="AnimancerState"/> of the current transition if the property being previewed matches
/// the <see cref="TransitionDrawer.Context"/>. Otherwise returns null.
/// </summary>
public static AnimancerState GetCurrentState()
{
if (!IsPreviewingCurrentProperty() ||
_Instance.InstanceAnimancer == null)
return null;
var transition = _Instance.GetTransition();
return _Instance.InstanceAnimancer.States[transition];
}
/************************************************************************************************************************/
/// <summary>
/// Indicates whether the current <see cref="TransitionDrawer.TransitionContext.Property"/> is being previewed
/// at the moment.
/// </summary>
public static bool IsPreviewingCurrentProperty()
{
return
_Instance != null &&
TransitionDrawer.Context != null &&
_Instance._TransitionProperty.IsValid() &&
Serialization.AreSameProperty(TransitionDrawer.Context.Property, _Instance._TransitionProperty);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Messages
/************************************************************************************************************************/
private static TransitionPreviewWindow _Instance;
/************************************************************************************************************************/
private void OnEnable()
{
_Instance = this;
titleContent = new GUIContent("Animancer", Icon);
autoRepaintOnSceneChange = true;
_InspectorWidth = EditorPrefs.GetFloat(InspectorWidthKey, 300);
if (_TransitionProperty.IsValid() &&
!CanBePreviewed(_TransitionProperty))
{
DestroyTransitionProperty();
}
InitialisePreview();
UnityEditor.SceneManagement.EditorSceneManager.sceneOpening += OnSceneOpening;
#if UNITY_2017_3_OR_NEWER
EditorApplication.playModeStateChanged += OnPlayModeChanged;
#endif
}
/************************************************************************************************************************/
[NonSerialized] private bool _IsChangingPlayMode;
#if UNITY_2017_3_OR_NEWER
private void OnPlayModeChanged(PlayModeStateChange change)
{
switch (change)
{
case PlayModeStateChange.ExitingEditMode:
case PlayModeStateChange.ExitingPlayMode:
DestroyModelInstance();
_IsChangingPlayMode = true;
break;
case PlayModeStateChange.EnteredEditMode:
case PlayModeStateChange.EnteredPlayMode:
_IsChangingPlayMode = false;
break;
}
}
#endif
/************************************************************************************************************************/
private void OnSceneOpening(string path, UnityEditor.SceneManagement.OpenSceneMode mode)
{
if (mode == UnityEditor.SceneManagement.OpenSceneMode.Single)
DestroyModelInstance();
}
/************************************************************************************************************************/
private void OnDisable()
{
UnityEditor.SceneManagement.EditorSceneManager.sceneOpening -= OnSceneOpening;
#if UNITY_2017_3_OR_NEWER
EditorApplication.playModeStateChanged -= OnPlayModeChanged;
#endif
EditorPrefs.SetFloat(InspectorWidthKey, _InspectorWidth);
DestroyAnimancerInstance();
if (_PreviewRenderUtility != null)
{
_PreviewRenderUtility.Cleanup();
_PreviewRenderUtility = null;
}
_Instance = null;
}
/************************************************************************************************************************/
private void OnDestroy()
{
if (_PreviewSceneRoot != null)
{
DestroyImmediate(_PreviewSceneRoot.gameObject);
_PreviewSceneRoot = null;
}
DestroyTransitionProperty();
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
}
/************************************************************************************************************************/
private void OnGUI()
{
// Maximising then un-maximising the window causes it to lose the _Instance for some reason.
