// Animancer // Copyright 2020 Kybernetik // #pragma warning disable CS0618 // Type or member is obsolete (for ControllerStates in Animancer Lite). using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; namespace Animancer { /// <summary>[Pro-Only] /// A <see cref="NamedAnimancerComponent"/> which plays a main <see cref="RuntimeAnimatorController"/> with the /// ability to play other individual <see cref="AnimationClip"/>s separately. /// </summary> [AddComponentMenu(Strings.MenuPrefix + "Hybrid Animancer Component")] [HelpURL(Strings.APIDocumentationURL + "/HybridAnimancerComponent")] public class HybridAnimancerComponent : NamedAnimancerComponent { /************************************************************************************************************************/ #region Fields and Properties /************************************************************************************************************************/ [SerializeField, Tooltip("The main Animator Controller that this object will play")] private ControllerState.Transition _Controller; /// <summary>[<see cref="SerializeField"/>] /// The main <see cref="RuntimeAnimatorController"/> that this object plays. /// </summary> public ControllerState.Transition Controller { get { return _Controller; } set { _Controller = value; } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Initialisation /************************************************************************************************************************/ #if UNITY_EDITOR /// <summary>[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. /// <para></para> /// Sets <see cref="PlayAutomatically"/> = false by default so that <see cref="OnEnable"/> will play the /// <see cref="Controller"/> instead of the first animation in the /// <see cref="NamedAnimancerComponent.Animations"/> array. /// </summary> protected override void Reset() { // The base.Animator property is not assigned yet and we need it before base.Reset clears the controller. var animator = Editor.AnimancerEditorUtilities.GetComponentInHierarchy<Animator>(gameObject); if (animator != null && animator.runtimeAnimatorController != null) Controller = animator.runtimeAnimatorController; base.Reset(); PlayAutomatically = false; } #endif /************************************************************************************************************************/ /// <summary> /// Called by Unity when this component becomes enabled and active. /// <para></para> /// Plays the <see cref="Controller"/> if <see cref="PlayAutomatically"/> is false (otherwise it plays the /// first animation in the <see cref="NamedAnimancerComponent.Animations"/> array). /// </summary> protected override void OnEnable() { PlayController(); base.OnEnable(); } /************************************************************************************************************************/ /// <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); if (_Controller != null && _Controller.Controller != null) clips.Gather(_Controller.Controller.animationClips); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Animator Controller Wrappers /************************************************************************************************************************/ /// <summary> /// Transitions to the <see cref="Controller"/> over its specified /// <see cref="AnimancerState.Transition{TState}.FadeDuration"/>. /// <para></para> /// Returns the <see cref="AnimancerState.Transition{TState}.State"/>. /// </summary> public ControllerState PlayController() { if (_Controller == null || _Controller.Controller == null) return null; // Don't just return the result of Transition because it is an AnimancerState which we would need to cast. Play(_Controller); return _Controller.State; } /************************************************************************************************************************/ #region Cross Fade /************************************************************************************************************************/ /// <summary> /// Starts a transition from the current state to the specified state using normalized times. /// </summary> public void CrossFade(int stateNameHash, float transitionDuration = AnimancerPlayable.DefaultFadeDuration, int layer = -1, float normalizedTime = float.NegativeInfinity) { var controllerState = PlayController(); controllerState.Playable.CrossFade(stateNameHash, transitionDuration, layer, normalizedTime); } /************************************************************************************************************************/ /// <summary> /// Starts a transition from the current state to the specified state using normalized times. /// </summary> public AnimancerState CrossFade(string stateName, float transitionDuration = AnimancerPlayable.DefaultFadeDuration, int layer = -1, float normalizedTime = float.NegativeInfinity) { AnimancerState state; if (States.TryGet(name, out state)) { Play(state, transitionDuration); if (layer >= 0) state.LayerIndex = layer; state.NormalizedTime = normalizedTime; return state; } else { var controllerState = PlayController(); controllerState.Playable.CrossFade(stateName, transitionDuration, layer, normalizedTime); return controllerState; } } /************************************************************************************************************************/ /// <summary> /// Starts a transition from the current state to the specified state using times in seconds. /// </summary> public void CrossFadeInFixedTime(int stateNameHash, float transitionDuration = AnimancerPlayable.DefaultFadeDuration, int layer = -1, float fixedTime = 0) { var controllerState = PlayController(); controllerState.Playable.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer, fixedTime); } /************************************************************************************************************************/ /// <summary> /// Starts a transition from the current state to the specified state using times in seconds. /// </summary> public AnimancerState CrossFadeInFixedTime(string stateName, float transitionDuration = AnimancerPlayable.DefaultFadeDuration, int layer = -1, float fixedTime = 0) { AnimancerState state; if (States.TryGet(name, out state)) { Play(state, transitionDuration); if (layer >= 0) state.LayerIndex = layer; state.Time = fixedTime; return state; } else { var controllerState = PlayController(); controllerState.Playable.CrossFadeInFixedTime(stateName, transitionDuration, layer, fixedTime); return controllerState; } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Play /************************************************************************************************************************/ /// <summary> /// Plays the specified state immediately, starting from a particular normalized time. /// </summary> public void Play(int stateNameHash, int layer = -1, float normalizedTime = float.NegativeInfinity) { var controllerState = PlayController(); controllerState.Playable.Play(stateNameHash, layer, normalizedTime); } /************************************************************************************************************************/ /// <summary> /// Plays the specified state immediately, starting from a particular normalized time. /// </summary> public AnimancerState Play(string stateName, int layer = -1, float normalizedTime = float.NegativeInfinity) { AnimancerState state; if (States.TryGet(name, out state)) { Play(state); if (layer >= 0) state.LayerIndex = layer; state.NormalizedTime = normalizedTime; return state; } else { var controllerState = PlayController(); controllerState.Playable.Play(stateName, layer, normalizedTime); return controllerState; } } /************************************************************************************************************************/ /// <summary> /// Plays the specified state immediately, starting from a particular time (in seconds). /// </summary> public void PlayInFixedTime(int stateNameHash, int layer = -1, float fixedTime = 0) { var controllerState = PlayController(); controllerState.Playable.PlayInFixedTime(stateNameHash, layer, fixedTime); } /************************************************************************************************************************/ /// <summary> /// Plays the specified state immediately, starting from a particular time (in seconds). /// </summary> public AnimancerState PlayInFixedTime(string stateName, int layer = -1, float fixedTime = 0) { AnimancerState state; if (States.TryGet(name, out state)) { Play(state); if (layer >= 0) state.LayerIndex = layer; state.Time = fixedTime; return state; } else { var controllerState = PlayController(); controllerState.Playable.PlayInFixedTime(stateName, layer, fixedTime); return controllerState; } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Parameters /************************************************************************************************************************/ /// <summary>Gets the value of the specified boolean parameter.</summary> public bool GetBool(int id) { return _Controller.State.Playable.GetBool(id); } /// <summary>Gets the value of the specified boolean parameter.</summary> public bool GetBool(string name) { return _Controller.State.Playable.GetBool(name); } /// <summary>Sets the value of the specified boolean parameter.</summary> public void SetBool(int id, bool value) { _Controller.State.Playable.SetBool(id, value); } /// <summary>Sets the value of the specified boolean parameter.</summary> public void SetBool(string name, bool value) { _Controller.State.Playable.SetBool(name, value); } /// <summary>Gets the value of the specified float parameter.</summary> public float GetFloat(int id) { return _Controller.State.Playable.GetFloat(id); } /// <summary>Gets the value of the specified float parameter.</summary> public float GetFloat(string name) { return _Controller.State.Playable.GetFloat(name); } /// <summary>Sets the value of the specified float parameter.</summary> public void SetFloat(int id, float value) { _Controller.State.Playable.SetFloat(id, value); } /// <summary>Sets the value of the specified float parameter.</summary> public void SetFloat(string name, float value) { _Controller.State.Playable.SetFloat(name, value); } /// <summary>Gets the value of the specified integer parameter.</summary> public int GetInteger(int id) { return _Controller.State.Playable.GetInteger(id); } /// <summary>Gets the value of the specified integer parameter.</summary> public int GetInteger(string name) { return _Controller.State.Playable.GetInteger(name); } /// <summary>Sets the value of the specified integer parameter.</summary> public void SetInteger(int id, int value) { _Controller.State.Playable.SetInteger(id, value); } /// <summary>Sets the value of the specified integer parameter.</summary> public void SetInteger(string name, int value) { _Controller.State.Playable.SetInteger(name, value); } /// <summary>Sets the specified trigger parameter to true.</summary> public void SetTrigger(int id) { _Controller.State.Playable.SetTrigger(id); } /// <summary>Sets the specified trigger parameter to true.