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136 lines
5.1 KiB
C#
136 lines
5.1 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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#if UNITY_EDITOR
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Animancer.Editor
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{
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/// <summary>[Editor-Only] Draws the Inspector GUI for an <see cref="IAnimancerComponent.Playable"/>.</summary>
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public sealed class AnimancerPlayableDrawer
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{
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/************************************************************************************************************************/
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/// <summary>Only get <see cref="AnimancerPlayable.IsGraphPlaying"/> during <see cref="EventType.Layout"/>.</summary>
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private bool _IsGraphPlaying;
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/// <summary>A lazy list of information about the layers currently being displayed.</summary>
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private readonly List<AnimancerLayerDrawer>
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LayerInfos = new List<AnimancerLayerDrawer>();
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/// <summary>The number of elements in <see cref="LayerInfos"/> that are currently being used.</summary>
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private int _LayerCount;
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/************************************************************************************************************************/
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/// <summary>Draws the GUI of the <see cref="IAnimancerComponent.Playable"/> if there is only one target.</summary>
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public void DoGUI(IAnimancerComponent[] targets)
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{
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if (targets.Length != 1)
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return;
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DoGUI(targets[0]);
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}
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/************************************************************************************************************************/
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/// <summary>Draws the GUI of the <see cref="IAnimancerComponent.Playable"/>.</summary>
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public void DoGUI(IAnimancerComponent target)
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{
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if (!target.IsPlayableInitialised)
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{
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DoPlayableNotInitialisedGUI(target);
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return;
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}
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EditorGUI.BeginChangeCheck();
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// Gather the during the layout event and use the same ones during subsequent events to avoid GUI errors
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// in case they change (they shouldn't, but this is also more efficient).
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if (Event.current.type == EventType.Layout)
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{
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AnimancerLayerDrawer.GatherLayerEditors(target.Playable, LayerInfos, out _LayerCount);
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_IsGraphPlaying = target.Playable.IsGraphPlaying;
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}
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if (!_IsGraphPlaying)
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{
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AnimancerGUI.BeginVerticalBox(GUI.skin.box);
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_IsGraphPlaying = EditorGUILayout.Toggle("Is Graph Playing", _IsGraphPlaying);
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AnimancerGUI.EndVerticalBox(GUI.skin.box);
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if (_IsGraphPlaying)
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target.Playable.UnpauseGraph();
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}
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for (int i = 0; i < _LayerCount; i++)
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{
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LayerInfos[i].DoGUI(target);
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}
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DoLayerWeightWarningGUI();
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if (AnimancerLayerDrawer.ShowUpdatingNodes)
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target.Playable.DoUpdateListGUI();
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if (EditorGUI.EndChangeCheck() && !_IsGraphPlaying)
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target.Playable.Evaluate();
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}
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/************************************************************************************************************************/
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private void DoPlayableNotInitialisedGUI(IAnimancerComponent target)
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{
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if (!EditorApplication.isPlaying ||
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target.Animator == null ||
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EditorUtility.IsPersistent(target.Animator))
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return;
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EditorGUILayout.HelpBox("Playable is not initialised." +
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" It will be initialised automatically when something needs it, such as playing an animation.",
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MessageType.Info);
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if (AnimancerGUI.TryUseClickEventInLastRect(1))
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{
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var menu = new GenericMenu();
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menu.AddItem(new GUIContent("Initialise"), false, () => target.Playable.Evaluate());
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AnimancerEditorUtilities.AddDocumentationLink(menu, "Layer Documentation", "/docs/manual/blending/layers");
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menu.ShowAsContext();
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}
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}
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/************************************************************************************************************************/
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private void DoLayerWeightWarningGUI()
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{
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for (int i = 0; i < _LayerCount; i++)
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{
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var layer = LayerInfos[i].Target;
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if (layer.Weight == 1 &&
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!layer.IsAdditive &&
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layer._Mask == null &&
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Mathf.Approximately(layer.GetTotalWeight(), 1))
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return;
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}
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EditorGUILayout.HelpBox(
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"There are no Override layers at weight 1, which will likely give undesirable results." +
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" Click here for more information.",
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MessageType.Warning);
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if (AnimancerGUI.TryUseClickEventInLastRect())
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EditorUtility.OpenWithDefaultApp(Strings.DocsURLs.Fading);
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}
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/************************************************************************************************************************/
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}
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}
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#endif
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