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200 lines
7.2 KiB
C#
200 lines
7.2 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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using System;
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using System.Text;
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>
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/// A callback to be invoked by Animation Events that have been triggered by a specific animation.
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/// </summary>
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/// <example>
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/// To set up a receiver for an Animation Event with the Function Name "Event":
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/// <para></para><code>
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/// /// <summary>A callback for Animation Events with the Function Name "Event".</summary>
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/// public AnimationEventReceiver onEvent;
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///
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/// /// <summary>Called by Animation Events.</summary>
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/// private void Event(AnimationEvent animationEvent)
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/// {
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/// // This is optional and will automatically be compiled out of runtime builds.
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/// // It allows the receiver to perform additional safety checks.
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/// onEvent.SetFunctionName("Event");
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///
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/// onEvent.HandleEvent(animationEvent);
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/// }
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/// </code>
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/// Then to register a callback to that receiver:
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/// <para></para><code>
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/// var state = animancer.Play(clip);
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/// onEvent.Set(state, (animationEvent) =>
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/// {
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/// ...
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/// });
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/// </code>
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/// </example>
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public struct AnimationEventReceiver
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{
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/************************************************************************************************************************/
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private AnimancerState _Source;
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private int _SourceID;
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/// <summary>
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/// If set, only Animation Events caused by this state before the
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/// <see cref="AnimancerLayer.CommandCount"/> changes will actually trigger the <see cref="Callback"/>.
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/// </summary>
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public AnimancerState Source
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{
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get
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{
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if (_Source == null ||
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_Source.Layer.CommandCount != _SourceID)
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return null;
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return _Source;
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}
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set
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{
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_Source = value;
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if (value != null)
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_SourceID = value.Layer.CommandCount;
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// A delegate that will be invoked by <see cref="HandleEvent"/>.
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/// <para></para>
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/// It is recommended that you use <see cref="Set"/> or manually specify a <see cref="Source"/> when assigning
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/// this reference. Otherwise events from an animation that is fading out might trigger a callback you just
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/// registered for a new animation that is fading in.
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/// </summary>
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public Action<AnimationEvent> Callback { get; set; }
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="AnimationEventReceiver"/> and sets the <see cref="Source"/> and
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/// <see cref="Callback"/>.
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/// </summary>
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public AnimationEventReceiver(AnimancerState source, Action<AnimationEvent> callback)
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{
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_Source = source;
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_SourceID = source != null ? source.Layer.CommandCount : -1;
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Callback = callback;
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#if UNITY_EDITOR
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FunctionName = null;
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ValidateSourceHasCorrectEvent();
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#endif
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}
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/// <summary>
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/// Sets the <see cref="Source"/> and <see cref="Callback"/>.
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/// </summary>
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public void Set(AnimancerState source, Action<AnimationEvent> callback)
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{
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Source = source;
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Callback = callback;
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#if UNITY_EDITOR
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ValidateSourceHasCorrectEvent();
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#endif
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/// <summary>[Editor-Only] The function name of the event that this receiver is intended for.</summary>
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public string FunctionName { get; private set; }
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#endif
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/// <summary>[Editor-Conditional]
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/// Sets the <see cref="FunctionName"/> so <see cref="Set"/> can perform additional safety checks to ensure
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/// that the <see cref="AnimancerState.Clip"/> actually has an event with the expected `name` and also to allow
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/// <see cref="HandleEvent"/> to verify that any events it is given have that `name` as well.
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/// </summary>
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[System.Diagnostics.Conditional(Strings.EditorOnly)]
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public void SetFunctionName(string name)
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{
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#if UNITY_EDITOR
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FunctionName = name;
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#endif
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}
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#if UNITY_EDITOR
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/// <summary>[Editor-Only]
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/// If a <see cref="Source"/> and <see cref="FunctionName"/> have been assigned but the
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/// <see cref="AnimancerState.Clip"/> has no event with that name, this method logs a warning.
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/// </summary>
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private void ValidateSourceHasCorrectEvent()
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{
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if (FunctionName == null || _Source == null || AnimancerUtilities.HasEvent(_Source, FunctionName))
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return;
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var message = new StringBuilder()
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.Append("No Animation Event was found in ")
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.Append(_Source.Clip)
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.Append(" with the Function Name '")
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.Append(FunctionName)
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.Append('\'');
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if (_Source != null)
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{
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message.Append('\n');
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_Source.Root.AppendDescription(message);
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}
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Debug.LogWarning(message);
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}
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#endif
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/************************************************************************************************************************/
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/// <summary>
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/// Clears the <see cref="Source"/> and <see cref="Callback"/>.
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/// </summary>
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public void Clear()
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{
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_Source = null;
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Callback = null;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Invokes the <see cref="Callback"/> if either no <see cref="Source"/> has been set or if it is still
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/// current and its <see cref="AnimancerState.Clip"/> matches the one triggering the event.
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/// </summary>
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public bool HandleEvent(AnimationEvent animationEvent)
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{
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if (Callback == null)
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return false;
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if (_Source != null)
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{
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if (_Source.Layer.CommandCount != _SourceID ||
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!ReferenceEquals(_Source.Clip, animationEvent.animatorClipInfo.clip))
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return false;
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}
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#if UNITY_EDITOR
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if (FunctionName != null && FunctionName != animationEvent.functionName)
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throw new ArgumentException(string.Concat(
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"Function Name Mismatch: receiver.FunctionName='", FunctionName,
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"' while event.functionName='", animationEvent.functionName, "'"));
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#endif
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Callback(animationEvent);
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return true;
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}
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/************************************************************************************************************************/
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}
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}
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