// Animancer // Copyright 2020 Kybernetik // using System; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; namespace Animancer { /// [Pro-Only] /// An which blends an array of other states together using linear interpolation /// between the specified thresholds. /// /// This mixer type is similar to the 1D Blend Type in Mecanim Blend Trees. /// public sealed class LinearMixerState : MixerState { /************************************************************************************************************************/ /// /// Constructs a new without connecting it to the . /// private LinearMixerState(AnimancerPlayable root) : base(root) { } /// /// Constructs a new and connects it to the `layer`. /// public LinearMixerState(AnimancerLayer layer) : base(layer) { } /// /// Constructs a new and connects it to the `parent` at the specified /// `index`. /// public LinearMixerState(AnimancerNode parent, int index) : base(parent, index) { } /************************************************************************************************************************/ /// /// Initialises the and with one /// state per clip and assigns thresholds evenly spaced between the specified min and max (inclusive). /// public void Initialise(AnimationClip[] clips, float minThreshold = 0, float maxThreshold = 1) { Initialise(clips); AssignLinearThresholds(minThreshold, maxThreshold); } /************************************************************************************************************************/ /// /// Initialises the with two ports and connects two states to them for /// the specified clips at the specified thresholds (default 0 and 1). /// public void Initialise(AnimationClip clip0, AnimationClip clip1, float threshold0 = 0, float threshold1 = 1) { _Playable.SetInputCount(2); States = new AnimancerState[2]; new ClipState(this, 0, clip0); new ClipState(this, 1, clip1); SetThresholds(new float[] { threshold0, threshold1, }); } /************************************************************************************************************************/ /// /// Initialises the with three ports and connects three states to them for /// the specified clips at the specified thresholds (default -1, 0, and 1). /// public void Initialise(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, float threshold0 = -1, float threshold1 = 0, float threshold2 = 1) { _Playable.SetInputCount(3); States = new AnimancerState[3]; new ClipState(this, 0, clip0); new ClipState(this, 1, clip1); new ClipState(this, 2, clip2); SetThresholds(new float[] { threshold0, threshold1, threshold2, }); } /************************************************************************************************************************/ #if UNITY_EDITOR /// /// Called whenever the thresholds are changed. In the Unity Editor this method calls /// then while at runtime it only calls /// the latter. /// public override void OnThresholdsChanged() { AssertThresholdsSorted(); base.OnThresholdsChanged(); } #endif /************************************************************************************************************************/ /// /// Throws an unless the thresholds are sorted from lowest to highest. /// /// public void AssertThresholdsSorted() { if (!HasThresholds()) throw new InvalidOperationException("LinearAnimationMixer: no Thresholds have been assigned"); var previous = float.NegativeInfinity; int count = States.Length; for (int i = 0; i < count; i++) { var state = States[i]; if (state == null) continue; var next = GetThreshold(i); if (next > previous) previous = next; else throw new ArgumentException("LinearAnimationMixer: Thresholds are out of order. They must be sorted from lowest to highest with no equal values."); } } /************************************************************************************************************************/ /// /// Recalculates the weights of all based on the current value of the /// and the thresholds. /// public override void RecalculateWeights() { WeightsAreDirty = false; // Go through all states, figure out how much weight to give those with thresholds adjacent to the // current parameter value using linear interpolation, and set all others to 0 weight. var index = 0; var previousState = GetNextState(ref index); if (previousState == null) return; var previousThreshold = GetThreshold(index); if (Parameter <= previousThreshold) { previousState.Weight = 1; DisableRemainingStates(index); return; } var count = States.Length; while (++index < count) { var nextState = GetNextState(ref index); if (nextState == null) break; var nextThreshold = GetThreshold(index); if (Parameter > previousThreshold && Parameter <= nextThreshold) { var t = (Parameter - previousThreshold) / (nextThreshold - previousThreshold); previousState.Weight = 1 - t; nextState.Weight = t; DisableRemainingStates(index); return; } else { previousState.Weight = 0; } previousState = nextState; previousThreshold = nextThreshold; } previousState.Weight = Parameter > previousThreshold ? 