// Animancer // Copyright 2020 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace Animancer
{
/// Plays a single on startup.
[AddComponentMenu(Strings.MenuPrefix + "Solo Animation")]
[HelpURL(Strings.APIDocumentationURL + "/SoloAnimation")]
[DefaultExecutionOrder(-5000)]// Initialise before anything else tries to use this component.
public sealed class SoloAnimation : MonoBehaviour, IAnimationClipSource
{
/************************************************************************************************************************/
#region Fields and Properties
/************************************************************************************************************************/
[SerializeField, Tooltip("The Animator component which this script controls")]
private Animator _Animator;
/// []
/// The component which this script controls.
///
/// If you need to set this value at runtime you are likely better off using a proper
/// .
///
public Animator Animator
{
get { return _Animator; }
set
{
_Animator = value;
Awake();
}
}
/************************************************************************************************************************/
[SerializeField, Tooltip("The AnimationClip which will be played by OnEnable")]
private AnimationClip _Clip;
/// []
/// The which will be played by .
///
/// If you need to set this value at runtime you are likely better off using a proper
/// .
///
public AnimationClip Clip
{
get { return _Clip; }
set
{
_Clip = value;
Awake();
}
}
/************************************************************************************************************************/
#if UNITY_2018_1_OR_NEWER
///
/// If true, disabling this object will stop and rewind the animation. Otherwise it will simply be paused
/// and will resume from its current state when it is re-enabled.
///
/// The default value is true.
///
/// This property wraps and inverts its value.
/// The value is serialized by the .
///
/// It requires Unity 2018.1 or newer.
///
public bool StopOnDisable
{
get { return !_Animator.keepAnimatorStateOnDisable; }
set { _Animator.keepAnimatorStateOnDisable = !value; }
}
#endif
/************************************************************************************************************************/
///
/// The being used to play the .
///
private PlayableGraph _Graph;
///
/// The being used to play the .
///
private AnimationClipPlayable _Playable;
/************************************************************************************************************************/
private bool _IsPlaying;
///
/// Indicates whether the animation is playing (true) or paused (false).
///
public bool IsPlaying
{
get { return _IsPlaying; }
set
{
_IsPlaying = value;
if (!IsInitialised)
return;
if (value)
_Graph.Play();
else
_Graph.Stop();
}
}
/************************************************************************************************************************/
[SerializeField, Tooltip("The speed at which the animation plays (default 1)")]
private float _Speed = 1;
/// []
/// The speed at which the animation is playing (default 1).
///
/// Thrown if this component is not yet .
public float Speed
{
get { return _Speed; }
set
{
_Speed = value;
_Playable.SetSpeed(value);
IsPlaying = value != 0;
}
}
/************************************************************************************************************************/
[SerializeField, Tooltip("Determines whether Foot IK will be applied to the model (if it is Humanoid)")]
private bool _FootIK;
/// []
/// Determines whether Foot IK will be applied to the model (if it is Humanoid).
///
/// The developers of Unity have states that they believe it looks better with this enabled, but more often
/// than not it just makes the legs end up in a slightly different pose to what the animator intended.
///
/// Thrown if this component is not yet .
public bool FootIK
{
get { return _FootIK; }
set
{
_FootIK = value;
_Playable.SetApplyFootIK(value);
}
}
/************************************************************************************************************************/
///
/// The number of seconds that have passed since the start of the animation.
///
/// Thrown if this component is not yet .
public float Time
{
get { return (float)_Playable.GetTime(); }
set
{
// We need to call SetTime twice to ensure that animation events aren't triggered incorrectly.
_Playable.SetTime(value);
_Playable.SetTime(value);
IsPlaying = true;
}
}
///
/// The of this state as a portion of the , meaning the
/// value goes from 0 to 1 as it plays from start to end, regardless of how long that actually takes.
///
/// This value will continue increasing after the animation passes the end of its length and it will either
/// freeze in place or start again from the beginning according to whether it is looping or not.
///
/// The fractional part of the value (NormalizedTime % 1) is the percentage (0-1) of progress in the
/// current loop while the integer part ((int)NormalizedTime) is the number of times the animation has
/// been looped.
