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499 lines
21 KiB
C#
499 lines
21 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Animations;
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using Object = UnityEngine.Object;
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namespace Animancer.Editor
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{
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/// <summary>[Editor-Only] Various utilities used throughout Animancer.</summary>
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public static partial class AnimancerEditorUtilities
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{
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/************************************************************************************************************************/
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#region Misc
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/************************************************************************************************************************/
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/// <summary>
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/// Tries to find a <typeparamref name="T"/> component on the `gameObject` or its parents or children (in that
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/// order).
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/// </summary>
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public static T GetComponentInHierarchy<T>(GameObject gameObject) where T : class
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{
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var component = gameObject.GetComponentInParent<T>();
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if (component != null)
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return component;
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return gameObject.GetComponentInChildren<T>();
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}
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/************************************************************************************************************************/
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/// <summary>Assets cannot reference scene objects.</summary>
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public static bool ShouldAllowReference(Object obj, Object reference)
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{
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return obj == null || reference == null ||
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!EditorUtility.IsPersistent(obj) ||
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EditorUtility.IsPersistent(reference);
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}
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/************************************************************************************************************************/
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/// <summary>Wraps <see cref="UnityEditorInternal.InternalEditorUtility.GetIsInspectorExpanded"/>.</summary>
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public static bool GetIsInspectorExpanded(Object obj)
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{
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return UnityEditorInternal.InternalEditorUtility.GetIsInspectorExpanded(obj);
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}
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/// <summary>Wraps <see cref="UnityEditorInternal.InternalEditorUtility.SetIsInspectorExpanded"/>.</summary>
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public static void SetIsInspectorExpanded(Object obj, bool isExpanded)
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{
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UnityEditorInternal.InternalEditorUtility.SetIsInspectorExpanded(obj, isExpanded);
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}
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/// <summary>Calls <see cref="SetIsInspectorExpanded(Object, bool)"/> on all `objects`.</summary>
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public static void SetIsInspectorExpanded(Object[] objects, bool isExpanded)
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{
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for (int i = 0; i < objects.Length; i++)
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SetIsInspectorExpanded(objects[i], isExpanded);
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}
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/************************************************************************************************************************/
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private static Dictionary<Type, Dictionary<string, MethodInfo>> _TypeToMethodNameToMethod;
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/// <summary>
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/// Tries to find a method with the specified name on the `target` object and invoke it.
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/// </summary>
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public static object Invoke(object target, string methodName)
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{
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return Invoke(target.GetType(), target, methodName);
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}
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/// <summary>
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/// Tries to find a method with the specified name on the `target` object and invoke it.
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/// </summary>
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public static object Invoke(Type type, object target, string methodName)
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{
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if (_TypeToMethodNameToMethod == null)
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_TypeToMethodNameToMethod = new Dictionary<Type, Dictionary<string, MethodInfo>>();
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Dictionary<string, MethodInfo> nameToMethod;
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if (!_TypeToMethodNameToMethod.TryGetValue(type, out nameToMethod))
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{
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nameToMethod = new Dictionary<string, MethodInfo>();
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_TypeToMethodNameToMethod.Add(type, nameToMethod);
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}
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MethodInfo method;
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if (!nameToMethod.TryGetValue(methodName, out method))
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{
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method = type.GetMethod(methodName,
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BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static);
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nameToMethod.Add(methodName, method);
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if (method == null)
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RegisterNonCriticalMissingMember(type.FullName, methodName);
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}
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if (method != null)
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return method.Invoke(target, null);
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return null;
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}
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/************************************************************************************************************************/
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private static List<Action<StringBuilder>> _NonCriticalIssues;
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/// <summary>
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/// Registers a delegate that can construct a description of an issue at a later time so that it doesn't waste
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/// the user's time on unimportant issues.
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/// </summary>
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public static void RegisterNonCriticalIssue(Action<StringBuilder> describeIssue)
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{
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if (_NonCriticalIssues == null)
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_NonCriticalIssues = new List<Action<StringBuilder>>();
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_NonCriticalIssues.Add(describeIssue);
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}
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/// <summary>
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/// Calls <see cref="RegisterNonCriticalIssue"/> with an issue indicating that a particular type was not
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/// found by reflection.
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/// </summary>
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public static void RegisterNonCriticalMissingType(string type)
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{
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RegisterNonCriticalIssue((text) => text
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.Append("[Reflection] Unable to find type '")
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.Append(type)
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.Append("'"));
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}
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/// <summary>
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/// Calls <see cref="RegisterNonCriticalIssue"/> with an issue indicating that a particular member was not
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/// found by reflection.
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/// </summary>
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public static void RegisterNonCriticalMissingMember(string type, string name)
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{
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RegisterNonCriticalIssue((text) => text
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.Append("[Reflection] Unable to find member '")
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.Append(name)
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.Append("' in type '")
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.Append(type)
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.Append("'"));
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}
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/// <summary>
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/// Appends all issues given to <see cref="RegisterNonCriticalIssue"/> to the `text`.
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/// </summary>
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public static void AppendNonCriticalIssues(StringBuilder text)
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{
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if (_NonCriticalIssues == null)
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return;
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text.Append("\n\nThe following non-critical issues have also been found" +
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" (in Animancer generally, not specifically this object):\n\n");
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for (int i = 0; i < _NonCriticalIssues.Count; i++)
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{
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text.Append(" - ");
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_NonCriticalIssues[i](text);
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text.Append("\n\n");
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}
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}
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/************************************************************************************************************************/
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/// <summary>Gets the value of the `parameter` in the `animator`.</summary>
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public static object GetParameterValue(Animator animator, AnimatorControllerParameter parameter)
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{
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switch (parameter.type)
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{
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case AnimatorControllerParameterType.Float:
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return animator.GetFloat(parameter.nameHash);
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case AnimatorControllerParameterType.Int:
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return animator.GetInteger(parameter.nameHash);
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case AnimatorControllerParameterType.Bool:
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case AnimatorControllerParameterType.Trigger:
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return animator.GetBool(parameter.nameHash);
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default:
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throw new ArgumentException("Unhandled AnimatorControllerParameterType: " + parameter.type);
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}
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}
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/// <summary>Gets the value of the `parameter` in the `playable`.</summary>
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public static object GetParameterValue(AnimatorControllerPlayable playable, AnimatorControllerParameter parameter)
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{
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switch (parameter.type)
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{
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case AnimatorControllerParameterType.Float:
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return playable.GetFloat(parameter.nameHash);
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case AnimatorControllerParameterType.Int:
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return playable.GetInteger(parameter.nameHash);
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case AnimatorControllerParameterType.Bool:
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case AnimatorControllerParameterType.Trigger:
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return playable.GetBool(parameter.nameHash);
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default:
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throw new ArgumentException("Unhandled AnimatorControllerParameterType: " + parameter.type);
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}
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}
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/************************************************************************************************************************/
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/// <summary>Sets the value of the `parameter` in the `animator`.</summary>
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public static void SetParameterValue(Animator animator, AnimatorControllerParameter parameter, object value)
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{
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switch (parameter.type)
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{
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case AnimatorControllerParameterType.Float:
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animator.SetFloat(parameter.nameHash, (float)value);
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break;
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case AnimatorControllerParameterType.Int:
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animator.SetInteger(parameter.nameHash, (int)value);
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break;
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case AnimatorControllerParameterType.Bool:
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animator.SetBool(parameter.nameHash, (bool)value);
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break;
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case AnimatorControllerParameterType.Trigger:
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if ((bool)value)
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animator.SetTrigger(parameter.nameHash);
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else
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animator.ResetTrigger(parameter.nameHash);
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break;
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default:
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throw new ArgumentException("Unhandled AnimatorControllerParameterType: " + parameter.type);
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}
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}
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/// <summary>Sets the value of the `parameter` in the `playable`.</summary>
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public static void SetParameterValue(AnimatorControllerPlayable playable, AnimatorControllerParameter parameter, object value)
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{
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switch (parameter.type)
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{
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case AnimatorControllerParameterType.Float:
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playable.SetFloat(parameter.nameHash, (float)value);
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break;
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case AnimatorControllerParameterType.Int:
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playable.SetInteger(parameter.nameHash, (int)value);
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break;
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case AnimatorControllerParameterType.Bool:
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playable.SetBool(parameter.nameHash, (bool)value);
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break;
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case AnimatorControllerParameterType.Trigger:
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if ((bool)value)
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playable.SetTrigger(parameter.nameHash);
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else
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playable.ResetTrigger(parameter.nameHash);
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break;
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default:
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throw new ArgumentException("Unhandled AnimatorControllerParameterType: " + parameter.type);
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Returns true if the `node` is not null and <see cref="AnimancerNode.IsValid"/>.
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/// </summary>
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/// <remarks>
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/// Normally a method can't have the same name as a property, but an extension method can.
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/// </remarks>
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public static bool IsValid(this AnimancerNode node)
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{
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return node != null && node.IsValid;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Waits one frame to call the `method` as long as Unity is currently in Edit Mode.
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/// </summary>
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public static void EditModeDelayCall(Action method)
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{
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// Would be better to check this before the delayCall, but it only works on the main thread.
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EditorApplication.delayCall += () =>
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{
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if (!EditorApplication.isPlayingOrWillChangePlaymode)
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method();
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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 Context Menus
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/************************************************************************************************************************/
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/// <summary>
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/// Adds a menu function which is disabled if `isEnabled` is false.
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/// </summary>
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public static void AddMenuItem(GenericMenu menu, string label, bool isEnabled, GenericMenu.MenuFunction func)
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{
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if (!isEnabled)
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{
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menu.AddDisabledItem(new GUIContent(label));
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return;
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}
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menu.AddItem(new GUIContent(label), false, func);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Adds a menu function which passes the result of <see cref="CalculateEditorFadeDuration"/> into `startFade`.
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/// </summary>
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public static void AddFadeFunction(GenericMenu menu, string label, bool isEnabled, AnimancerNode node, Action<float> startFade)
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{
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// Fade functions need to be delayed twice since the context menu itself causes the next frame delta
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// time to be unreasonably high (which would skip the start of the fade).
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AddMenuItem(menu, label, isEnabled,
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() => EditorApplication.delayCall +=
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() => EditorApplication.delayCall +=
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() =>
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{
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startFade(node.CalculateEditorFadeDuration());
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});
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}
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/// <summary>
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/// Returns the duration of the `node`s current fade (if any), otherwise returns the `defaultDuration`.
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/// </summary>
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public static float CalculateEditorFadeDuration(this AnimancerNode node, float defaultDuration = 1)
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{
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return node.FadeSpeed > 0 ? 1 / node.FadeSpeed : defaultDuration;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Adds a menu function to open a web page. If the `linkSuffix` starts with a '/' then it will be relative to
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/// the <see cref="Strings.DocumentationURL"/>.
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/// </summary>
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public static void AddDocumentationLink(GenericMenu menu, string label, string linkSuffix)
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{
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menu.AddItem(new GUIContent(label), false, () =>
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{
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if (linkSuffix[0] == '/')
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linkSuffix = Strings.DocumentationURL + linkSuffix;
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EditorUtility.OpenWithDefaultApp(linkSuffix);
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});
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Toggles the <see cref="Motion.isLooping"/> flag between true and false.
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/// </summary>
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[MenuItem("CONTEXT/AnimationClip/Toggle Looping")]
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private static void ToggleLooping(MenuCommand command)
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{
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var clip = (AnimationClip)command.context;
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SetLooping(clip, !clip.isLooping);
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}
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/// <summary>
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/// Sets the <see cref="Motion.isLooping"/> flag.
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/// </summary>
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public static void SetLooping(AnimationClip clip, bool looping)
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{
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var settings = AnimationUtility.GetAnimationClipSettings(clip);
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settings.loopTime = looping;
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AnimationUtility.SetAnimationClipSettings(clip, settings);
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Debug.Log("Set " + clip.name + " to be " + (looping ? "Looping" : "Not Looping") +
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". Note that you need to restart Unity for this change to take effect.", clip);
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// None of these let us avoid the need to restart Unity.
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//EditorUtility.SetDirty(clip);
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//AssetDatabase.SaveAssets();
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//var path = AssetDatabase.GetAssetPath(clip);
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//AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
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}
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/************************************************************************************************************************/
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/// <summary>Swaps the <see cref="AnimationClip.legacy"/> flag between true and false.</summary>
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[MenuItem("CONTEXT/AnimationClip/Toggle Legacy")]
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private static void ToggleLegacy(MenuCommand command)
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{
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var clip = (AnimationClip)command.context;
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clip.legacy = !clip.legacy;
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}
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/************************************************************************************************************************/
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/// <summary>Calls <see cref="Animator.Rebind"/>.</summary>
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[MenuItem("CONTEXT/Animator/Restore Bind Pose", priority = 110)]
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private static void RestoreBindPose(MenuCommand command)
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{
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var animator = (Animator)command.context;
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Undo.RegisterFullObjectHierarchyUndo(animator.gameObject, "Restore bind pose");
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var type = Type.GetType("UnityEditor.AvatarSetupTool, UnityEditor");
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if (type != null)
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{
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var method = type.GetMethod("SampleBindPose", BindingFlags.Static | BindingFlags.Public);
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if (method != null)
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method.Invoke(null, new object[] { animator.gameObject });
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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 Dummy Animancer Component
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/************************************************************************************************************************/
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/// <summary>[Editor-Only]
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/// An <see cref="IAnimancerComponent"/> that is not actually a <see cref="Component"/>.
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/// </summary>
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public sealed class DummyAnimancerComponent : IAnimancerComponent
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{
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/************************************************************************************************************************/
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/// <summary>Creates a new <see cref="DummyAnimancerComponent"/>.</summary>
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public DummyAnimancerComponent(Animator animator, AnimancerPlayable playable)
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{
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Animator = animator;
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Playable = playable;
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InitialUpdateMode = animator.updateMode;
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}
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/************************************************************************************************************************/
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/// <summary>[<see cref="IAnimancerComponent"/>] Returns true.</summary>
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public bool enabled { get { return true; } }
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/// <summary>[<see cref="IAnimancerComponent"/>] Returns the <see cref="Animator"/>'s <see cref="GameObject"/>.</summary>
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public GameObject gameObject { get { return Animator.gameObject; } }
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/// <summary>[<see cref="IAnimancerComponent"/>] The target <see cref="UnityEngine.Animator"/>.</summary>
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public Animator Animator { get; set; }
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/// <summary>[<see cref="IAnimancerComponent"/>] The target <see cref="AnimancerPlayable"/>.</summary>
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public AnimancerPlayable Playable { get; private set; }
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/// <summary>[<see cref="IAnimancerComponent"/>] Returns true.</summary>
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public bool IsPlayableInitialised { get { return true; } }
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/// <summary>[<see cref="IAnimancerComponent"/>] Returns false.</summary>
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public bool ResetOnDisable { get { return false; } }
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/// <summary>[<see cref="IAnimancerComponent"/>] Does nothing.</summary>
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public AnimatorUpdateMode UpdateMode { get; set; }
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/************************************************************************************************************************/
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/// <summary>[<see cref="IAnimancerComponent"/>] Returns the `clip`.</summary>
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public object GetKey(AnimationClip clip)
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{
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return clip;
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}
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/************************************************************************************************************************/
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/// <summary>[<see cref="IAnimancerComponent"/>] Returns null.</summary>
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public string AnimatorFieldName { get { return null; } }
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/// <summary>[<see cref="IAnimancerComponent"/>] Returns null.</summary>
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public AnimatorUpdateMode? InitialUpdateMode { get; private set; }
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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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#endif
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