_Instance = this;
GUILayout.BeginHorizontal();
{
DoPreviewGUI();
DoInspectorGUI();
}
GUILayout.EndHorizontal();
}
/************************************************************************************************************************/
private void Update()
{
_Instance = this;
if (!_IsChangingPlayMode && _InstanceRoot == null)
InstantiateModel();
if (AutoClose && !_TransitionProperty.IsValid())
Close();
else if (_InstanceAnimancer != null && _InstanceAnimancer.IsGraphPlaying)
Repaint();
}
/************************************************************************************************************************/
void IHasCustomMenu.AddItemsToMenu(GenericMenu menu)
{
ShowTransition.AddToggleFunction(menu);
AutoClose.AddToggleFunction(menu);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Transition Property
/************************************************************************************************************************/
[SerializeField] private Serialization.PropertyReference _TransitionProperty;
/************************************************************************************************************************/
/// <summary>Indicates whether the `property` is able to be previewed by this system.</summary>
public static bool CanBePreviewed(SerializedProperty property)
{
var type = property.GetAccessor().FieldType;
return typeof(ITransitionDetailed).IsAssignableFrom(type);
}
/************************************************************************************************************************/
private void SetTargetProperty(SerializedProperty property)
{
if (property.serializedObject.targetObjects.Length != 1)
{
Close();
throw new ArgumentException("The TransitionPreviewWindow does not support multi-object selection.");
}
if (!CanBePreviewed(property))
{
Close();
throw new ArgumentException("The specified property does not implement IAnimancerTransitionDetailed.");
}
DestroyTransitionProperty();
_TransitionProperty = property;
_SelectedInstanceAnimator = 0;
_OriginalRoot = AnimancerEditorUtilities.FindRoot(_TransitionProperty.TargetObject);
}
/************************************************************************************************************************/
private ITransitionDetailed GetTransition()
{
if (!_TransitionProperty.IsValid())
return null;
return _TransitionProperty.Property.GetValue<ITransitionDetailed>();
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Preview
/************************************************************************************************************************/
[NonSerialized] private PreviewRenderUtility _PreviewRenderUtility;
[SerializeField] private Transform _PreviewSceneRoot;
[SerializeField] private Transform _OriginalRoot;
[SerializeField] private Transform _InstanceRoot;
/************************************************************************************************************************/
[SerializeField] private Animator[] _InstanceAnimators;
[SerializeField] private int _SelectedInstanceAnimator;
[NonSerialized] private AnimationType _SelectedInstanceType;
private Animator SelectedInstanceAnimator
{
get
{
if (_InstanceAnimators == null ||
_InstanceAnimators.Length == 0)
return null;
if (_SelectedInstanceAnimator > _InstanceAnimators.Length)
_SelectedInstanceAnimator = _InstanceAnimators.Length;
return _InstanceAnimators[_SelectedInstanceAnimator];
}
}
/************************************************************************************************************************/
[NonSerialized]
private AnimancerPlayable _InstanceAnimancer;
private AnimancerPlayable InstanceAnimancer
{
get
{
if ((_InstanceAnimancer == null || !_InstanceAnimancer.IsValid) &&
_InstanceRoot != null)
{
var animator = SelectedInstanceAnimator;
if (animator != null)