///
/// Thrown if this component is not yet .
public float NormalizedTime
{
get { return Time / _Clip.length; }
set { Time = value * _Clip.length; }
}
/************************************************************************************************************************/
/// Indicates whether the is valid.
public bool IsInitialised { get { return _Graph.IsValid(); } }
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// [Editor-Only]
/// Called by the Unity Editor when this component is first added (in Edit Mode) and whenever the Reset command
/// is executed from its context menu.
///
/// Tries to find an component on this or its
/// children or parents (in that order).
///
private void Reset()
{
_Animator = Editor.AnimancerEditorUtilities.GetComponentInHierarchy(gameObject);
}
/************************************************************************************************************************/
/// [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.
///
/// Tries to find an component on this or its
/// parents or children (in that order).
///
private void OnValidate()
{
if (IsInitialised)
{
Speed = Speed;
FootIK = FootIK;
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
///
/// Called by Unity when this component is first created.
///
/// Initialises everything needed to play the .
///
private void Awake()
{
if (_Clip == null || _Animator == null)
return;
if (_Graph.IsValid())
_Graph.Destroy();
_Playable = AnimationPlayableUtilities.PlayClip(_Animator, _Clip, out _Graph);
_Playable.SetSpeed(_Speed);
if (!_FootIK)
_Playable.SetApplyFootIK(false);
if (!_Clip.isLooping)
_Playable.SetDuration(_Clip.length);
}
/************************************************************************************************************************/
///
/// Called by Unity when this component becomes enabled and active.
///
/// Plays the on the target .
///
private void OnEnable()
{
IsPlaying = true;
}
/************************************************************************************************************************/
///
/// Called by Unity every frame while this component is enabled and active.
///
/// Checks if the animation is done so it can pause the to improve performance.
///
private void Update()
{
if (!IsPlaying)
return;
if (_Graph.IsDone())
{
IsPlaying = false;
}
else if (_Speed < 0 && Time <= 0)
{
IsPlaying = false;
Time = 0;
}
}
/************************************************************************************************************************/
///
/// Called by Unity when this component becomes disabled or inactive.
///
/// Ensures that the is properly cleaned up.
///
private void OnDisable()
{
IsPlaying = false;
#if UNITY_2018_1_OR_NEWER
if (_Animator.keepAnimatorStateOnDisable)
return;
#endif
if (IsInitialised)
{
// We need to call SetTime twice to ensure that animation events aren't triggered incorrectly.
_Playable.SetTime(0);
_Playable.SetTime(0);
}
}
/************************************************************************************************************************/
///
/// Called by Unity when this component is destroyed.
///
/// Ensures that the is properly cleaned up.
///
private void OnDestroy()
{
if (IsInitialised)
_Graph.Destroy();
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/// [Editor-Only]
/// Ensures that the is destroyed.
///
~SoloAnimation()
{
UnityEditor.EditorApplication.delayCall += OnDestroy;
}
#endif
/************************************************************************************************************************/
/// []
/// Adds the to the list.
///
public void GetAnimationClips(List clips)
{
if (_Clip != null)
clips.Add(_Clip);
}
/************************************************************************************************************************/
}
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
namespace Animancer.Editor
{
[UnityEditor.CustomEditor(typeof(SoloAnimation)), UnityEditor.CanEditMultipleObjects]
internal sealed class SoloAnimationEditor : UnityEditor.Editor
{
/************************************************************************************************************************/
/// The animator referenced by each target.
private Animator[] _Animators;
/// A encapsulating the .
private UnityEditor.SerializedObject _SerializedAnimator;
#if UNITY_2018_1_OR_NEWER
/// The property.
private UnityEditor.SerializedProperty _KeepStateOnDisable;
#endif
/************************************************************************************************************************/
public override void OnInspectorGUI()
{
DoSerializedFieldsGUI();
RefreshSerializedAnimator();
DoStopOnDisableGUI();
DoRuntimeDetailsGUI();
}
/************************************************************************************************************************/
///
/// Draws the target's serialized fields.
///
private void DoSerializedFieldsGUI()
{
serializedObject.Update();
var property = serializedObject.GetIterator();
property.NextVisible(true);
if (property.name != "m_Script")
UnityEditor.EditorGUILayout.PropertyField(property, true);
while (property.NextVisible(false))
{
UnityEditor.EditorGUILayout.PropertyField(property, true);
}
serializedObject.ApplyModifiedProperties();
}
/************************************************************************************************************************/
private void RefreshSerializedAnimator()
{
var targets = this.targets;
if (_Animators == null || _Animators.Length != targets.Length)
_Animators = new Animator[targets.Length];
var dirty = false;
var hasAll = true;
for (int i = 0; i < _Animators.Length; i++)
{
var animator = (targets[i] as SoloAnimation).Animator;
if (_Animators[i] != animator)
{
_Animators[i] = animator;
dirty = true;
}
if (animator == null)
hasAll = false;
}
if (!dirty)
return;
OnDisable();
if (!hasAll)
return;
_SerializedAnimator = new UnityEditor.SerializedObject(_Animators);
#if UNITY_2018_1_OR_NEWER
_KeepStateOnDisable = _SerializedAnimator.FindProperty("m_KeepAnimatorControllerStateOnDisable");
#endif
}
/************************************************************************************************************************/
///
/// Draws a toggle inverted from the field.
///
private void DoStopOnDisableGUI()
{
#if UNITY_2018_1_OR_NEWER
var area = AnimancerGUI.LayoutSingleLineRect();
var label = AnimancerGUI.TempContent("Stop On Disable",
"If true, disabling this object will stop and rewind all animations." +
" Otherwise they will simply be paused and will resume from their current states when it is re-enabled.");
if (_KeepStateOnDisable != null)
{
_KeepStateOnDisable.serializedObject.Update();
label = UnityEditor.EditorGUI.BeginProperty(area, label, _KeepStateOnDisable);
_KeepStateOnDisable.boolValue = !UnityEditor.EditorGUI.Toggle(area, label, !_KeepStateOnDisable.boolValue);
UnityEditor.EditorGUI.EndProperty();
_KeepStateOnDisable.serializedObject.ApplyModifiedProperties();
}
else
{
var enabled = GUI.enabled;
GUI.enabled = false;
UnityEditor.EditorGUI.Toggle(area, label, false);
GUI.enabled = enabled;
}
#endif
}
/************************************************************************************************************************/
/// Draws the target's runtime details.
private void DoRuntimeDetailsGUI()
{
if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode ||
targets.Length != 1)
return;
AnimancerGUI.BeginVerticalBox(GUI.skin.box);
var target = (SoloAnimation)this.target;
if (!target.IsInitialised)
{
GUILayout.Label("Not Initialised");
}
else
{
UnityEditor.EditorGUI.BeginChangeCheck();
var isPlaying = UnityEditor.EditorGUILayout.Toggle("Is Playing", target.IsPlaying);
if (UnityEditor.EditorGUI.EndChangeCheck())
target.IsPlaying = isPlaying;
UnityEditor.EditorGUI.BeginChangeCheck();
var time = UnityEditor.EditorGUILayout.FloatField("Time", target.Time);
if (UnityEditor.EditorGUI.EndChangeCheck())
target.Time = time;
time = target.NormalizedTime.Wrap01();
if (time == 0 && target.Time != 0)
time = 1;
UnityEditor.EditorGUI.BeginChangeCheck();
time = UnityEditor.EditorGUILayout.Slider("Normalized Time", time, 0, 1);
if (UnityEditor.EditorGUI.EndChangeCheck())
target.NormalizedTime = time;
}
AnimancerGUI.EndVerticalBox(GUI.skin.box);
Repaint();
}
/************************************************************************************************************************/
private void OnDisable()
{
if (_SerializedAnimator != null)
{
_SerializedAnimator.Dispose();
_SerializedAnimator = null;
#if UNITY_2018_1_OR_NEWER
_KeepStateOnDisable = null;
#endif
}
}
/************************************************************************************************************************/
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/