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CrowdControl/Assets/Plugins/Animancer/NamedAnimancerComponent.cs

234 lines
9.5 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>
/// An <see cref="AnimancerComponent"/> which uses the <see cref="Object.name"/>s of <see cref="AnimationClip"/>s
/// so they can be referenced using strings as well as the clips themselves.
/// <para></para>
/// It also has fields to automatically register animations on startup and play the first one automatically without
/// needing another script to control it, much like Unity's Legacy <see cref="Animation"/> component.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Named Animancer Component")]
[HelpURL(Strings.APIDocumentationURL + "/NamedAnimancerComponent")]
public class NamedAnimancerComponent : AnimancerComponent
{
/************************************************************************************************************************/
#region Fields and Properties
/************************************************************************************************************************/
[SerializeField, Tooltip("If true, the 'Default Animation' will be automatically played by OnEnable")]
private bool _PlayAutomatically = true;
/// <summary>[<see cref="SerializeField"/>]
/// If true, the first clip in the <see cref="Animations"/> array will be automatically played by
/// <see cref="OnEnable"/>.
/// </summary>
public bool PlayAutomatically
{
get { return _PlayAutomatically; }
set { _PlayAutomatically = value; }
}
/************************************************************************************************************************/
[SerializeField, Tooltip("Animations in this array will be automatically registered by Awake" +
" as states that can be retrieved using their name")]
private AnimationClip[] _Animations;
/// <summary>[<see cref="SerializeField"/>]
/// Animations in this array will be automatically registered by <see cref="Awake"/> as states that can be
/// retrieved using their name and the first element will be played by <see cref="OnEnable"/> if
/// <see cref="PlayAutomatically"/> is true.
/// </summary>
public AnimationClip[] Animations
{
get { return _Animations; }
set
{
_Animations = value;
if (value != null && value.Length > 0)
States.CreateIfNew(value);
}
}
/************************************************************************************************************************/
/// <summary>
/// The first element in the <see cref="Animations"/> array. It will be automatically played by
/// <see cref="OnEnable"/> if <see cref="PlayAutomatically"/> is true.
/// </summary>
public AnimationClip DefaultAnimation
{
get
{
if (_Animations == null || _Animations.Length == 0)
return null;
else
return _Animations[0];
}
set
{
if (_Animations == null || _Animations.Length == 0)
_Animations = new AnimationClip[] { value };
else
_Animations[0] = value;
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Initialisation
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only]
/// Called by the Unity Editor in Edit Mode whenever an instance of this script is loaded or a value is changed
/// in the Inspector.
/// <para></para>
/// Uses <see cref="ClipState.ValidateClip"/> to ensure that all of the clips in the <see cref="Animations"/>
/// array are supported by the <see cref="Animancer"/> system and removes any others.
/// </summary>
protected virtual void OnValidate()
{
if (_Animations == null)
return;
for (int i = 0; i < _Animations.Length; i++)
{
var clip = _Animations[i];
if (clip == null)
continue;
try
{
Validate.NotLegacy(clip);
continue;
}
catch (Exception ex)
{
Debug.LogException(ex, clip);
}
Array.Copy(_Animations, i + 1, _Animations, i, _Animations.Length - (i + 1));
Array.Resize(ref _Animations, _Animations.Length - 1);
i--;
}
}
#endif
/************************************************************************************************************************/
/// <summary>
/// Called by Unity when this component is being loaded.
/// <para></para>
/// Creates a state for each clip in the <see cref="Animations"/> array.
/// </summary>
protected virtual void Awake()
{
if (_Animations != null && _Animations.Length > 0)
States.CreateIfNew(_Animations);
}
/************************************************************************************************************************/
/// <summary>
/// Called by Unity when this component becomes enabled and active.
/// <para></para>
/// Plays the first clip in the <see cref="Animations"/> array if <see cref="PlayAutomatically"/> is true.
/// <para></para>
/// Plays the <see cref="PlayableGraph"/> if it was stopped.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
if (_PlayAutomatically && _Animations != null && _Animations.Length > 0)
{
var clip = _Animations[0];
if (clip != null)
Play(clip);
}
}
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipSource"/>]
/// Gathers all the animations in the <see cref="Playable"/> and the <see cref="Animations"/> array.
/// </summary>
public override void GatherAnimationClips(ICollection<AnimationClip> clips)
{
base.GatherAnimationClips(clips);
clips.Gather(_Animations);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Play Management
/************************************************************************************************************************/
/// <summary>
/// Returns the clip's name. This method is used to determine the dictionary key to use for an animation when
/// none is specified by the user, such as in <see cref="AnimancerComponent.Play(AnimationClip)"/>.
/// </summary>
public override object GetKey(AnimationClip clip)
{
return clip.name;
}
/************************************************************************************************************************/
/// <summary>[Coroutine]
/// Plays each clip in the <see cref="Animations"/> array one after the other. Mainly useful for testing and
/// showcasing purposes.
/// </summary>
public IEnumerator PlayAnimationsInSequence()
{
for (int i = 0; i < _Animations.Length; i++)
{
var state = Play(_Animations[i]);
if (state != null)
yield return state;
}
Stop();
}
/************************************************************************************************************************/
/// <summary>[Pro-Only] [Coroutine]
/// Cross fades between each clip in the <see cref="Animations"/> array one after the other. Mainly useful for
/// testing and showcasing purposes.
/// </summary>
public IEnumerator CrossFadeAnimationsInSequence(float fadeDuration = AnimancerPlayable.DefaultFadeDuration)
{
for (int i = 0; i < _Animations.Length; i++)
{
var state = Play(_Animations[i], fadeDuration);
if (state != null)
{
state.Time = 0;
yield return state;
}
}
Stop();
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}