{
AnimancerPlayable.SetNextGraphName(_InstanceRoot.name);
_InstanceAnimancer = AnimancerPlayable.Create();
_InstanceAnimancer.SetOutput(
new AnimancerEditorUtilities.DummyAnimancerComponent(animator, _InstanceAnimancer));
}
}
return _InstanceAnimancer;
}
}
/************************************************************************************************************************/
private void InitialisePreview()
{
if (_PreviewRenderUtility == null)
_PreviewRenderUtility = new PreviewRenderUtility();
if (_PreviewSceneRoot == null)
{
_PreviewSceneRoot = EditorUtility.CreateGameObjectWithHideFlags(
"Animancer Transition Preview Window", HideFlags.HideAndDontSave).transform;
_PreviewRenderUtility.AddSingleGO(_PreviewSceneRoot.gameObject);
_PreviewRenderUtility.ambientColor = new Color(0.1f, 0.1f, 0.1f, 0f);
}
}
/************************************************************************************************************************/
private void InstantiateModel()
{
DestroyModelInstance();
if (_OriginalRoot == null)
return;
_PreviewSceneRoot.gameObject.SetActive(false);
_InstanceRoot = Instantiate(_OriginalRoot, _PreviewSceneRoot);
_InstanceRoot.localPosition = Vector3.zero;
_InstanceRoot.name = _OriginalRoot.name;
DestroyUnnecessaryComponents(_InstanceRoot.gameObject);
_InstanceAnimators = _InstanceRoot.GetComponentsInChildren<Animator>();
for (int i = 0; i < _InstanceAnimators.Length; i++)
{
var animator = _InstanceAnimators[i];
animator.enabled = false;
animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
animator.fireEvents = false;
animator.updateMode = AnimatorUpdateMode.Normal;
animator.gameObject.AddComponent<RedirectRootMotion>()
.animator = animator;
}
_PreviewSceneRoot.gameObject.SetActive(true);
InitialiseCamera();
SetSelectedAnimator(_SelectedInstanceAnimator);
AnimationGatherer.GatherFromGameObject(_OriginalRoot.gameObject, ref _OtherAnimations, true);
if (_OtherAnimations.Length > 0 &&
(_PreviousAnimation == null || _NextAnimation == null))
{
var defaultClip = _OtherAnimations[0];
var defaultClipIsIdle = false;
for (int i = 0; i < _OtherAnimations.Length; i++)
{
var clip = _OtherAnimations[i];
if (defaultClipIsIdle && clip.name.Length > defaultClip.name.Length)
continue;
if (clip.name.IndexOf("idle", StringComparison.CurrentCultureIgnoreCase) >= 0)
{
defaultClip = clip;
//defaultClipIsIdle = true;
break;
}
}
if (_PreviousAnimation == null)
_PreviousAnimation = defaultClip;
if (_NextAnimation == null)
_NextAnimation = defaultClip;
}
}
/************************************************************************************************************************/
/// <summary>
/// Destroys all unnecessary components on the preview instance while accounting for any
/// <see cref="RequireComponent"/> attributes.
/// </summary>
private static void DestroyUnnecessaryComponents(GameObject root)
{
var components = root.GetComponentsInChildren<Component>();
var typeToDependencies = new Dictionary<Type, List<Type>>();
var componentToDependencies = new Dictionary<Component, List<Component>>(components.Length);
for (int i = 0; i < components.Length; i++)
{
var component = components[i];
List<Component> dependencies;
if (!componentToDependencies.TryGetValue(component, out dependencies))
{
var type = component.GetType();
List<Type> typeDependencies;
if (!typeToDependencies.TryGetValue(type, out typeDependencies))
{
if (type.IsDefined(typeof(RequireComponent), false))
{
var requirements = (RequireComponent[])type.GetCustomAttributes(typeof(RequireComponent), false);
for (int j = 0; j < requirements.Length; j++)
{
var requirement = requirements[j];
GatherRequirement(ref typeDependencies, requirement.m_Type0);
GatherRequirement(ref typeDependencies, requirement.m_Type1);
GatherRequirement(ref typeDependencies, requirement.m_Type2);
