// Animancer // Copyright 2020 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { /// /// A layer on which animations can play with their states managed independantly of other layers while blending the /// output with those layers. /// /// This class can be used as a custom yield instruction to wait until all animations finish playing. /// public sealed class AnimancerLayer : AnimancerNode, IAnimationClipCollection { /************************************************************************************************************************/ #region Fields and Properties /************************************************************************************************************************/ /// [Internal] Constructs a new . internal AnimancerLayer(AnimancerPlayable root, int index) : base(root) { Index = index; _Playable = AnimationMixerPlayable.Create(Root._Graph); } /************************************************************************************************************************/ /// A layer is its own root. public override AnimancerLayer Layer { get { return this; } } /// The receives the output of the . public override IPlayableWrapper Parent { get { return Root; } } /// Indicates whether child playables should stay connected to this mixer at all times. public override bool KeepChildrenConnected { get { return Root.KeepChildrenConnected; } } /************************************************************************************************************************/ /// All of the animation states connected to this layer. private readonly List States = new List(); /************************************************************************************************************************/ private AnimancerState _CurrentState; /// /// The state of the animation currently being played. /// /// Specifically, this is the state that was most recently started using any of the Play or CrossFade methods /// on this layer. States controlled individually via methods in the itself will /// not register in this property. /// /// Each time this property changes, the is incremented. /// public AnimancerState CurrentState { get { return _CurrentState; } private set { _CurrentState = value; CommandCount++; } } /// /// The number of times the has changed. By storing this value and later comparing /// the stored value to the current value, you can determine whether the state has been changed since then, /// even it has changed back to the same state. /// public int CommandCount { get; private set; } /************************************************************************************************************************/ /// [Pro-Only] /// Determines whether this layer is set to additive blending. Otherwise it will override any earlier layers. /// public bool IsAdditive { get { return Root.Layers.IsAdditive(Index); } set { Root.Layers.SetAdditive(Index, value); } } /************************************************************************************************************************/ /// [Pro-Only] /// Sets an to determine which bones this layer will affect. /// public void SetMask(AvatarMask mask) { Root.Layers.SetMask(Index, mask); } #if UNITY_EDITOR /// [Editor-Only] /// The that determines which bones this layer will affect. /// internal AvatarMask _Mask; #endif /************************************************************************************************************************/ /// /// The average velocity of the root motion of all currently playing animations, taking their current /// into account. /// public Vector3 AverageVelocity { get { var velocity = default(Vector3); var count = States.Count; for (int i = 0; i < count; i++) { var state = States[i]; velocity += state.AverageVelocity * state.Weight; } return velocity; } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Child States /************************************************************************************************************************/ /// The number of states using this layer as their . public override int ChildCount { get { return States.Count; } } /// Returns the state connected to the specified `index` as a child of this layer. /// This method is identical to . public override AnimancerState GetChild(int index) { return States[index]; } /// Returns the state connected to the specified `index` as a child of this layer. /// This indexer is identical to . public AnimancerState this[int index] { get { return States[index]; } } /************************************************************************************************************************/ /// /// Adds a new port and uses to connect the `state` to it. /// public void AddChild(AnimancerState state) { if (state.Parent == this) return; var index = States.Count; States.Add(null); _Playable.SetInputCount(index + 1); state.SetParent(this, index); } /************************************************************************************************************************/ /// Connects the `state` to this layer at its . protected internal override void OnAddChild(AnimancerState state) { OnAddChild(States, state); } /************************************************************************************************************************/ /// Disconnects the `state` from this layer at its . protected internal override void OnRemoveChild(AnimancerState state) { var index = state.Index; Validate.RemoveChild(state, States); if (_Playable.GetInput(index).IsValid()) Root._Graph.Disconnect(_Playable, index); // Swap the last state into the place of the one that was just removed. var lastPort = States.Count - 1; if (index < lastPort) { state = States[lastPort]; state.DisconnectFromGraph(); States[index] = state; state.Index = index; if (KeepChildrenConnected || state.Weight != 0) state.ConnectToGraph(); } States.RemoveAt(lastPort); _Playable.SetInputCount(lastPort); } /************************************************************************************************************************/ /// /// Returns an enumerator that will iterate through all states connected directly to this layer (not inside /// s). /// public override IEnumerator GetEnumerator() { return States.GetEnumerator(); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Create State /************************************************************************************************************************/ /// /// Creates and returns a new to play the `clip`. /// /// This method uses to determine the . /// public ClipState CreateState(AnimationClip clip) { return CreateState(Root.GetKey(clip), clip); } /// /// Creates and returns a new to play the `clip` and registers it with the `key`. /// public ClipState CreateState(object key, AnimationClip clip) { var state = new ClipState(this, clip); Root.States.Register(key, state); return state; } /************************************************************************************************************************/ /// /// Calls for each of the specified clips. /// /// If you only want to create a single state, use . /// public void CreateIfNew(AnimationClip clip0, AnimationClip clip1) { GetOrCreateState(clip0); GetOrCreateState(clip1); } /// /// Calls for each of the specified clips. /// /// If you only want to create a single state, use . /// public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2) { GetOrCreateState(clip0); GetOrCreateState(clip1); GetOrCreateState(clip2); } /// /// Calls for each of the specified clips. /// /// If you only want to create a single state, use . /// public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, AnimationClip clip3) { GetOrCreateState(clip0); GetOrCreateState(clip1); GetOrCreateState(clip2); GetOrCreateState(clip3); } /// /// Calls for each of the specified clips. /// /// If you only want to create a single state, use . /// public void CreateIfNew(params AnimationClip[] clips) { if (clips == null) return; var count = clips.Length; for (int i = 0; i < count; i++) { var clip = clips[i]; if (clip != null) GetOrCreateState(clip); } } /************************************************************************************************************************/ /// /// Calls and returns the state which registered with that key or /// creates one if it doesn't exist. /// /// If the state already exists but has the wrong , the `allowSetClip` /// parameter determines what will happen. False causes it to throw an while /// true allows it to change the . Note that the change is somewhat costly to /// performance to use with caution. /// /// public AnimancerState GetOrCreateState(AnimationClip clip, bool allowSetClip = false) { return GetOrCreateState(Root.GetKey(clip), clip, allowSetClip); } /// /// Returns the state registered with the if there is one. Otherwise /// this method uses to create a new one and registers it with /// that key before returning it. /// public AnimancerState GetOrCreateState(ITransition transition) { var key = transition.Key; AnimancerState state; if (!Root.States.TryGet(key, out state)) { state = transition.CreateState(this); Root.States.Register(key, state); } return state; } /// /// Returns the state which registered with the `key` or creates one if it doesn't exist. /// /// If the state already exists but has the wrong , the `allowSetClip` /// parameter determines what will happen. False causes it to throw an while /// true allows it to change the . Note that the change is somewhat costly to /// performance to use with caution. /// /// /// /// Thrown if the `key` is null. /// /// See also: . /// public AnimancerState GetOrCreateState(object key, AnimationClip clip, bool allowSetClip = false) { if (key == null) throw new ArgumentNullException("key"); AnimancerState state; if (Root.States.TryGet(key, out state)) { // If a state exists with the 'key' but has the wrong clip, either change it or complain. if (!ReferenceEquals(state.Clip, clip)) { if (allowSetClip) { state.Clip = clip; } else { throw new ArgumentException(string.Concat( "A state already exists using the specified 'key', but has a different AnimationClip:", "\n - Key: ", key.ToString(), "\n - Existing Clip: ", state.Clip.ToString(), "\n - New Clip: ", clip.ToString())); } } // Otherwise make sure it is on the correct layer. else { AddChild(state); } } else { state = CreateState(key, clip); } return state; } /************************************************************************************************************************/ /// /// Destroys all states connected to this layer. This operation cannot be undone. /// public void DestroyStates() { var count = States.Count; while (--count >= 0) { States[count].Destroy(); } States.Clear(); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Play Management /************************************************************************************************************************/ // Starting /************************************************************************************************************************/ /// /// Called by (when this layer starts fading, not when one of its states /// starts fading). Clears the of all states. /// protected internal override void OnStartFade() { var count = States.Count; for (int i = 0; i < count; i++) { States[i].OnStartFade(); } } /************************************************************************************************************************/ /// /// Stops all other animations, plays the `clip`, and returns its state. /// /// The animation will continue playing from its current . /// To restart it from the beginning you can use ...Play(clip).Time = 0;. /// public AnimancerState Play(AnimationClip clip) { return Play(GetOrCreateState(clip)); } /// /// Stops all other animations, plays the `state`, and returns it. /// /// The animation will continue playing from its current . /// If you wish to force it back to the start, you can simply set the `state`s time to 0. /// public AnimancerState Play(AnimancerState state) { Validate.Root(state, Root); if (TargetWeight != 1) Weight = 1; AddChild(state); CurrentState = state; state.Play(); var count = States.Count; for (int i = 0; i < count; i++) { var otherState = States[i]; if (otherState != state) otherState.Stop(); } return state; } /// /// Creates a state for the `transition` if it didn't already exist, then calls /// or /// depending on the . /// public AnimancerState Play(ITransition transition) { return Play(transition, transition.FadeDuration, transition.FadeMode); } /// /// Stops all other animations, plays the animation registered with the `key`, and returns that /// state. If no state is registered with the `key`, this method does nothing and returns null. /// /// The animation will continue playing from its current . /// If you wish to force it back to the start, you can simply set the returned state's time to 0. /// on the returned state. /// public AnimancerState Play(object key) { AnimancerState state; if (Root.States.TryGet(key, out state)) return Play(state); else return null; } /************************************************************************************************************************/ /// /// Starts fading in the `clip` over the course of the `fadeDuration` while fading out all others in the same /// layer. Returns its state. /// /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this /// method will allow it to complete the existing fade rather than starting a slower one. /// /// If the layer currently has 0 , this method will fade in the layer itself /// and simply the `state`. /// /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build. /// public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed) { return Play(Root.States.GetOrCreate(clip), fadeDuration, mode); } /// /// Starts fading in the `state` over the course of the `fadeDuration` while fading out all others in this /// layer. Returns the `state`. /// /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this /// method will allow it to complete the existing fade rather than starting a slower one. /// /// If the layer currently has 0 , this method will fade in the layer itself /// and simply the `state`. /// /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build. /// public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed) { Validate.Root(state, Root); if (fadeDuration <= 0 ||// With no fade duration, Play immediately. (Index == 0 && Weight == 0))// First animation on Layer 0 snap Weight to 1. return Play(state); bool isFixedDuration; EvaluateFadeMode(mode, ref state, ref fadeDuration, out isFixedDuration); StartFade(1, fadeDuration); if (Weight == 0) return Play(state); AddChild(state); CurrentState = state; // If the state is already playing or will finish fading in faster than this new fade, // continue the existing fade but still pretend it was restarted. if (state.IsPlaying && state.TargetWeight == 1 && (state.Weight == 1 || state.FadeSpeed * fadeDuration > Math.Abs(1 - state.Weight))) { OnStartFade(); } // Otherwise fade in the target state and fade out all others. else { state.IsPlaying = true; state.StartFade(1, fadeDuration); var count = States.Count; for (int i = 0; i < count; i++) { var otherState = States[i]; if (otherState != state) otherState.StartFade(0, fadeDuration); } } return state; } /// /// Creates a state for the `transition` if it didn't already exist, then calls /// or /// depending on the . /// public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed) { var state = Root.States.GetOrCreate(transition); state = Play(state, fadeDuration, mode); transition.Apply(state); return state; } /// /// Starts fading in the animation registered with the `key` over the course of the `fadeDuration` while fading /// out all others in the same layer. Returns the animation's state (or null if none was registered). /// /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this /// method will allow it to complete the existing fade rather than starting a slower one. /// /// If the layer currently has 0 , this method will fade in the layer itself /// and simply the `state`. /// /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in a runtime build. /// public AnimancerState Play(object key, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed) { AnimancerState state; if (Root.States.TryGet(key, out state)) return Play(state, fadeDuration, mode); else return null; } /************************************************************************************************************************/ /// /// Manipulates the other parameters according to the `mode`. /// private void EvaluateFadeMode(FadeMode mode, ref AnimancerState state, ref float fadeDuration, out bool isFixedDuration) { switch (mode) { case FadeMode.FixedSpeed: fadeDuration *= Mathf.Abs(1 - state.Weight); isFixedDuration = false; break; case FadeMode.FixedDuration: isFixedDuration = true; break; case FadeMode.FromStart: { var previousState = state; state = GetOrCreateWeightlessState(state); if (previousState != state) { var previousLayer = previousState.Layer; if (previousLayer != this && previousLayer.CurrentState == previousState) previousLayer.StartFade(0, fadeDuration); } isFixedDuration = false; break; } case FadeMode.NormalizedSpeed: fadeDuration *= Mathf.Abs(1 - state.Weight) * state.Length; isFixedDuration = false; break; case FadeMode.NormalizedDuration: fadeDuration *= state.Length; isFixedDuration = true; break; case FadeMode.NormalizedFromStart: { var previousState = state; state = GetOrCreateWeightlessState(state); fadeDuration *= state.Length; if (previousState != state) { var previousLayer = previousState.Layer; if (previousLayer != this && previousLayer.CurrentState == previousState) previousLayer.StartFade(0, fadeDuration); } isFixedDuration = false; break; } default: throw new ArgumentException("Invalid FadeMode: " + mode, "mode"); } } /************************************************************************************************************************/ #if UNITY_EDITOR /// [Editor-Only] /// The maximum number of duplicate states that can be created by for /// a single clip before it will start giving usage warnings. Default = 5. /// public static int maxStateDepth = 5; #endif /// /// If the `state` is not currently at 0 , this method finds a copy of it /// which is at 0 or creates a new one. /// /// Thrown if the is null. /// /// Thrown if more states have been created for this than the /// allows. /// public AnimancerState GetOrCreateWeightlessState(AnimancerState state) { if (state.Weight != 0) { var clip = state.Clip; if (clip == null) { throw new InvalidOperationException( "GetOrCreateWeightlessState was called on a state which has no clip: " + state); // We could probably support any state type by giving them a Clone method, but that would take a // lot of work for something that might never get used. } else { // Get the default state registered with the clip. if (state.Key as Object != clip) state = Root.States.GetOrCreate(clip, clip); #if UNITY_EDITOR int depth = 0; #endif // If that state is not at 0 weight, get or create another state registered using the previous state as a key. // Keep going through states in this manner until you find one at 0 weight. while (state.Weight != 0) { // Explicitly cast the state to an object to avoid the overload that warns about using a state as a key. state = Root.States.GetOrCreate((object)state, clip); #if UNITY_EDITOR if (++depth == maxStateDepth) { throw new ArgumentOutOfRangeException("depth", "GetOrCreateWeightlessState has created " + maxStateDepth + " or more states for a single clip." + " This is most likely a result of calling the method repeatedly on consecutive frames." + " You probably just want to use FadeMode.FixedSpeed instead, but you can increase" + " AnimancerLayer.maxStateDepth if necessary."); } #endif } } } // Make sure it is on this layer and at time 0. AddChild(state); state.Time = 0; return state; } /************************************************************************************************************************/ // Stopping /************************************************************************************************************************/ /// /// Sets = 0 and calls on all animations /// to stop them from playing and rewind them to the start. /// public override void Stop() { base.Stop(); CurrentState = null; var count = States.Count; while (--count >= 0) { States[count].Stop(); } } /************************************************************************************************************************/ // Checking /************************************************************************************************************************/ /// /// Returns true if the `clip` is currently being played by at least one state. /// public bool IsPlayingClip(AnimationClip clip) { var count = States.Count; for (int i = 0; i < count; i++) { var state = States[i]; if (state.Clip == clip && state.IsPlaying) return true; } return false; } /// /// Returns true if at least one animation is being played. /// public bool IsAnyStatePlaying() { var count = States.Count; for (int i = 0; i < count; i++) { if (States[i].IsPlaying) return true; } return false; } /// /// Returns true if the is playing and hasn't yet reached its end. /// /// This method is called by so this object can be used as a custom yield /// instruction to wait until it finishes. /// protected internal override bool IsPlayingAndNotEnding() { return _CurrentState != null && _CurrentState.IsPlayingAndNotEnding(); } /************************************************************************************************************************/ /// /// Calculates the total of all states in this layer. /// public float GetTotalWeight() { float weight = 0; var count = States.Count; for (int i = 0; i < count; i++) { weight += States[i].Weight; } return weight; } /************************************************************************************************************************/ /// /// Invokes the callback of the state that is playing the animation /// which triggered the event. Returns true if such a state exists (even if it doesn't have a callback). /// internal bool TryInvokeOnEndEvent(AnimationEvent animationEvent) { var count = States.Count; for (int i = 0; i < count; i++) { if (AnimancerPlayable.TryInvokeOnEndEvent(animationEvent, States[i])) return true; } return false; } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Inverse Kinematics /************************************************************************************************************************/ /// /// Determines the default value of for all new states created in /// this layer. Default false. /// /// It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions /// of the Playables API caused this value to only take effect while at least one state was at /// = 1 which meant that IK would not work while fading between animations. /// public bool DefaultApplyAnimatorIK { get; set; } /// /// Determines whether OnAnimatorIK(int layerIndex) will be called on the animated object for any /// . The initial value is determined by when a new /// state is created and setting this value will also set the default. /// /// This is equivalent to the "IK Pass" toggle in Animator Controller layers, except that due to limitations in /// the Playables API the layerIndex will always be zero. /// /// It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions /// of the Playables API caused this value to only take effect while at least one state was at /// = 1 which meant that IK would not work while fading between animations. /// public bool ApplyAnimatorIK { get { var count = States.Count; for (int i = 0; i < count; i++) { if (States[i].ApplyAnimatorIK) return true; } return false; } set { DefaultApplyAnimatorIK = value; var count = States.Count; for (int i = 0; i < count; i++) { States[i].ApplyAnimatorIK = value; } } } /************************************************************************************************************************/ /// /// Determines the default value of for all new states created in this /// layer. Default false. /// public bool DefaultApplyFootIK { get; set; } /// /// Determines whether any of the in this layer are applying IK to the character's feet. /// The initial value is determined by when a new state is created. /// /// This is equivalent to the "Foot IK" toggle in Animator Controller states (applied to the whole layer). /// public bool ApplyFootIK { get { var count = States.Count; for (int i = 0; i < count; i++) { if (States[i].ApplyFootIK) return true; } return false; } set { DefaultApplyFootIK = value; var count = States.Count; for (int i = 0; i < count; i++) { States[i].ApplyFootIK = value; } } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Inspector /************************************************************************************************************************/ /// [] /// Gathers all the animations in this layer. /// public void GatherAnimationClips(ICollection clips) { clips.GatherFromSources(States); } /************************************************************************************************************************/ #if UNITY_EDITOR /// [Editor-Only] The Inspector display name of this layer. private string _Name; #endif /// The Inspector display name of this layer. public override string ToString() { #if UNITY_EDITOR if (_Name == null) { if (_Mask != null) return _Mask.name; _Name = Index == 0 ? "Base Layer" : "Layer " + Index; } return _Name; #else return "Layer " + Index; #endif } /// [Editor-Conditional] /// Sets the Inspector display name of this layer. Note that layer names are Editor-Only so any calls to this /// method will automatically be compiled out of a runtime build. /// [System.Diagnostics.Conditional(Strings.EditorOnly)] public void SetName(string name) { #if UNITY_EDITOR _Name = name; #endif } /************************************************************************************************************************/ /// /// Called by to append the details of this node. /// protected override void AppendDetails(StringBuilder text, string delimiter) { base.AppendDetails(text, delimiter); text.Append(delimiter).Append("CurrentState: ").Append(CurrentState); text.Append(delimiter).Append("CommandCount: ").Append(CommandCount); text.Append(delimiter).Append("IsAdditive: ").Append(IsAdditive); #if UNITY_EDITOR text.Append(delimiter).Append("AvatarMask: ").Append(_Mask); #endif } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }