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234 lines
9.5 KiB
C#
234 lines
9.5 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Playables;
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using Object = UnityEngine.Object;
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namespace Animancer
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{
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/// <summary>
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/// An <see cref="AnimancerComponent"/> which uses the <see cref="Object.name"/>s of <see cref="AnimationClip"/>s
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/// so they can be referenced using strings as well as the clips themselves.
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/// <para></para>
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/// It also has fields to automatically register animations on startup and play the first one automatically without
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/// needing another script to control it, much like Unity's Legacy <see cref="Animation"/> component.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Named Animancer Component")]
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[HelpURL(Strings.APIDocumentationURL + "/NamedAnimancerComponent")]
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public class NamedAnimancerComponent : AnimancerComponent
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{
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/************************************************************************************************************************/
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#region Fields and Properties
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/************************************************************************************************************************/
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[SerializeField, Tooltip("If true, the 'Default Animation' will be automatically played by OnEnable")]
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private bool _PlayAutomatically = true;
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/// <summary>[<see cref="SerializeField"/>]
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/// If true, the first clip in the <see cref="Animations"/> array will be automatically played by
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/// <see cref="OnEnable"/>.
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/// </summary>
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public bool PlayAutomatically
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{
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get { return _PlayAutomatically; }
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set { _PlayAutomatically = value; }
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}
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/************************************************************************************************************************/
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[SerializeField, Tooltip("Animations in this array will be automatically registered by Awake" +
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" as states that can be retrieved using their name")]
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private AnimationClip[] _Animations;
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/// <summary>[<see cref="SerializeField"/>]
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/// Animations in this array will be automatically registered by <see cref="Awake"/> as states that can be
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/// retrieved using their name and the first element will be played by <see cref="OnEnable"/> if
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/// <see cref="PlayAutomatically"/> is true.
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/// </summary>
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public AnimationClip[] Animations
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{
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get { return _Animations; }
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set
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{
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_Animations = value;
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if (value != null && value.Length > 0)
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States.CreateIfNew(value);
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// The first element in the <see cref="Animations"/> array. It will be automatically played by
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/// <see cref="OnEnable"/> if <see cref="PlayAutomatically"/> is true.
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/// </summary>
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public AnimationClip DefaultAnimation
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{
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get
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{
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if (_Animations == null || _Animations.Length == 0)
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return null;
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else
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return _Animations[0];
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}
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set
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{
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if (_Animations == null || _Animations.Length == 0)
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_Animations = new AnimationClip[] { value };
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else
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_Animations[0] = value;
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Initialisation
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/// <summary>[Editor-Only]
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/// Called by the Unity Editor in Edit Mode whenever an instance of this script is loaded or a value is changed
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/// in the Inspector.
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/// <para></para>
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/// Uses <see cref="ClipState.ValidateClip"/> to ensure that all of the clips in the <see cref="Animations"/>
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/// array are supported by the <see cref="Animancer"/> system and removes any others.
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/// </summary>
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protected virtual void OnValidate()
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{
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if (_Animations == null)
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return;
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for (int i = 0; i < _Animations.Length; i++)
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{
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var clip = _Animations[i];
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if (clip == null)
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continue;
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try
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{
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Validate.NotLegacy(clip);
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continue;
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}
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catch (Exception ex)
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{
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Debug.LogException(ex, clip);
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}
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Array.Copy(_Animations, i + 1, _Animations, i, _Animations.Length - (i + 1));
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Array.Resize(ref _Animations, _Animations.Length - 1);
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i--;
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}
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}
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#endif
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/************************************************************************************************************************/
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/// <summary>
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/// Called by Unity when this component is being loaded.
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/// <para></para>
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/// Creates a state for each clip in the <see cref="Animations"/> array.
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/// </summary>
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protected virtual void Awake()
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{
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if (_Animations != null && _Animations.Length > 0)
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States.CreateIfNew(_Animations);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Called by Unity when this component becomes enabled and active.
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/// <para></para>
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/// Plays the first clip in the <see cref="Animations"/> array if <see cref="PlayAutomatically"/> is true.
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/// <para></para>
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/// Plays the <see cref="PlayableGraph"/> if it was stopped.
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/// </summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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if (_PlayAutomatically && _Animations != null && _Animations.Length > 0)
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{
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var clip = _Animations[0];
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if (clip != null)
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Play(clip);
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}
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}
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/************************************************************************************************************************/
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/// <summary>[<see cref="IAnimationClipSource"/>]
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/// Gathers all the animations in the <see cref="Playable"/> and the <see cref="Animations"/> array.
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/// </summary>
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public override void GatherAnimationClips(ICollection<AnimationClip> clips)
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{
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base.GatherAnimationClips(clips);
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clips.Gather(_Animations);
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Play Management
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/************************************************************************************************************************/
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/// <summary>
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/// Returns the clip's name. This method is used to determine the dictionary key to use for an animation when
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/// none is specified by the user, such as in <see cref="AnimancerComponent.Play(AnimationClip)"/>.
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/// </summary>
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public override object GetKey(AnimationClip clip)
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{
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return clip.name;
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}
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/************************************************************************************************************************/
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/// <summary>[Coroutine]
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/// Plays each clip in the <see cref="Animations"/> array one after the other. Mainly useful for testing and
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/// showcasing purposes.
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/// </summary>
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public IEnumerator PlayAnimationsInSequence()
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{
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for (int i = 0; i < _Animations.Length; i++)
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{
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var state = Play(_Animations[i]);
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if (state != null)
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yield return state;
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}
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Stop();
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}
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/************************************************************************************************************************/
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/// <summary>[Pro-Only] [Coroutine]
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/// Cross fades between each clip in the <see cref="Animations"/> array one after the other. Mainly useful for
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/// testing and showcasing purposes.
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/// </summary>
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public IEnumerator CrossFadeAnimationsInSequence(float fadeDuration = AnimancerPlayable.DefaultFadeDuration)
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{
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for (int i = 0; i < _Animations.Length; i++)
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{
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var state = Play(_Animations[i], fadeDuration);
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if (state != null)
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{
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state.Time = 0;
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yield return state;
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}
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}
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Stop();
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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}
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}
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