1 : 0; } /************************************************************************************************************************/ /// /// Assigns the thresholds to be evenly spaced between the specified min and max (inclusive). /// public void AssignLinearThresholds(float min = 0, float max = 1) { var count = States.Length; var thresholds = new float[count]; var increment = (max - min) / (count - 1); for (int i = 0; i < count; i++) { thresholds[i] = i < count - 1 ? min + i * increment :// Assign each threshold linearly spaced between the min and max. max;// and ensure that the last one is exactly at the max (to avoid floating-point error). } SetThresholds(thresholds); } /************************************************************************************************************************/ #region Inspector /************************************************************************************************************************/ /// The number of parameters being managed by this state. protected override int ParameterCount { get { return 1; } } /// Returns the name of a parameter being managed by this state. /// Thrown if this state doesn't manage any parameters. protected override string GetParameterName(int index) { return "Parameter"; } /// Returns the type of a parameter being managed by this state. /// Thrown if this state doesn't manage any parameters. protected override AnimatorControllerParameterType GetParameterType(int index) { return AnimatorControllerParameterType.Float; } /// Returns the value of a parameter being managed by this state. /// Thrown if this state doesn't manage any parameters. protected override object GetParameterValue(int index) { return Parameter; } /// Sets the value of a parameter being managed by this state. /// Thrown if this state doesn't manage any parameters. protected override void SetParameterValue(int index, object value) { Parameter = (float)value; } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Transition /************************************************************************************************************************/ /// /// A serializable which can create a when /// passed into . /// /// /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one Transition class will actually have a documentation page. /// [Serializable] public new class Transition : Transition { /************************************************************************************************************************/ /// /// Creates and returns a new connected to the `layer`. /// /// This method also assigns it as the . /// public override LinearMixerState CreateState(AnimancerLayer layer) { State = new LinearMixerState(layer); InitialiseState(); return State; } /************************************************************************************************************************/ #region Drawer #if UNITY_EDITOR /************************************************************************************************************************/ /// [Editor-Only] Adds context menu functions for this transition. protected override void AddItemsToContextMenu(UnityEditor.GenericMenu menu, UnityEditor.SerializedProperty property, Editor.Serialization.PropertyAccessor accessor) { base.AddItemsToContextMenu(menu, property, accessor); Drawer.AddItemsToContextMenu(menu); } /************************************************************************************************************************/ /// [Editor-Only] Draws the Inspector GUI for a . [UnityEditor.CustomPropertyDrawer(typeof(Transition), true)] public class Drawer : TransitionDrawer { /************************************************************************************************************************/ /// /// Fills the `menu` with functions relevant to the `rootProperty`. /// public static void AddItemsToContextMenu(UnityEditor.GenericMenu menu, string prefix = "Calculate Thresholds/") { AddPropertyModifierFunction(menu, prefix + "Evenly Spaced", (_) => { var count = CurrentThresholds.arraySize; if (count <= 1) return; var first = CurrentThresholds.GetArrayElementAtIndex(0).floatValue; var last = CurrentThresholds.GetArrayElementAtIndex(count - 1).floatValue; for (int i = 0; i < count; i++) { CurrentThresholds.GetArrayElementAtIndex(i).floatValue = Mathf.Lerp(first, last, i / (float)(count - 1)); } }); AddCalculateThresholdsFunction(menu, prefix + "From Speed", (clip, threshold) => clip.apparentSpeed); AddCalculateThresholdsFunction(menu, prefix + "From Velocity X", (clip, threshold) => clip.averageSpeed.x); AddCalculateThresholdsFunction(menu, prefix + "From Velocity Y", (clip, threshold) => clip.averageSpeed.z); AddCalculateThresholdsFunction(menu, prefix + "From Velocity Z", (clip, threshold) => clip.averageSpeed.z); AddCalculateThresholdsFunction(menu, prefix + "From Angular Speed (Rad)", (clip, threshold) => clip.averageAngularSpeed * Mathf.Deg2Rad); AddCalculateThresholdsFunction(menu, prefix + "From Angular Speed (Deg)", (clip, threshold) => clip.averageAngularSpeed); } /************************************************************************************************************************/ /// will add some functions to the menu. protected override bool HasThresholdContextMenu { get { return true; } } /// Adds functions to the `menu` relating to the thresholds. protected override void AddThresholdItemsToMenu(UnityEditor.GenericMenu menu) { AddItemsToContextMenu(menu, null); } /************************************************************************************************************************/ private static void AddCalculateThresholdsFunction(UnityEditor.GenericMenu menu, string label, Func calculateThreshold) { AddPropertyModifierFunction(menu, label, (property) => { var count = CurrentClips.arraySize; for (int i = 0; i < count; i++) { var clip = CurrentClips.GetArrayElementAtIndex(i).objectReferenceValue as AnimationClip; if (clip == null) continue; var threshold = CurrentThresholds.GetArrayElementAtIndex(i); threshold.floatValue = calculateThreshold(clip, threshold.floatValue); } }); } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endif #endregion /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }