// Animancer // Copyright 2020 Kybernetik // using UnityEngine; namespace Animancer { /// <summary> /// Interface for components to indicate which <see cref="GameObject"/> is the root of a character when /// <see cref="Editor.AnimancerEditorUtilities.FindRoot(GameObject)"/> is called. /// </summary> public interface ICharacterRoot { #pragma warning disable IDE1006 // Naming Styles. /// <summary> /// The <see cref="Transform"/> to search for <see cref="AnimationClip"/>s beneath. /// </summary> /// /// <example> /// Implementing this interface in a <see cref="MonoBehaviour"/> will automatically inherit this property so /// you do not need to do anything else: /// <code>public class MyComponent : MonoBehaviour, IAnimancerRoot /// { /// }</code> /// But if you want to have your script point to a different object as the root, you can explicitly implement /// this property: /// <code>public class MyComponent : MonoBehaviour, IAnimancerRoot /// { /// Transform IAnimancerRoot.transform { get { return ???; } } /// }</code> /// </example> Transform transform { get; } #pragma warning restore IDE1006 // Naming Styles. } /************************************************************************************************************************/ #if UNITY_EDITOR /************************************************************************************************************************/ namespace Editor { public static partial class AnimancerEditorUtilities { /************************************************************************************************************************/ /// <summary> /// Takes a `gameObject` and returns the root <see cref="Transform"/> of the character it is part of. /// <para></para> /// This method first searches all parents for an <see cref="ICharacterRoot"/>. If it finds one, it returns the /// <see cref="ICharacterRoot.transform"/>. /// <para></para> /// Otherwise, if the object is part of a prefab then it returns the root of that prefab instance. /// <para></para> /// Otherwise, it counts the number of <see cref="Animator"/>s in the children of the `gameObject` then does /// the same for each parent. If it finds a parent with a different number of child <see cref="Animator"/>s, it /// assumes that object is the parent of multiple characters and returns the previous parent as the root. /// </summary> /// /// <example> /// <h2>Simple Hierarchy</h2> /// <code> - Character - Rigidbody, etc. /// - Model - Animator, AnimancerComponent /// - States - Various components which reference the AnimationClips they will play</code> /// Passing the <c>Model</c> into this method will return the <c>Character</c> because it has the same /// number of <see cref="Animator"/> components in its children. /// /// <h2>Shared Hierarchy</h2> /// <code> - Characters - Empty object used to group all characters /// - Character - Rigidbody, etc. /// - Model - Animator, AnimancerComponent /// - States - Various components which reference the AnimationClips they will play /// - Another Character /// - Model /// - States</code> /// <list type="bullet"> /// <item><c>Model</c> has one <see cref="Animator"/> and no more in its children.</item> /// <item>And <c>Character</c> has one <see cref="Animator"/> in its children (the same one).</item> /// <item>But <c>Characters</c> has two <see cref="Animator"/>s in its children (one on each character).</item> /// </list> /// So it picks the <c>Character</c> as the root. /// /// <h2>Complex Hierarchy</h2> /// <code> - Character - Rigidbody, etc. /// - Model - Animator, AnimancerComponent /// - States - Various components which reference the AnimationClips they will play /// - Another Model - Animator (maybe the character is holding a gun which has a reload animation)</code> /// In this case, the automatic system would see that the <c>Character</c> already has more child /// <see cref="Animator"/>s than the selected <c>Model</c> so it would only return the <c>Model</c> itself. /// This can be fixed by making any of the scripts on the <c>Character</c> implement <see cref="ICharacterRoot"/> /// to tell the system which object you want it to use as the root. /// </example> public static Transform FindRoot(GameObject gameObject) { var root = gameObject.GetComponentInParent<ICharacterRoot>(); if (root != null) return root.transform; #if UNITY_EDITOR var path = UnityEditor.AssetDatabase.GetAssetPath(gameObject); if (!string.IsNullOrEmpty(path)) return gameObject.transform.root; #if !UNITY_2018_3_OR_NEWER var type = UnityEditor.PrefabUtility.GetPrefabType(gameObject); if (type != UnityEditor.PrefabType.None) { gameObject = UnityEditor.PrefabUtility.FindPrefabRoot(gameObject); return gameObject.transform; } #endif #if UNITY_2018_3_OR_NEWER var status = UnityEditor.PrefabUtility.GetPrefabInstanceStatus(gameObject); if (status != UnityEditor.PrefabInstanceStatus.NotAPrefab) { gameObject = UnityEditor.PrefabUtility.GetOutermostPrefabInstanceRoot(gameObject); return gameObject.transform; } #endif #endif var animators = ObjectPool.AcquireList<Animator>(); gameObject.GetComponentsInChildren(true, animators); var animatorCount = animators.Count; var parent = gameObject.transform; while (parent.parent != null) { animators.Clear(); parent.parent.GetComponentsInChildren(true, animators); if (animatorCount == 0) animatorCount = animators.Count; else if (animatorCount != animators.Count) break; parent = parent.parent; } ObjectPool.Release(animators); return parent; } /************************************************************************************************************************/ /// <summary> /// Calls <see cref="FindRoot(GameObject)"/> if the specified `obj` is a <see cref="GameObject"/> or /// <see cref="Component"/>. /// </summary> public static Transform FindRoot(Object obj) { var iRoot = obj as ICharacterRoot; if (iRoot != null) return iRoot.transform; var gameObject = obj as GameObject; if (gameObject == null) { var component = obj as Component; if (component != null) gameObject = component.gameObject; else return null; } return FindRoot(gameObject); } /************************************************************************************************************************/ } } /************************************************************************************************************************/ #endif /************************************************************************************************************************/ }