</summary> public void SetTrigger(string name) { _Controller.State.Playable.SetTrigger(name); } /// <summary>Resets the specified trigger parameter to false.</summary> public void ResetTrigger(int id) { _Controller.State.Playable.ResetTrigger(id); } /// <summary>Resets the specified trigger parameter to false.</summary> public void ResetTrigger(string name) { _Controller.State.Playable.ResetTrigger(name); } /// <summary>Gets the details of one of the <see cref="Controller"/>'s parameters.</summary> public AnimatorControllerParameter GetParameter(int index) { return _Controller.State.Playable.GetParameter(index); } /// <summary>Gets the number of parameters in the <see cref="Controller"/>.</summary> public int GetParameterCount() { return _Controller.State.Playable.GetParameterCount(); } /// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary> public bool IsParameterControlledByCurve(int id) { return _Controller.State.Playable.IsParameterControlledByCurve(id); } /// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary> public bool IsParameterControlledByCurve(string name) { return _Controller.State.Playable.IsParameterControlledByCurve(name); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Misc /************************************************************************************************************************/ // Layers. /************************************************************************************************************************/ /// <summary>Gets the weight of the layer at the specified index.</summary> public float GetLayerWeight(int layerIndex) { return _Controller.State.Playable.GetLayerWeight(layerIndex); } /// <summary>Sets the weight of the layer at the specified index.</summary> public void SetLayerWeight(int layerIndex, float weight) { _Controller.State.Playable.SetLayerWeight(layerIndex, weight); } /// <summary>Gets the number of layers in the <see cref="Controller"/>.</summary> public int GetLayerCount() { return _Controller.State.Playable.GetLayerCount(); } /// <summary>Gets the index of the layer with the specified name.</summary> public int GetLayerIndex(string layerName) { return _Controller.State.Playable.GetLayerIndex(layerName); } /// <summary>Gets the name of the layer with the specified index.</summary> public string GetLayerName(int layerIndex) { return _Controller.State.Playable.GetLayerName(layerIndex); } /************************************************************************************************************************/ // States. /************************************************************************************************************************/ /// <summary>Returns information about the current state.</summary> public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex = 0) { return _Controller.State.Playable.GetCurrentAnimatorStateInfo(layerIndex); } /// <summary>Returns information about the next state being transitioned towards.</summary> public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex = 0) { return _Controller.State.Playable.GetNextAnimatorStateInfo(layerIndex); } /// <summary>Indicates whether the specified layer contains the specified state.</summary> public bool HasState(int layerIndex, int stateID) { return _Controller.State.Playable.HasState(layerIndex, stateID); } /************************************************************************************************************************/ // Transitions. /************************************************************************************************************************/ /// <summary>Indicates whether the specified layer is currently executing a transition.</summary> public bool IsInTransition(int layerIndex = 0) { return _Controller.State.Playable.IsInTransition(layerIndex); } /// <summary>Gets information about the current transition.</summary> public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex = 0) { return _Controller.State.Playable.GetAnimatorTransitionInfo(layerIndex); } /************************************************************************************************************************/ // Clips. /************************************************************************************************************************/ /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary> public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex = 0) { return _Controller.State.Playable.GetCurrentAnimatorClipInfo(layerIndex); } /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary> public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) { _Controller.State.Playable.GetCurrentAnimatorClipInfo(layerIndex, clips); } /// <summary>Gets the number of <see cref="AnimationClip"/>s currently being played.</summary> public int GetCurrentAnimatorClipInfoCount(int layerIndex = 0) { return _Controller.State.Playable.GetCurrentAnimatorClipInfoCount(layerIndex); } /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary> public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex = 0) { return _Controller.State.Playable.GetNextAnimatorClipInfo(layerIndex); } /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary> public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) { _Controller.State.Playable.GetNextAnimatorClipInfo(layerIndex, clips); } /// <summary>Gets the number of <see cref="AnimationClip"/>s currently being transitioned towards.</summary> public int GetNextAnimatorClipInfoCount(int layerIndex = 0) { return _Controller.State.Playable.GetNextAnimatorClipInfoCount(layerIndex); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }