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1204 lines
53 KiB
C#
1204 lines
53 KiB
C#
3 months ago
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// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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using System.Collections;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditorInternal;
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#endif
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namespace Animancer
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{
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/// <summary>[Pro-Only]
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/// Base class for <see cref="AnimancerState"/>s which blend other states together.
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/// </summary>
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public abstract partial class MixerState : AnimancerState
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{
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/************************************************************************************************************************/
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#region Properties
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/************************************************************************************************************************/
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/// <summary>The number of input ports in the <see cref="Playable"/>.</summary>
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public abstract int PortCount { get; }
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/************************************************************************************************************************/
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/// <summary>Mixers should keep child playables connected to the graph at all times.</summary>
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public override bool KeepChildrenConnected { get { return true; } }
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/// <summary>An <see cref="MixerState"/> has no <see cref="AnimationClip"/>.</summary>
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public override AnimationClip Clip { get { return null; } }
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/************************************************************************************************************************/
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/// <summary>
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/// Returns the collection of states connected to this mixer. Note that some elements may be null.
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/// <para></para>
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/// Getting an enumerator that automatically skips over null states is slower and creates garbage, so
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/// internally we use this property and perform null checks manually even though it increases the code
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/// complexity a bit.
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/// </summary>
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public abstract IList<AnimancerState> ChildStates { get; }
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/// <summary>Returns an enumerator which will iterate through each state connected to this mixer.</summary>
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public override IEnumerator<AnimancerState> GetEnumerator()
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{
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var childStates = ChildStates;
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if (childStates == null)
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yield break;
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var count = childStates.Count;
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for (int i = 0; i < count; i++)
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{
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var state = childStates[i];
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if (state == null)
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continue;
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yield return state;
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}
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}
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/************************************************************************************************************************/
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/// <summary>Indicates whether the weights of all child states should be recalculated.</summary>
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public bool WeightsAreDirty { get; set; }
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/************************************************************************************************************************/
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/// <summary>
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/// Determines whether the states in this mixer are playing.
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/// </summary>
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public override bool IsPlaying
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{
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get { return base.IsPlaying; }
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set
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{
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base.IsPlaying = value;
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var childStates = ChildStates;
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if (childStates == null)
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return;
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var count = childStates.Count;
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for (int i = 0; i < count; i++)
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{
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var state = childStates[i];
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if (state == null)
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continue;
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state.IsPlaying = value;
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}
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}
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}
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/************************************************************************************************************************/
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/// <summary>Returns true if any child state is looping.</summary>
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public override bool IsLooping
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{
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get
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{
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var childStates = ChildStates;
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if (childStates == null)
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return false;
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var count = childStates.Count;
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for (int i = 0; i < count; i++)
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{
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var state = childStates[i];
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if (state == null)
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continue;
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if (state.IsLooping)
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return true;
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}
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return false;
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}
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}
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/************************************************************************************************************************/
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private bool[] _SynchroniseChildren;
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/// <summary>
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/// Indicates which children should have their <see cref="AnimancerNode.Speed"/> modified in order to keep
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/// their <see cref="AnimancerState.NormalizedTime"/> at approximately the same value.
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/// <para></para>
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/// The array can be null or empty. Any elements not in the array will be treated as true.
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/// </summary>
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/// <remarks>
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/// The <see cref="AnimancerNode.Speed"/> is modified to allow each state to trigger its events properly
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/// where setting the <see cref="AnimancerState.NormalizedTime"/> directly would prevent any events.
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/// </remarks>
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public bool[] SynchroniseChildren
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{
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get { return _SynchroniseChildren; }
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set
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{
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if (value == null || value.Length == 0)
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{
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_SynchroniseChildren = null;
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}
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else
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{
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// Reset the speed of any children that are no longer synced to 1.
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var childStates = ChildStates;
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if (childStates != null)
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{
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var count = Mathf.Min(childStates.Count, value.Length);
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for (int i = 0; i < count; i++)
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{
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if (value[i])
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continue;
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var state = childStates[i];
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if (state == null)
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continue;
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state.Speed = 1;
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}
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}
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_SynchroniseChildren = value;
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}
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Initialisation
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="MixerState"/> without connecting it to the <see cref="PlayableGraph"/>.
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/// </summary>
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public MixerState(AnimancerPlayable root)
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: base(root)
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{
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_Playable = AnimationMixerPlayable.Create(root._Graph, 0, true);
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}
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/// <summary>
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/// Constructs a new <see cref="MixerState"/> and connects it to the `layer`.
