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285 lines
11 KiB
C#
285 lines
11 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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using UnityEngine.Playables;
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namespace Animancer
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{
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/// <summary>[Pro-Only]
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/// An <see cref="AnimancerState"/> which blends an array of other states together based on a two dimensional
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/// parameter and thresholds using Polar Gradient Band Interpolation.
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/// <para></para>
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/// This mixer type is similar to the 2D Freeform Directional Blend Type in Mecanim Blend Trees.
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/// </summary>
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public class DirectionalMixerState : MixerState<Vector2>
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{
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="DirectionalMixerState"/> without connecting it to the <see cref="PlayableGraph"/>.
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/// </summary>
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protected DirectionalMixerState(AnimancerPlayable root) : base(root) { }
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/// <summary>
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/// Constructs a new <see cref="DirectionalMixerState"/> and connects it to the `layer`.
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/// </summary>
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public DirectionalMixerState(AnimancerLayer layer) : base(layer) { }
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/// <summary>
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/// Constructs a new <see cref="DirectionalMixerState"/> and connects it to the `parent` at the specified
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/// `index`.
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/// </summary>
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public DirectionalMixerState(AnimancerNode parent, int index) : base(parent, index) { }
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/************************************************************************************************************************/
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/// <summary>Precalculated magnitudes of all thresholds to speed up the recalculation of weights.</summary>
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private float[] _ThresholdMagnitudes;
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/// <summary>Precalculated values to speed up the recalculation of weights.</summary>
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private Vector2[][] _BlendFactors;
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/// <summary>Indicates whether the <see cref="_BlendFactors"/> need to be recalculated.</summary>
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private bool _BlendFactorsDirty = true;
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/// <summary>The multiplier that controls how much an angle (in radians) is worth compared to normalized distance.</summary>
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private const float AngleFactor = 2;
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/************************************************************************************************************************/
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/// <summary>Gets or sets Parameter.x.</summary>
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public float ParameterX
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{
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get { return Parameter.x; }
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set { Parameter = new Vector2(value, Parameter.y); }
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}
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/// <summary>Gets or sets Parameter.y.</summary>
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public float ParameterY
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{
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get { return Parameter.y; }
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set { Parameter = new Vector2(Parameter.x, value); }
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Called whenever the thresholds are changed. Indicates that the internal blend factors need to be
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/// recalculated and calls <see cref="RecalculateWeights"/>.
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/// </summary>
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public override void OnThresholdsChanged()
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{
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_BlendFactorsDirty = true;
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base.OnThresholdsChanged();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Recalculates the weights of all <see cref="ManualMixerState.States"/> based on the current value of the
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/// <see cref="MixerState{TParameter}.Parameter"/> and the thresholds.
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/// </summary>
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public override void RecalculateWeights()
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{
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WeightsAreDirty = false;
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CalculateBlendFactors();
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var parameterMagnitude = Parameter.magnitude;
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float totalWeight = 0;
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var portCount = PortCount;
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for (int i = 0; i < portCount; i++)
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{
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var state = States[i];
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if (state == null)
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continue;
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var blendFactors = _BlendFactors[i];
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var thresholdI = GetThreshold(i);
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var magnitudeI = _ThresholdMagnitudes[i];
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// Convert the threshold to polar coordinates (distance, angle) and interpolate the weight based on those.
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var differenceIToParameter = parameterMagnitude - magnitudeI;
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var angleIToParameter = SignedAngle(thresholdI, Parameter) * AngleFactor;
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float weight = 1;
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for (int j = 0; j < portCount; j++)
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{
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if (j == i || States[j] == null)
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continue;
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var magnitudeJ = _ThresholdMagnitudes[j];
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var averageMagnitude = (magnitudeJ + magnitudeI) * 0.5f;
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var polarIToParameter = new Vector2(
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differenceIToParameter / averageMagnitude,
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angleIToParameter);
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var newWeight = 1 - Vector2.Dot(polarIToParameter, blendFactors[j]);
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if (weight > newWeight)
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weight = newWeight;
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}
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if (weight < 0.01f)
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weight = 0;
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state.Weight = weight;
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totalWeight += weight;
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}
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NormalizeWeights(totalWeight);
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}
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/************************************************************************************************************************/
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private void CalculateBlendFactors()
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{
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if (!_BlendFactorsDirty)
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return;
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_BlendFactorsDirty = false;
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var portCount = PortCount;
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if (PortCount <= 1)
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return;
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// Resize the precalculated values.
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if (_BlendFactors == null || _BlendFactors.Length != portCount)
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{
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_ThresholdMagnitudes = new float[portCount];
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_BlendFactors = new Vector2[portCount][];
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for (int i = 0; i < portCount; i++)
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_BlendFactors[i] = new Vector2[portCount];
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}
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// Calculate the magnitude of each threshold.
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for (int i = 0; i < portCount; i++)
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{
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_ThresholdMagnitudes[i] = GetThreshold(i).magnitude;
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}
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// Calculate the blend factors between each combination of thresholds.
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for (int i = 0; i < portCount; i++)
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{
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var blendFactors = _BlendFactors[i];
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var thresholdI = GetThreshold(i);
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var magnitudeI = _ThresholdMagnitudes[i];
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var j = 0;// i + 1;
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for (; j < portCount; j++)
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{
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if (i == j)
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continue;
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var thresholdJ = GetThreshold(j);
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var magnitudeJ = _ThresholdMagnitudes[j];
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var averageMagnitude = (magnitudeI + magnitudeJ) * 0.5f;
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// Convert the thresholds to polar coordinates (distance, angle) and interpolate the weight based on those.
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var differenceIToJ = magnitudeJ - magnitudeI;
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var angleIToJ = SignedAngle(thresholdI, thresholdJ);
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var polarIToJ = new Vector2(
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differenceIToJ / averageMagnitude,
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angleIToJ * AngleFactor);
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polarIToJ *= 1f / polarIToJ.sqrMagnitude;
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// Each factor is used in [i][j] with it's opposite in [j][i].
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blendFactors[j] = polarIToJ;
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_BlendFactors[j][i] = -polarIToJ;
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}
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}
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}
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/************************************************************************************************************************/
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private static float SignedAngle(Vector2 a, Vector2 b)
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{
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// If either vector is exactly at the origin, the angle is 0.
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if ((a.x == 0 && a.y == 0) || (b.x == 0 && b.y == 0))
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{
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// Due to floating point error "Mathf.Atan2(0 * b.y - 0 * b.x, 0 * b.x + 0 * b.y);" is usually 0 but
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// sometimes Pi, which screws up our other calculations so we need it to always be 0 properly.
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return 0;
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}
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return Mathf.Atan2(
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a.x * b.y - a.y * b.x,
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a.x * b.x + a.y * b.y);
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}
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/************************************************************************************************************************/
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/// <summary>Appends the current parameter values of this mixer.</summary>
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public override void AppendParameter(StringBuilder description)
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{
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description.Append(ParameterX);
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description.Append(", ");
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description.Append(ParameterY);
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}
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/************************************************************************************************************************/
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#region Inspector
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/************************************************************************************************************************/
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/// <summary>The number of parameters being managed by this state.</summary>
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protected override int ParameterCount { get { return 2; } }
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/// <summary>Returns the name of a parameter being managed by this state.</summary>
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/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
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protected override string GetParameterName(int index)
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{
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switch (index)
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{
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case 0: return "Parameter X";
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case 1: return "Parameter Y";
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default: throw new ArgumentOutOfRangeException("index");
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}
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}
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/// <summary>Returns the type of a parameter being managed by this state.</summary>
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/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
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protected override AnimatorControllerParameterType GetParameterType(int index) { return AnimatorControllerParameterType.Float; }
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/// <summary>Returns the value of a parameter being managed by this state.</summary>
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/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
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protected override object GetParameterValue(int index)
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{
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switch (index)
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{
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case 0: return ParameterX;
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case 1: return ParameterY;
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default: throw new ArgumentOutOfRangeException("index");
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}
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}
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/// <summary>Sets the value of a parameter being managed by this state.</summary>
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/// <exception cref="NotSupportedException">Thrown if this state doesn't manage any parameters.</exception>
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protected override void SetParameterValue(int index, object value)
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{
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switch (index)
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{
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case 0: ParameterX = (float)value; break;
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case 1: ParameterY = (float)value; break;
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default: throw new ArgumentOutOfRangeException("index");
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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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}
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}
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