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

98 lines
4.5 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <summary>
/// Enforces various rules throughout the system, most of which are compiled out if UNITY_ASSERTIONS is not defined
/// (by default, it is defined in the Unity Editor and in Development Builds).
/// </summary>
public static class Validate
{
/************************************************************************************************************************/
/// <summary>[Assert]
/// Throws if the `clip` is marked as <see cref="AnimationClip.legacy"/>.
/// </summary>
/// <exception cref="ArgumentException"/>
[System.Diagnostics.Conditional(Strings.Assert)]
public static void NotLegacy(AnimationClip clip)
{
if (clip.legacy)
throw new ArgumentException("Legacy clip '" + clip + "' cannot be used by Animancer." +
" Set the legacy property to false before using this clip." +
" If it was imported as part of a model then the model's Rig type must be changed to Humanoid or Generic." +
" Otherwise you can use the 'Toggle Legacy' function in the clip's context menu" +
" (via the cog icon in the top right of its Inspector).");
}
/************************************************************************************************************************/
/// <summary>[Assert]
/// Throws if the <see cref="AnimancerNode.Root"/> is not the `root`.
/// </summary>
/// <exception cref="ArgumentException"/>
[System.Diagnostics.Conditional(Strings.Assert)]
public static void Root(AnimancerNode node, AnimancerPlayable root)
{
if (node == null)
throw new ArgumentNullException("node");
if (node.Root != root)
throw new ArgumentException("AnimancerNode.Root mismatch:" +
" you are attempting to use a node in an AnimancerPlayable that is not it's root: " + node);
}
/************************************************************************************************************************/
/// <summary>[Assert]
/// Throws if the <see cref="AnimancerState.Parent"/> is not the `parent`.
/// </summary>
/// <exception cref="ArgumentException"/>
[System.Diagnostics.Conditional(Strings.Assert)]
public static void Parent(AnimancerState state, AnimancerNode parent)
{
if (state.Parent != parent)
throw new ArgumentException("AnimancerState.Parent mismatch:" +
" you are attempting to use a state in an AnimancerLayer that is not it's parent.");
}
/************************************************************************************************************************/
/// <summary>[Assert]
/// Throws if the `state` was not actually assigned to its specified <see cref="AnimancerNode.Index"/> in
/// the `states`.
/// </summary>
/// <exception cref="InvalidOperationException"/>
/// <exception cref="IndexOutOfRangeException">
/// Thrown if the <see cref="AnimancerNode.Index"/> is larger than the number of `states`.
/// </exception>
[System.Diagnostics.Conditional(Strings.Assert)]
public static void RemoveChild(AnimancerState state, IList<AnimancerState> states)
{
var index = state.Index;
if (index < 0)
throw new InvalidOperationException(
"Tried to remove a child state that did not actually have a Index assigned");
if (index > states.Count)
throw new IndexOutOfRangeException(
"state.Index (" + state.Index + ") is outside the collection of states (count " + states.Count + ")");
if (states[state.Index] != state)
throw new InvalidOperationException(
"Tried to remove a child state that was not actually connected to its port on " + state.Parent + ":" +
"\n Port: " + state.Index +
"\n Connected Child: " + states[state.Index] +
"\n Disconnecting Child: " + state);
}
/************************************************************************************************************************/
}
}