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/// </summary>
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public MixerState(AnimancerLayer layer)
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: this(layer.Root)
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{
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layer.AddChild(this);
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}
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/// <summary>
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/// Constructs a new <see cref="MixerState"/> and connects it to the `parent` at the specified
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/// `index`.
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/// </summary>
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public MixerState(AnimancerNode parent, int index)
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: this(parent.Root)
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{
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SetParent(parent, index);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Creates and returns a new <see cref="ClipState"/> to play the `clip` with this
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/// <see cref="MixerState"/> as its parent.
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/// </summary>
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public virtual ClipState CreateState(int index, AnimationClip clip)
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{
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return new ClipState(this, index, clip)
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{
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IsPlaying = IsPlaying,
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Time = Time
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};
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}
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/************************************************************************************************************************/
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/// <summary>The number of states using this mixer as their <see cref="AnimancerState.Parent"/>.</summary>
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public override int ChildCount { get { return ChildStates.Count; } }
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/// <summary>
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/// Returns the state connected to the specified `index` as a child of this mixer.
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/// </summary>
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public override AnimancerState GetChild(int index)
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{
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return ChildStates[index];
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Updates
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/************************************************************************************************************************/
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/// <summary>
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/// Updates the time of this mixer and all of its child states.
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/// </summary>
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protected internal override void Update(out bool needsMoreUpdates)
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{
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base.Update(out needsMoreUpdates);
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var childStates = ChildStates;
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if (childStates == null)
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return;
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if (WeightsAreDirty && Weight != 0)
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{
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RecalculateWeights();
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Debug.Assert(!WeightsAreDirty,
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"MixerState.AreWeightsDirty has not been set to false by RecalculateWeights().");
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// We need to apply the child weights immediately to ensure they are all in sync. Otherwise some of the
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// child states might have already been updated before the mixer and would not apply it until next frame.
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var count = childStates.Count;
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for (int i = 0; i < count; i++)
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{
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var state = childStates[i];
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if (state == null)
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continue;
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state.ApplyWeight();
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}
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}
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ApplySynchroniseChildren(ref needsMoreUpdates);
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}
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/************************************************************************************************************************/
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/// <summary>Applies the effects of <see cref="SynchroniseChildren"/>.</summary>
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protected void ApplySynchroniseChildren(ref bool needsMoreUpdates)
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{
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if (AnimancerPlayable.DeltaTime == 0)
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return;
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var childStates = ChildStates;
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var childCount = childStates.Count;
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if (childStates == null)
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return;
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// Get the number of elements in the array.
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int flagCount;
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if (_SynchroniseChildren == null)
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{
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flagCount = 0;
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}
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else
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{
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flagCount = _SynchroniseChildren.Length;
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if (flagCount >= childCount)
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{
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for (int i = 0; i < flagCount; i++)
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{
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if (_SynchroniseChildren[i])
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goto Continue;
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}
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// If none of the flags are true, do nothing.
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return;
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}
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}
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Continue:
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needsMoreUpdates = true;
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// Calculate the weighted average normalized time of all children.
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var totalWeight = 0f;
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var weightedNormalizedTime = 0f;
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var weightedLength = 0f;
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for (int i = 0; i < childCount; i++)
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{
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if (i < flagCount && !_SynchroniseChildren[i])
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continue;
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var state = childStates[i];
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if (state == null)
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continue;
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var weight = state.Weight;
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if (weight == 0)
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continue;
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totalWeight += weight;
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weightedNormalizedTime += state.NormalizedTime * weight;
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weightedLength += state.Length * weight;
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}
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if (totalWeight <= 0 || weightedLength <= 0)
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return;
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// Increment that time value according to delta time.
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weightedNormalizedTime /= totalWeight;
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weightedNormalizedTime += AnimancerPlayable.DeltaTime * totalWeight / weightedLength;
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// Modify the speed of all children to go from their current normalized time to the average in one frame.
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var inverseDeltaTime = 1f / AnimancerPlayable.DeltaTime;
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for (int i = 0; i < childCount; i++)
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{
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if (i < flagCount && !_SynchroniseChildren[i])
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continue;
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var state = childStates[i];
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if (state == null)
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continue;
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state.Speed = (weightedNormalizedTime - state.NormalizedTime) * state.Length * inverseDeltaTime;
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}
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// After this, all the playables will update and advance according to their new speeds this frame.
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Recalculates the weights of all <see cref="ManualMixerState.States"/> based on the current value of the
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/// <see cref="MixerState{TParameter}.Parameter"/> and the thresholds.
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/// <para></para>
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/// Overrides of this method must set <see cref="WeightsAreDirty"/> = false.
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/// </summary>
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public abstract void RecalculateWeights();
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Inverse Kinematics
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/************************************************************************************************************************/
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/// <summary>
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/// Determines whether <c>OnAnimatorIK(int layerIndex)</c> will be called on the animated object for any
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/// <see cref="ChildStates"/>.
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/// The initial value is determined by <see cref="AnimancerLayer.DefaultApplyAnimatorIK"/>.
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/// <para></para>
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/// This is equivalent to the "IK Pass" toggle in Animator Controller layers.
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/// <para></para>
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/// It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions
|
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/// of the Playables API caused this value to only take effect while a state was at
|
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/// <see cref="AnimancerNode.Weight"/> == 1 which meant that IK would not work while fading between animations.
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/// </summary>
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public override bool ApplyAnimatorIK
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{
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get
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{
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var childStates = ChildStates;
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if (childStates == null)
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return false;
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var count = childStates.Count;
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for (int i = 0; i < count; i++)
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{
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var state = childStates[i];
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if (state == null)
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continue;
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if (state.ApplyAnimatorIK)
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return true;
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}
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return false;
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}
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set
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{
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var childStates = ChildStates;
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if (childStates == null)
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return;
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|
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var count = childStates.Count;
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for (int i = 0; i < count; i++)
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{
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var state = childStates[i];
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if (state == null)
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continue;
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|
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state.ApplyAnimatorIK = value;
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}
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}
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||
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}
|
||
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||
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/************************************************************************************************************************/
|
||
|
|
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/// <summary>
|
||
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/// Indicates whether any of the <see cref="ChildStates"/> in this mixer are applying IK to the character's feet.
|
||
|
/// The initial value is determined by <see cref="AnimancerLayer.DefaultApplyFootIK"/>.
|
||
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/// <para></para>
|
||
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/// This is equivalent to the "Foot IK" toggle in Animator Controller states.
|
||
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/// </summary>
|
||
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public override bool ApplyFootIK
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{
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get
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{
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var childStates = ChildStates;
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if (childStates == null)
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|
return false;
|
||
|
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||
|
var count = childStates.Count;
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|
for (int i = 0; i < count; i++)
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{
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var state = childStates[i];
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if (state == null)
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continue;
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if (state.ApplyFootIK)
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return true;
|
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}
|
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return false;
|
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}
|
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|
set
|
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{
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var childStates = ChildStates;
|
||
|
if (childStates == null)
|
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return;
|
||
|
|
||
|
var count = childStates.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
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{
|
||
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var state = childStates[i];
|
||
|
if (state == null)
|
||
|
continue;
|
||
|
|
||
|
state.ApplyFootIK = value;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#region Other Methods
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets <see cref="AnimancerState.Time"/> for all <see cref="ChildStates"/>.
|
||
|
/// </summary>
|
||
|
public void SetChildrenTime(float value, bool normalized = false)
|
||
|
{
|
||
|
var childStates = ChildStates;
|
||
|
if (childStates == null)
|
||
|
return;
|
||
|
|
||
|
var count = childStates.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var state = childStates[i];
|
||
|
if (state == null)
|
||
|
continue;
|
||
|
|
||
|
if (normalized)
|
||
|
state.NormalizedTime = value;
|
||
|
else
|
||
|
state.Time = value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>The average velocity of the root motion caused by this state.</summary>
|
||
|
public override Vector3 AverageVelocity
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
var velocity = default(Vector3);
|
||
|
|
||
|
var childStates = ChildStates;
|
||
|
if (childStates != null)
|
||
|
{
|
||
|
var count = childStates.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var state = childStates[i];
|
||
|
if (state == null)
|
||
|
continue;
|
||
|
|
||
|
velocity += state.AverageVelocity * state.Weight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return velocity;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Recalculates the <see cref="AnimancerState.Duration"/> of all child states so that they add up to 1.
|
||
|
/// </summary>
|
||
|
/// <exception cref="NullReferenceException">Thrown if there are any states with no <see cref="Clip"/>.</exception>
|
||
|
public void NormalizeDurations()
|
||
|
{
|
||
|
var childStates = ChildStates;
|
||
|
if (childStates == null)
|
||
|
return;
|
||
|
|
||
|
int divideBy = 0;
|
||
|
float totalDuration = 0f;
|
||
|
|
||
|
// Count the number of states that exist and their total duration.
|
||
|
var count = childStates.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var state = childStates[i];
|
||
|
if (state == null)
|
||
|
continue;
|
||
|
|
||
|
divideBy++;
|
||
|
totalDuration += state.Duration;
|
||
|
}
|
||
|
|
||
|
// Calculate the average duration.
|
||
|
totalDuration /= divideBy;
|
||
|
|
||
|
// Set all states to that duration.