}
}
typeToDependencies.Add(type, typeDependencies);
}
if (typeDependencies != null)
{
dependencies = new List<Component>();
for (int j = 0; j < typeDependencies.Count; j++)
{
var requiredComponent = component.GetComponent(typeDependencies[j]);
if (requiredComponent != null)
dependencies.Add(requiredComponent);
}
}
componentToDependencies.Add(component, dependencies);
}
}
var sortedComponents = AnimancerEditorUtilities.TopologicalSort(components,
(component) => componentToDependencies[component]);
for (int i = components.Length - 1; i >= 0; i--)
{
var component = sortedComponents[i];
if (component is Transform ||
component is MeshFilter ||
component is Renderer ||
component is Animator)
continue;
DestroyImmediate(component);
}
}
/************************************************************************************************************************/
private static void GatherRequirement(ref List<Type> requirements, Type type)
{
if (type == null)
return;
if (requirements == null)
requirements = new List<Type>();
requirements.Add(type);
}
/************************************************************************************************************************/
private void SetSelectedAnimator(int index)
{
DestroyAnimancerInstance();
var animator = SelectedInstanceAnimator;
if (animator != null && animator.enabled)
{
animator.Rebind();
animator.enabled = false;
return;
}
_SelectedInstanceAnimator = index;
animator = SelectedInstanceAnimator;
if (animator != null)
{
animator.enabled = true;
_SelectedInstanceType = AnimancerEditorUtilities.GetAnimationType(animator);
if (_SelectedInstanceType == AnimationType.Sprite)
{
Camera.transform.parent.localRotation = Quaternion.identity;
}
else
{
CameraEulerAngles = CameraEulerAngles;
}
}
}
/************************************************************************************************************************/
[NonSerialized] private bool _IsDraggingCamera;
[NonSerialized] private Texture _PreviewTexture;
private void DoPreviewGUI()
{
GUILayout.BeginVertical();
{
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
var area = GUILayoutUtility.GetLastRect();
var inspectorBorder = new Rect(area.xMax, area.y, 0, area.height);
DoResizeInspectorGUI(inspectorBorder);
var currentEvent = Event.current;
switch (currentEvent.type)
{
case EventType.Repaint:
if (area.width <= 0 || area.height <= 0)
break;
DrawFloor();
// Start the model paused at the beginning of the animation.
// For some reason Unity doesn't like having this in OnEnable.
if (InstanceAnimancer != null && InstanceAnimancer.Layers.Count == 0)
ShowTransitionPaused();
var fog = RenderSettings.fog;
Unsupported.SetRenderSettingsUseFogNoDirty(false);
if (InstanceAnimancer != null ||
_PreviewTexture == null ||
_OriginalRoot == null)
{
_PreviewRenderUtility.BeginPreview(area, GUIStyle.none);
_PreviewRenderUtility.Render();
_PreviewTexture = _PreviewRenderUtility.EndPreview();
}
GUI.DrawTexture(area, _PreviewTexture, ScaleMode.StretchToFill, false);
Unsupported.SetRenderSettingsUseFogNoDirty(fog);
break;
// Camera Control.
case EventType.MouseDown:
_IsDraggingCamera = area.Contains(currentEvent.mousePosition);
if (_IsDraggingCamera)
currentEvent.Use();
break;
case EventType.MouseUp:
if (_IsDraggingCamera)
{
_IsDraggingCamera = false;
currentEvent.Use();
}
break;
case EventType.MouseDrag:
if (_IsDraggingCamera)
{
var sensitivity = Screen.dpi * 0.01f;
var euler = CameraEulerAngles;
euler.x += currentEvent.delta.y * sensitivity;
euler.y += currentEvent.delta.x * sensitivity;
CameraEulerAngles = euler;
currentEvent.Use();
}
break;
case EventType.ScrollWheel:
if (area.Contains(currentEvent.mousePosition))
{
CameraZoom *= 1 + 0.03f * currentEvent.delta.y;
currentEvent.Use();
}
break;
// Drag and Drop.
case EventType.DragUpdated:
if (area.Contains(currentEvent.mousePosition) &&
GetDragAndDropRoot() != null)
{
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
GUIUtility.ExitGUI();
}
break;
case EventType.DragPerform:
if (area.Contains(currentEvent.mousePosition))
{
var root = GetDragAndDropRoot();
if (root != null)
{
_OriginalRoot = root;
InstantiateModel();
GUIUtility.ExitGUI();
}
}
break;
}
}
/************************************************************************************************************************/
private ITransitionDetailed ShowTransitionPaused()
{
var transition = GetTransition();
if (transition != null)
{
var animancer = InstanceAnimancer;
#if UNITY_2018_3_OR_NEWER
animancer.States.Destroy(transition);
#endif
animancer.Play(transition, 0);
OnPlayAnimation();
animancer.Evaluate();
animancer.PauseGraph();
}
return transition;
}
/************************************************************************************************************************/
private static Transform GetDragAndDropRoot()
{
var objects = DragAndDrop.objectReferences;
if (objects.Length != 1)
return null;
return AnimancerEditorUtilities.FindRoot(objects[0]);
}
/************************************************************************************************************************/
private void OnPlayAnimation()
{
var animancer = InstanceAnimancer;
if (animancer == null ||
animancer.States.Current == null)
return;
var state = animancer.States.Current;
var normalizedEndTime = state.Events.NormalizedEndTime;
state.Events = null;
state.Events.NormalizedEndTime = normalizedEndTime;
}
/************************************************************************************************************************/
#region Camera
/************************************************************************************************************************/
private Camera Camera { get { return _PreviewRenderUtility.camera; } }
/************************************************************************************************************************/
[SerializeField] private float _CameraZoom;
private float CameraZoom
{
get { return _CameraZoom; }
set
{
_CameraZoom = value;
if (Camera != null)
Camera.transform.localPosition = new Vector3(0, 0, -_CameraZoom);
}
}
/************************************************************************************************************************/
[SerializeField] private Vector3 _CameraEulerAngles = new Vector3(float.NaN, float.NaN, float.NaN);
private Vector3 CameraEulerAngles
{
get { return _CameraEulerAngles; }
set
{
if (_SelectedInstanceType == AnimationType.Sprite)
return;
_CameraEulerAngles = value;
if (Camera != null && Camera.transform.parent != null)
Camera.transform.parent.localEulerAngles = value;
}
}
/************************************************************************************************************************/
private void InitialiseCamera()
{
var renderers = _InstanceRoot.GetComponentsInChildren<Renderer>();
var bounds = renderers.Length > 0 ? renderers[0].bounds : default(Bounds);
for (int i = 1; i < renderers.Length; i++)
{
bounds.Encapsulate(renderers[i].bounds);
}
const string CameraParentName = "Animancer Preview Camera Root";
var cameraParent = _PreviewSceneRoot.Find(CameraParentName);
if (cameraParent == null)
{
cameraParent = EditorUtility.CreateGameObjectWithHideFlags(
CameraParentName, HideFlags.HideAndDontSave).transform;
cameraParent.parent = _PreviewSceneRoot;
var lights = _PreviewRenderUtility.lights;
for (int i = 0; i < lights.Length; i++)
lights[i].transform.parent = cameraParent;
Camera.transform.parent = cameraParent;
Camera.transform.localRotation = Quaternion.identity;
}
cameraParent.localPosition = bounds.center;
Camera.farClipPlane = 100;
if (_CameraZoom == 0)
CameraZoom = bounds.extents.magnitude * 2 / Mathf.Tan(Camera.fieldOfView * Mathf.Deg2Rad);
else
CameraZoom = CameraZoom;
if (float.IsNaN(_CameraEulerAngles.x))
CameraEulerAngles = new Vector3(45, 135, 0);
else
CameraEulerAngles = CameraEulerAngles;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Floor
/************************************************************************************************************************/
private const float FloorScale = 5;
[NonSerialized] private Vector3 _FloorPosition;
private void DrawFloor()
{
var rotation = _SelectedInstanceType == AnimationType.Sprite ?
Quaternion.Euler(-90f, 0f, 0f) : Quaternion.identity;
var scale = Vector3.one * FloorScale;// * _AvatarScale;
var matrix = Matrix4x4.TRS(_FloorPosition, rotation, scale);
var layer = 0;
var camera = _PreviewRenderUtility.camera;
Graphics.DrawMesh(Floor.Plane, matrix, Floor.Material, layer, camera, 0);
}
/************************************************************************************************************************/
// Initialisation based on UnityEditor.AvatarPreview.
private static class Floor
{
/************************************************************************************************************************/
public static readonly Material Material;
public static readonly Mesh Plane;
/************************************************************************************************************************/
static Floor()
{
var texture = (Texture2D)EditorGUIUtility.Load("Avatar/Textures/AvatarFloor.png");
if (texture == null)
return;
var shader = EditorGUIUtility.Load("Previews/PreviewPlaneWithShadow.shader") as Shader;
if (shader == null)
return;
Material = new Material(shader)
{
mainTexture = texture,
mainTextureScale = Vector2.one * 5f * 4f,
hideFlags = HideFlags.HideAndDontSave
};
Material.SetVector("_Alphas", new Vector4(0.5f, 0.3f, 0f, 0f));
//this.m_FloorMaterialSmall = new Material(Material);
//this.m_FloorMaterialSmall.mainTextureScale = Vector2.one * 0.2f * 4f;
//this.m_FloorMaterialSmall.hideFlags = HideFlags.HideAndDontSave;
Plane = Resources.GetBuiltinResource(typeof(Mesh), "New-Plane.fbx") as Mesh;
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
[AddComponentMenu("")]
private sealed class RedirectRootMotion : MonoBehaviour
{
public Animator animator;
private void OnAnimatorMove()
{
if (animator == null ||
_Instance == null)
return;
if (animator == _Instance.SelectedInstanceAnimator)
{
_Instance._FloorPosition -= animator.deltaPosition;
_Instance._FloorPosition.x %= FloorScale;
_Instance._FloorPosition.y = 0;
_Instance._FloorPosition.z %= FloorScale;
}
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Cleanup
/************************************************************************************************************************/
private void DestroyModelInstance()
{
DestroyAnimancerInstance();
if (_InstanceRoot == null)
return;
DestroyImmediate(_InstanceRoot.gameObject);
_InstanceRoot = null;
_InstanceAnimators = null;
}
/************************************************************************************************************************/
private void DestroyAnimancerInstance()
{
if (_InstanceAnimancer == null)
return;
_InstanceAnimancer.Destroy();
_InstanceAnimancer = null;
}
/************************************************************************************************************************/
private void DestroyTransitionProperty()
{
if (_TransitionProperty == null)
return;
DestroyModelInstance();
_TransitionProperty.Dispose();
_TransitionProperty = null;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Inspector
/************************************************************************************************************************/
private const string
KeyPrefix = "TransitionPreviewWindow.",
InspectorWidthKey = BoolPref.KeyPrefix + KeyPrefix + "InspectorWidth";
[SerializeField] private float _InspectorWidth;
[NonSerialized] private AnimationClip[] _OtherAnimations;
[SerializeField] private AnimationClip _PreviousAnimation;
[SerializeField] private AnimationClip _NextAnimation;
private readonly AnimancerPlayableDrawer
PlayableDrawer = new AnimancerPlayableDrawer();
private const string
PreviousAnimationKey = "Previous Animation",
NextAnimationKey = "Next Animation";
private static readonly BoolPref
ShowTransition = new BoolPref(KeyPrefix, "Show Transition", true),
AutoClose = new BoolPref(KeyPrefix, "Auto Close", true);
/************************************************************************************************************************/
[NonSerialized] private bool _IsResizingInspector;
private void DoResizeInspectorGUI(Rect borderArea)
{
borderArea.width = 10;
borderArea.x -= borderArea.width * 0.5f;
EditorGUIUtility.AddCursorRect(borderArea, MouseCursor.ResizeHorizontal);
var currentEvent = Event.current;
switch (currentEvent.type)
{
case EventType.MouseDown:
_IsResizingInspector = borderArea.Contains(currentEvent.mousePosition);
if (_IsResizingInspector)
currentEvent.Use();
break;
case EventType.MouseUp:
if (_IsResizingInspector)
{
_IsResizingInspector = false;
currentEvent.Use();
}
break;
case EventType.MouseDrag:
if (_IsResizingInspector)
{
_InspectorWidth -= currentEvent.delta.x;
_InspectorWidth = Mathf.Clamp(_InspectorWidth, 250, position.width - 250);
currentEvent.Use();
}
break;
}
}
/************************************************************************************************************************/
[SerializeField] private Vector2 _InspectorScroll;
private void DoInspectorGUI()
{
EditorGUIUtility.hierarchyMode = true;
EditorGUIUtility.labelWidth = Math.Max(_InspectorWidth * 0.55f - 60, 100);
EditorGUIUtility.wideMode = _InspectorWidth > 300;
GUILayout.BeginVertical(GUILayout.Width(_InspectorWidth));
{
_InspectorScroll = GUILayout.BeginScrollView(_InspectorScroll, GUILayout.Width(_InspectorWidth));
if (!_TransitionProperty.IsValid())
{
GUILayout.Label("No target property");
DestroyTransitionProperty();
}
else
{
DoTransitionPropertyGUI();
DoPreviewSettingsGUI();
var animancer = InstanceAnimancer;
if (animancer != null)
{
PlayableDrawer.DoGUI(animancer.Component);
if (animancer.IsGraphPlaying)
GUI.changed = true;
}
}
GUILayout.EndScrollView();
}
GUILayout.EndVertical();
EditorGUIUtility.hierarchyMode = false;
}
/************************************************************************************************************************/
private void DoTransitionPropertyGUI()
{
_TransitionProperty.Update();
var enabled = GUI.enabled;
GUI.enabled = false;
{
EditorGUI.showMixedValue = _TransitionProperty.TargetObjects.Length > 1;
EditorGUILayout.ObjectField(_TransitionProperty.TargetObject, typeof(Object), true);
EditorGUI.showMixedValue = false;
GUILayout.Label(_TransitionProperty.Property.GetFriendlyPath());
}
GUI.enabled = enabled;
if (ShowTransition)
{
var isExpanded = _TransitionProperty.Property.isExpanded;
_TransitionProperty.Property.isExpanded = true;
var height = EditorGUI.GetPropertyHeight(_TransitionProperty, true);
const float Indent = 12;
var padding = GUI.skin.box.padding;
var area = GUILayoutUtility.GetRect(0, height + padding.horizontal - padding.bottom);
area.x += Indent + padding.left;
area.width -= Indent + padding.horizontal;
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(area, _TransitionProperty, true);
_TransitionProperty.Property.isExpanded = isExpanded;
if (EditorGUI.EndChangeCheck())
_TransitionProperty.ApplyModifiedProperties();
}
}
/************************************************************************************************************************/
private void DoPreviewSettingsGUI()
{
GUILayout.BeginVertical(GUI.skin.box);
EditorGUILayout.LabelField("Preview Settings", "(Not Serialized)");
DoAnimatorSelectorGUI();
DoAnimationFieldGUI(AnimancerGUI.TempContent("Previous Animation",
"The animation for the preview to play before the target transition"),
_PreviousAnimation, (clip) => _PreviousAnimation = clip);
var animancer = InstanceAnimancer;
DoCurrentAnimationGUI(animancer);
DoAnimationFieldGUI(AnimancerGUI.TempContent("Next Animation",
"The animation for the preview to play after the target transition"),
_NextAnimation, (clip) => _NextAnimation = clip);
if (animancer != null)
{
animancer.Speed = EditorGUILayout.FloatField("Overall Speed", animancer.Speed);
if (animancer.IsGraphPlaying)
{
if (GUILayout.Button("Pause", EditorStyles.miniButton))
animancer.PauseGraph();
}
else
{
if (GUILayout.Button("Play", EditorStyles.miniButton))
{
if (_PreviousAnimation != null)
{
InstanceAnimancer.Stop();
var fromState = animancer.States.GetOrCreate(PreviousAnimationKey, _Instance._PreviousAnimation, true);
animancer.Play(fromState);
OnPlayAnimation();
fromState.Time = 0;
fromState.Events.endEvent = new AnimancerEvent(1 / fromState.Length, PlayTransition);
}
else
{
PlayTransition();
}
InstanceAnimancer.UnpauseGraph();
}
}
}
#if !UNITY_2018_3_OR_NEWER
if (!EditorApplication.isPlayingOrWillChangePlaymode)
{
EditorGUILayout.HelpBox("Playing multiple animations in Edit Mode does not work properly in this version of Unity." +
" It can play one animation, but transitioning to or from others will look wrong" +
" so if you want to use this feature you should upgrade to Unity 2018.3 or newer.",
MessageType.Warning);
}
#endif
GUILayout.EndVertical();
}
/************************************************************************************************************************/
private void DoAnimatorSelectorGUI()
{
if (_InstanceAnimators == null ||
_InstanceAnimators.Length <= 1)
return;
var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.After);
var labelArea = AnimancerGUI.StealFromLeft(ref area, EditorGUIUtility.labelWidth, AnimancerGUI.StandardSpacing);
GUI.Label(labelArea, "Animator");
var selectedAnimator = SelectedInstanceAnimator;
var label = AnimancerGUI.TempContent(selectedAnimator != null ? selectedAnimator.name : "None");
var clicked = EditorGUI.DropdownButton(area, label, FocusType.Passive);
if (!clicked)
return;
var menu = new GenericMenu();
for (int i = 0; i < _InstanceAnimators.Length; i++)
{
var animator = _InstanceAnimators[i];
label = new GUIContent(animator.name);
var index = i;
menu.AddItem(label, animator == selectedAnimator, () =>
{
SetSelectedAnimator(index);
});
}
menu.ShowAsContext();
}
/************************************************************************************************************************/
private void DoAnimationFieldGUI(GUIContent label, AnimationClip clip, Action<AnimationClip> setClip)
{
var area = AnimancerGUI.LayoutSingleLineRect();
var labelWidth = EditorGUIUtility.labelWidth;
#if UNITY_2019_3_OR_NEWER
labelWidth += 2;
area.xMin -= 1;
#else
area.xMin += 1;
area.xMax -= 1;
#endif
var spacing = AnimancerGUI.StandardSpacing;
var labelArea = AnimancerGUI.StealFromLeft(ref area, labelWidth - spacing, spacing);
if (_OtherAnimations != null && _OtherAnimations.Length > 0)
{
if (EditorGUI.DropdownButton(labelArea, label, FocusType.Passive))
{
var menu = new GenericMenu();
menu.AddItem(new GUIContent("None"), clip == null, () => setClip(null));
for (int i = 0; i < _OtherAnimations.Length; i++)
{
var animation = _OtherAnimations[i];
menu.AddItem(new GUIContent(animation.name), animation == clip, () => setClip(animation));
}
menu.ShowAsContext();
}
}
else
{
GUI.Label(labelArea, label);
}
EditorGUI.BeginChangeCheck();
clip = (AnimationClip)EditorGUI.ObjectField(area, clip, typeof(AnimationClip), true);
if (EditorGUI.EndChangeCheck())
setClip(clip);
}
/************************************************************************************************************************/
private void DoCurrentAnimationGUI(AnimancerPlayable animancer)
{
const string Label = "Current Animation";
var enabled = GUI.enabled;
GUI.enabled = false;
string text = null;
if (animancer != null)
{
var transition = GetTransition();
var state = animancer.States[transition];
if (state != null)
{
var mainObject = state.MainObject;
if (mainObject != null)
{
EditorGUILayout.ObjectField(Label, mainObject, typeof(Object), true);
}
else
{
text = state.ToString();
}
}
else
{
text = _TransitionProperty.Property.GetFriendlyPath();
}
}
else
{
text = _TransitionProperty.Property.GetFriendlyPath();
}
if (text != null)
EditorGUILayout.LabelField(Label, text);
GUI.enabled = enabled;
}
/************************************************************************************************************************/
private void PlayTransition()
{
var transition = GetTransition();
#if UNITY_2018_3_OR_NEWER
InstanceAnimancer.States.Destroy(transition);
#endif
var targetState = InstanceAnimancer.Play(transition);
OnPlayAnimation();
targetState.Events.OnEnd = () =>
{
if (_NextAnimation != null)
{
var toState = InstanceAnimancer.States.GetOrCreate(NextAnimationKey, _Instance._NextAnimation, true);
InstanceAnimancer.Play(toState, AnimancerPlayable.DefaultFadeDuration);
OnPlayAnimation();
}
};
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}
#endif