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var state = childStates[i];
|
||
|
if (state == null)
|
||
|
continue;
|
||
|
|
||
|
state.Duration = totalDuration;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Gets a user-friendly key to identify the `state` in the Inspector.</summary>
|
||
|
public abstract string GetDisplayKey(AnimancerState state);
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns a string describing the type of this mixer and the name of <see cref="Clip"/>s connected to it.
|
||
|
/// </summary>
|
||
|
public override string ToString()
|
||
|
{
|
||
|
var name = new StringBuilder();
|
||
|
name.Append(GetType().Name);
|
||
|
name.Append(" (");
|
||
|
bool first = true;
|
||
|
|
||
|
var childStates = ChildStates;
|
||
|
if (childStates == null)
|
||
|
{
|
||
|
name.Append("null");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var count = childStates.Count;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var state = childStates[i];
|
||
|
if (state == null)
|
||
|
continue;
|
||
|
|
||
|
if (first)
|
||
|
first = false;
|
||
|
else
|
||
|
name.Append(", ");
|
||
|
|
||
|
if (state.Clip != null)
|
||
|
name.Append(state.Clip.name);
|
||
|
else
|
||
|
name.Append(state);
|
||
|
}
|
||
|
}
|
||
|
name.Append(")");
|
||
|
return name.ToString();
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[<see cref="IAnimationClipCollection"/>]
|
||
|
/// Gathers all the animations in this state.
|
||
|
/// </summary>
|
||
|
public override void GatherAnimationClips(ICollection<AnimationClip> clips)
|
||
|
{
|
||
|
clips.GatherFromSources((IList)ChildStates);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#region Inspector
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>The number of parameters being managed by this state.</summary>
|
||
|
protected virtual int ParameterCount { get { return 0; } }
|
||
|
|
||
|
/// <summary>Returns the name of a parameter being managed by this state.</summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
|
protected virtual string GetParameterName(int index) { throw new NotSupportedException(); }
|
||
|
|
||
|
/// <summary>Returns the type of a parameter being managed by this state.</summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
|
protected virtual UnityEngine.AnimatorControllerParameterType GetParameterType(int index) { throw new NotSupportedException(); }
|
||
|
|
||
|
/// <summary>Returns the value of a parameter being managed by this state.</summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
|
protected virtual object GetParameterValue(int index) { throw new NotSupportedException(); }
|
||
|
|
||
|
/// <summary>Sets the value of a parameter being managed by this state.</summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
|
||
|
protected virtual void SetParameterValue(int index, object value) { throw new NotSupportedException(); }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#if UNITY_EDITOR
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[Editor-Only] Returns a <see cref="Drawer"/> for this state.</summary>
|
||
|
protected internal override Editor.IAnimancerNodeDrawer GetDrawer()
|
||
|
{
|
||
|
return new Drawer(this);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[Editor-Only] Draws the Inspector GUI for an <see cref="ControllerState"/>.</summary>
|
||
|
public sealed class Drawer : Editor.ParametizedAnimancerStateDrawer<MixerState>
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Constructs a new <see cref="Drawer"/> to manage the Inspector GUI for the `state`.
|
||
|
/// </summary>
|
||
|
public Drawer(MixerState state) : base(state) { }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>The number of parameters being managed by the target state.</summary>
|
||
|
public override int ParameterCount { get { return Target.ParameterCount; } }
|
||
|
|
||
|
/// <summary>Returns the name of a parameter being managed by the target state.</summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
|
public override string GetParameterName(int index) { return Target.GetParameterName(index); }
|
||
|
|
||
|
/// <summary>Returns the type of a parameter being managed by the target state.</summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
|
public override UnityEngine.AnimatorControllerParameterType GetParameterType(int index) { return Target.GetParameterType(index); }
|
||
|
|
||
|
/// <summary>Returns the value of a parameter being managed by the target state.</summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
|
public override object GetParameterValue(int index) { return Target.GetParameterValue(index); }
|
||
|
|
||
|
/// <summary>Sets the value of a parameter being managed by the target state.</summary>
|
||
|
/// <exception cref="NotSupportedException">Thrown if the target state doesn't manage any parameters.</exception>
|
||
|
public override void SetParameterValue(int index, object value) { Target.SetParameterValue(index, value); }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endif
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#region Transition
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Base class for serializable <see cref="ITransition"/>s which can create a particular type of
|
||
|
/// <see cref="MixerState{TParameter}"/> 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.
|
||
|
/// <para></para>
|
||
|
/// Even though it has the <see cref="SerializableAttribute"/>, this class won't actually get serialized
|
||
|
/// by Unity because it's generic and abstract. Each child class still needs to include the attribute.
|
||
|
/// </remarks>
|
||
|
[Serializable]
|
||
|
public abstract class Transition<TMixer, TParameter> : ManualMixerState.Transition<TMixer>
|
||
|
where TMixer : MixerState<TParameter>
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
[SerializeField, HideInInspector]
|
||
|
private TParameter[] _Thresholds;
|
||
|
|
||
|
/// <summary>[<see cref="SerializeField"/>]
|
||
|
/// The parameter values at which each of the states are used and blended.
|
||
|
/// </summary>
|
||
|
public TParameter[] Thresholds
|
||
|
{
|
||
|
get { return _Thresholds; }
|
||
|
set { _Thresholds = value; }
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
[SerializeField]
|
||
|
private TParameter _DefaultParameter;
|
||
|
|
||
|
/// <summary>[<see cref="SerializeField"/>]
|
||
|
/// The initial parameter value to give the mixer when it is first created.
|
||
|
/// </summary>
|
||
|
public TParameter DefaultParameter
|
||
|
{
|
||
|
get { return _DefaultParameter; }
|
||
|
set { _DefaultParameter = value; }
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Initialises the <see cref="AnimancerState.Transition{TState}.State"/> immediately after it is created.
|
||
|
/// </summary>
|
||
|
public override void InitialiseState()
|
||
|
{
|
||
|
base.InitialiseState();
|
||
|
|
||
|
State.SetThresholds(_Thresholds);
|
||
|
State.Parameter = _DefaultParameter;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#region Transition 2D
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// A serializable <see cref="ITransition"/> which can create a <see cref="CartesianMixerState"/> or
|
||
|
/// <see cref="DirectionalMixerState"/> when passed into
|
||
|
/// <see cref="AnimancerPlayable.Play(ITransition)"/>.
|
||
|
/// </summary>
|
||
|
[Serializable]
|
||
|
public class Transition2D : Transition<MixerState<Vector2>, Vector2>
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// A type of <see cref="MixerState"/> that can be created by a <see cref="Transition2D"/>.
|
||
|
/// </summary>
|
||
|
public enum MixerType
|
||
|
{
|
||
|
/// <summary><see cref="CartesianMixerState"/></summary>
|
||
|
Cartesian,
|
||
|
|
||
|
/// <summary><see cref="DirectionalMixerState"/></summary>
|
||
|
Directional,
|
||
|
}
|
||
|
|
||
|
[SerializeField]
|
||
|
private MixerType _Type;
|
||
|
|
||
|
/// <summary>[<see cref="SerializeField"/>]
|
||
|
/// The type of <see cref="MixerState"/> that this transition will create.
|
||
|
/// </summary>
|
||
|
public MixerType Type
|
||
|
{
|
||
|
get { return _Type; }
|
||
|
set { _Type = value; }
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Creates and returns a new <see cref="CartesianMixerState"/> or <see cref="DirectionalMixerState"/>
|
||
|
/// depending on the <see cref="Type"/> connected to the `layer`.
|
||
|
/// <para></para>
|
||
|
/// This method also assigns it as the <see cref="AnimancerState.Transition{TState}.State"/>.
|
||
|
/// </summary>
|
||
|
public override MixerState<Vector2> CreateState(AnimancerLayer layer)
|
||
|
{
|
||
|
switch (_Type)
|
||
|
{
|
||
|
case MixerType.Cartesian: State = new CartesianMixerState(layer); break;
|
||
|
case MixerType.Directional: State = new DirectionalMixerState(layer); break;
|
||
|
default: throw new ArgumentOutOfRangeException("_Type");
|
||
|
}
|
||
|
InitialiseState();
|
||
|
return State;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#region Drawer
|
||
|
#if UNITY_EDITOR
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[Editor-Only] Adds context menu functions for this transition.</summary>
|
||
|
protected override void AddItemsToContextMenu(GenericMenu menu, SerializedProperty property,
|
||
|
Editor.Serialization.PropertyAccessor accessor)
|
||
|
{
|
||
|
base.AddItemsToContextMenu(menu, property, accessor);
|
||
|
Drawer.AddItemsToContextMenu(menu);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[Editor-Only]
|
||
|
/// Draws the Inspector GUI for a <see cref="Vector2"/> <see cref="Transition{TMixer, TParameter}"/>.
|
||
|
/// </summary>
|
||
|
[CustomPropertyDrawer(typeof(Transition2D), true)]
|
||
|
public class Drawer : TransitionDrawer
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Constructs a new <see cref="Drawer"/> using the a wider `thresholdWidth` than usual to accomodate
|
||
|
/// both the X and Y values.
|
||
|
/// </summary>
|
||
|
public Drawer() : base(ThresholdLabelWidth * 2 + 20) { }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Fills the `menu` with functions relevant to the `rootProperty`.
|
||
|
/// </summary>
|
||
|
public static void AddItemsToContextMenu(GenericMenu menu)
|
||
|
{
|
||
|
AddPropertyModifierFunction(menu, "Initialise Standard 4 Directions", InitialiseStandard4Directions);
|
||
|
AddThresholdItemsToContextMenu(menu);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Fills the `menu` with functions relevant to the `rootProperty`.
|
||
|
/// </summary>
|
||
|
public static void AddThresholdItemsToContextMenu(GenericMenu menu, string prefix = "Calculate Thresholds")
|
||
|
{
|
||
|
var fromVelocity = "From Velocity";
|
||
|
if (prefix != null)
|
||
|
fromVelocity = prefix + "/" + fromVelocity;
|
||
|
|
||
|
AddCalculateThresholdsFunction(menu, fromVelocity + "/XY", (clip, threshold) =>
|
||
|
{
|
||
|
var velocity = clip.averageSpeed;
|
||
|
return new Vector2(velocity.x, velocity.y);
|
||
|
});
|
||
|
|
||
|
AddCalculateThresholdsFunction(menu, fromVelocity + "/XZ", (clip, threshold) =>
|
||
|
{
|
||
|
var velocity = clip.averageSpeed;
|
||
|
return new Vector2(velocity.x, velocity.z);
|
||
|
});
|
||
|
|
||
|
AddCalculateThresholdsFunctionPerAxis(menu, prefix, "From Speed",
|
||
|
(clip, threshold) => clip.apparentSpeed);
|
||
|
AddCalculateThresholdsFunctionPerAxis(menu, prefix, "From Velocity X",
|
||
|
(clip, threshold) => clip.averageSpeed.x);
|
||
|
AddCalculateThresholdsFunctionPerAxis(menu, prefix, "From Velocity Y",
|
||
|
(clip, threshold) => clip.averageSpeed.z);
|
||
|
AddCalculateThresholdsFunctionPerAxis(menu, prefix, "From Velocity Z",
|
||
|
(clip, threshold) => clip.averageSpeed.z);
|
||
|
AddCalculateThresholdsFunctionPerAxis(menu, prefix, "From Angular Speed (Rad)",
|
||
|
(clip, threshold) => clip.averageAngularSpeed * Mathf.Deg2Rad);
|
||
|
AddCalculateThresholdsFunctionPerAxis(menu, prefix, "From Angular Speed (Deg)",
|
||
|
(clip, threshold) => clip.averageAngularSpeed);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private static void InitialiseStandard4Directions(SerializedProperty property)
|
||
|
{
|
||
|
var oldSpeedCount = CurrentSpeeds.arraySize;
|
||
|
|
||
|
CurrentClips.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 5;
|
||
|
CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = Vector2.zero;
|
||
|
CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up;
|
||
|
CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = Vector2.right;
|
||
|
CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.down;
|
||
|
CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = Vector2.left;
|
||
|
|
||
|
InitialiseSpeeds(oldSpeedCount);
|
||
|
|
||
|
var type = property.FindPropertyRelative("_Type");
|
||
|
type.enumValueIndex = (int)MixerType.Directional;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private static void AddCalculateThresholdsFunction(GenericMenu menu, string label,
|
||
|
Func<AnimationClip, Vector2, Vector2> calculateThreshold)
|
||
|
{
|
||
|
AddPropertyModifierFunction(menu, label, (property) =>
|
||
|
{
|
||
|
var count = CurrentClips.arraySize;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var clip = CurrentClips.GetArrayElementAtIndex(i).objectReferenceValue as AnimationClip;
|
||
|
if (clip == null)
|
||
|
continue;
|
||
|
|
||
|
var threshold = CurrentThresholds.GetArrayElementAtIndex(i);
|
||
|
var value = calculateThreshold(clip, threshold.vector2Value);
|
||
|
if (!float.IsNaN(value.x) && !float.IsNaN(value.y))
|
||
|
threshold.vector2Value = value;
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private static void AddCalculateThresholdsFunctionPerAxis(GenericMenu menu, string prefix, string label,
|
||
|
Func<AnimationClip, float, float> calculateThreshold)
|
||
|
{
|
||
|
if (prefix != null)
|
||
|
prefix += " ";
|
||
|
|
||
|
AddCalculateThresholdsFunction(menu, prefix + "X/" + label, 0, calculateThreshold);
|
||
|
AddCalculateThresholdsFunction(menu, prefix + "Y/" + label, 1, calculateThreshold);
|
||
|
}
|
||
|
|
||
|
private static void AddCalculateThresholdsFunction(GenericMenu menu, string label, int axis,
|
||
|
Func<AnimationClip, float, float> calculateThreshold)
|
||
|
{
|
||
|
AddPropertyModifierFunction(menu, label, (property) =>
|
||
|
{
|
||
|
var count = CurrentClips.arraySize;
|
||
|
for (int i = 0; i < count; i++)
|
||
|
{
|
||
|
var clip = CurrentClips.GetArrayElementAtIndex(i).objectReferenceValue as AnimationClip;
|
||
|
if (clip == null)
|
||
|
continue;
|
||
|
|
||
|
var threshold = CurrentThresholds.GetArrayElementAtIndex(i);
|
||
|
|
||
|
var value = threshold.vector2Value;
|
||
|
var newValue = calculateThreshold(clip, value[axis]);
|
||
|
if (!float.IsNaN(newValue))
|
||
|
value[axis] = newValue;
|
||
|
threshold.vector2Value = value;
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary><see cref="AddThresholdItemsToMenu"/> will add some functions to the menu.</summary>
|
||
|
protected override bool HasThresholdContextMenu { get { return true; } }
|
||
|
|
||
|
/// <summary>Adds functions to the `menu` relating to the thresholds.</summary>
|
||
|
protected override void AddThresholdItemsToMenu(GenericMenu menu)
|
||
|
{
|
||
|
AddThresholdItemsToContextMenu(menu, null);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endif
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
#region Transition Drawer
|
||
|
#if UNITY_EDITOR
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="Transition{TMixer, TParameter}"/>.</summary>
|
||
|
/// <remarks>
|
||
|
/// This class would be nested inside <see cref="Transition{TMixer, TParameter}"/>, but the generic parameters
|
||
|
/// cause problems in Unity 2019.3.
|
||
|
/// </remarks>
|
||
|
[CustomPropertyDrawer(typeof(Transition<,>), true)]
|
||
|
public class TransitionDrawer : ManualMixerState.Transition.Drawer
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// The number of horizontal pixels the "Threshold" label occupies.
|
||
|
/// </summary>
|
||
|
private readonly float ThresholdWidth;
|
||
|
|
||
|
private static float _ThresholdLabelWidth;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The number of horizontal pixels the word "Threshold" label occupies when drawn with the standard
|
||
|
/// <see cref="GUISkin.label"/> style.
|
||
|
/// </summary>
|
||
|
protected static float ThresholdLabelWidth
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (_ThresholdLabelWidth == 0)
|
||
|
_ThresholdLabelWidth = Editor.AnimancerGUI.CalculateWidth(EditorStyles.popup, "Threshold");
|
||
|
return _ThresholdLabelWidth;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Constructs a new <see cref="TransitionDrawer"/> using the default <see cref="ThresholdLabelWidth"/>.
|
||
|
/// </summary>
|
||
|
public TransitionDrawer() : this(ThresholdLabelWidth) { }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Constructs a new <see cref="TransitionDrawer"/> using a custom width for its threshold labels.
|
||
|
/// </summary>
|
||
|
protected TransitionDrawer(float thresholdWidth)
|
||
|
{
|
||
|
ThresholdWidth = thresholdWidth;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// The serialized <see cref="MixerState.Transition{TMixer, TParameter}.Thresholds"/> of the
|
||
|
/// <see cref="ManualMixerState.Transition.Drawer.CurrentProperty"/>.
|
||
|
/// </summary>
|
||
|
protected static SerializedProperty CurrentThresholds { get; private set; }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called every time a `property` is drawn to find the relevant child properties and store them to be
|
||
|
/// used in <see cref="ManualMixerState.Transition.Drawer.GetPropertyHeight"/> and
|
||
|
/// <see cref="ManualMixerState.Transition.Drawer.OnGUI"/>.
|
||
|
/// </summary>
|
||
|
protected override void GatherSubProperties(SerializedProperty property)
|
||
|
{
|
||
|
base.GatherSubProperties(property);
|
||
|
|
||
|
CurrentThresholds = property.FindPropertyRelative("_Thresholds");
|
||
|
|
||
|
var count = Math.Max(CurrentClips.arraySize, CurrentThresholds.arraySize);
|
||
|
CurrentClips.arraySize = count;
|
||
|
CurrentThresholds.arraySize = count;
|
||
|
if (CurrentSpeeds.arraySize != 0)
|
||
|
CurrentSpeeds.arraySize = count;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Splits the specified `area` into separate sections.</summary>
|
||
|
protected void SplitListRect(Rect area, out Rect animation, out Rect threshold, out Rect speed, out Rect sync)
|
||
|
{
|
||
|
SplitListRect(area, out animation, out speed, out sync);
|
||
|
|
||
|
threshold = animation;
|
||
|
|
||
|
var xMin = threshold.xMin = Math.Max(
|
||
|
EditorGUIUtility.labelWidth + Editor.AnimancerGUI.IndentSize,
|
||
|
threshold.xMax - ThresholdWidth);
|
||
|
|
||
|
animation.xMax = xMin - Editor.AnimancerGUI.StandardSpacing;
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Draws the headdings of the state list.</summary>
|
||
|
protected override void DoStateListHeaderGUI(Rect area)
|
||
|
{
|
||
|
Rect animationArea, thresholdArea, speedArea, syncArea;
|
||
|
SplitListRect(area, out animationArea, out thresholdArea, out speedArea, out syncArea);
|
||
|
|
||
|
DoAnimationLabelGUI(animationArea);
|
||
|
|
||
|
EditorGUI.BeginProperty(thresholdArea, GUIContent.none, CurrentThresholds);
|
||
|
var content = Editor.AnimancerGUI.TempContent("Threshold",
|
||
|
"The parameter values at which each child state will be fully active");
|
||
|
if (HasThresholdContextMenu)
|
||
|
{
|
||
|
if (EditorGUI.DropdownButton(thresholdArea, content, FocusType.Passive))
|
||
|
{
|
||
|
var menu = new GenericMenu();
|
||
|
AddThresholdItemsToMenu(menu);
|
||
|
menu.ShowAsContext();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GUI.Label(thresholdArea, content);
|
||
|
}
|
||
|
EditorGUI.EndProperty();
|
||
|
|
||
|
DoSpeedLabelGUI(speedArea);
|
||
|
|
||
|
DoSyncLabelGUI(syncArea);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Draws the GUI of the state at the specified `index`.</summary>
|
||
|
protected override void DoElementGUI(Rect area, int index,
|
||
|
SerializedProperty clip, SerializedProperty speed)
|
||
|
{
|
||
|
var threshold = CurrentThresholds.GetArrayElementAtIndex(index);
|
||
|
|
||
|
Rect animationArea, thresholdArea, speedArea, syncArea;
|
||
|
SplitListRect(area, out animationArea, out thresholdArea, out speedArea, out syncArea);
|
||
|
|
||
|
DoElementGUI(animationArea, speedArea, syncArea, index, clip, speed);
|
||
|
|
||
|
EditorGUI.PropertyField(thresholdArea, threshold, GUIContent.none);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called when adding a new state to the list to ensure that any other relevant arrays have new
|
||
|
/// elements added as well.
|
||
|
/// </summary>
|
||
|
protected override void OnAddElement(ReorderableList list)
|
||
|
{
|
||
|
var index = CurrentClips.arraySize;
|
||
|
base.OnAddElement(list);
|
||
|
CurrentThresholds.InsertArrayElementAtIndex(index);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called when removing a state from the list to ensure that any other relevant arrays have elements
|
||
|
/// removed as well.
|
||
|
/// </summary>
|
||
|
protected override void OnRemoveElement(ReorderableList list)
|
||
|
{
|
||
|
base.OnRemoveElement(list);
|
||
|
RemoveArrayElement(CurrentThresholds, list.index);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called when reordering states in the list to ensure that any other relevant arrays have their
|
||
|
/// corresponding elements reordered as well.
|
||
|
/// </summary>
|
||
|
protected override void OnReorderList(ReorderableList list, int oldIndex, int newIndex)
|
||
|
{
|
||
|
base.OnReorderList(list, oldIndex, newIndex);
|
||
|
CurrentThresholds.MoveArrayElement(oldIndex, newIndex);
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
/// <summary>Indicates whether <see cref="AddThresholdItemsToMenu"/> will add anything to the menu.</summary>
|
||
|
protected virtual bool HasThresholdContextMenu { get { return false; } }
|
||
|
|
||
|
/// <summary>Adds functions to the `menu` relating to the thresholds.</summary>
|
||
|
protected virtual void AddThresholdItemsToMenu(GenericMenu menu) { }
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
#endif
|
||
|
#endregion
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|
||
|
|