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411 lines
22 KiB
C#
411 lines
22 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0618 // Type or member is obsolete (for ControllerStates in Animancer Lite).
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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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namespace Animancer
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{
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/// <summary>[Pro-Only]
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/// A <see cref="NamedAnimancerComponent"/> which plays a main <see cref="RuntimeAnimatorController"/> with the
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/// ability to play other individual <see cref="AnimationClip"/>s separately.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Hybrid Animancer Component")]
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[HelpURL(Strings.APIDocumentationURL + "/HybridAnimancerComponent")]
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public class HybridAnimancerComponent : NamedAnimancerComponent
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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("The main Animator Controller that this object will play")]
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private ControllerState.Transition _Controller;
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/// <summary>[<see cref="SerializeField"/>]
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/// The main <see cref="RuntimeAnimatorController"/> that this object plays.
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/// </summary>
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public ControllerState.Transition Controller
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{
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get { return _Controller; }
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set { _Controller = value; }
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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 when this component is first added (in Edit Mode) and whenever the Reset command
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/// is executed from its context menu.
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/// <para></para>
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/// Sets <see cref="PlayAutomatically"/> = false by default so that <see cref="OnEnable"/> will play the
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/// <see cref="Controller"/> instead of the first animation in the
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/// <see cref="NamedAnimancerComponent.Animations"/> array.
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/// </summary>
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protected override void Reset()
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{
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// The base.Animator property is not assigned yet and we need it before base.Reset clears the controller.
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var animator = Editor.AnimancerEditorUtilities.GetComponentInHierarchy<Animator>(gameObject);
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if (animator != null && animator.runtimeAnimatorController != null)
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Controller = animator.runtimeAnimatorController;
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base.Reset();
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PlayAutomatically = false;
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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 becomes enabled and active.
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/// <para></para>
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/// Plays the <see cref="Controller"/> if <see cref="PlayAutomatically"/> is false (otherwise it plays the
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/// first animation in the <see cref="NamedAnimancerComponent.Animations"/> array).
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/// </summary>
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protected override void OnEnable()
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{
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PlayController();
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base.OnEnable();
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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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if (_Controller != null &&
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_Controller.Controller != null)
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clips.Gather(_Controller.Controller.animationClips);
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Animator Controller Wrappers
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/************************************************************************************************************************/
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/// <summary>
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/// Transitions to the <see cref="Controller"/> over its specified
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/// <see cref="AnimancerState.Transition{TState}.FadeDuration"/>.
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/// <para></para>
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/// Returns the <see cref="AnimancerState.Transition{TState}.State"/>.
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/// </summary>
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public ControllerState PlayController()
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{
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if (_Controller == null || _Controller.Controller == null)
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return null;
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// Don't just return the result of Transition because it is an AnimancerState which we would need to cast.
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Play(_Controller);
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return _Controller.State;
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}
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/************************************************************************************************************************/
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#region Cross Fade
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/************************************************************************************************************************/
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/// <summary>
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/// Starts a transition from the current state to the specified state using normalized times.
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/// </summary>
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public void CrossFade(int stateNameHash,
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float transitionDuration = AnimancerPlayable.DefaultFadeDuration,
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int layer = -1,
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float normalizedTime = float.NegativeInfinity)
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{
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var controllerState = PlayController();
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controllerState.Playable.CrossFade(stateNameHash, transitionDuration, layer, normalizedTime);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Starts a transition from the current state to the specified state using normalized times.
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/// </summary>
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public AnimancerState CrossFade(string stateName,
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float transitionDuration = AnimancerPlayable.DefaultFadeDuration,
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int layer = -1,
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float normalizedTime = float.NegativeInfinity)
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{
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AnimancerState state;
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if (States.TryGet(name, out state))
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{
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Play(state, transitionDuration);
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if (layer >= 0)
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state.LayerIndex = layer;
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state.NormalizedTime = normalizedTime;
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return state;
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}
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else
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{
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var controllerState = PlayController();
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controllerState.Playable.CrossFade(stateName, transitionDuration, layer, normalizedTime);
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return controllerState;
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Starts a transition from the current state to the specified state using times in seconds.
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/// </summary>
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public void CrossFadeInFixedTime(int stateNameHash,
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float transitionDuration = AnimancerPlayable.DefaultFadeDuration,
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int layer = -1,
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float fixedTime = 0)
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{
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var controllerState = PlayController();
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controllerState.Playable.CrossFadeInFixedTime(stateNameHash, transitionDuration, layer, fixedTime);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Starts a transition from the current state to the specified state using times in seconds.
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/// </summary>
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public AnimancerState CrossFadeInFixedTime(string stateName,
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float transitionDuration = AnimancerPlayable.DefaultFadeDuration,
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int layer = -1,
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float fixedTime = 0)
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{
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AnimancerState state;
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if (States.TryGet(name, out state))
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{
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Play(state, transitionDuration);
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if (layer >= 0)
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state.LayerIndex = layer;
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state.Time = fixedTime;
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return state;
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}
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else
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{
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var controllerState = PlayController();
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controllerState.Playable.CrossFadeInFixedTime(stateName, transitionDuration, layer, fixedTime);
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return controllerState;
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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 Play
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/************************************************************************************************************************/
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/// <summary>
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/// Plays the specified state immediately, starting from a particular normalized time.
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/// </summary>
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public void Play(int stateNameHash,
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int layer = -1,
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float normalizedTime = float.NegativeInfinity)
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{
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var controllerState = PlayController();
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controllerState.Playable.Play(stateNameHash, layer, normalizedTime);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Plays the specified state immediately, starting from a particular normalized time.
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/// </summary>
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public AnimancerState Play(string stateName,
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int layer = -1,
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float normalizedTime = float.NegativeInfinity)
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{
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AnimancerState state;
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if (States.TryGet(name, out state))
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{
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Play(state);
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if (layer >= 0)
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state.LayerIndex = layer;
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state.NormalizedTime = normalizedTime;
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return state;
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}
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else
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{
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var controllerState = PlayController();
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controllerState.Playable.Play(stateName, layer, normalizedTime);
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return controllerState;
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Plays the specified state immediately, starting from a particular time (in seconds).
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/// </summary>
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public void PlayInFixedTime(int stateNameHash,
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int layer = -1,
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float fixedTime = 0)
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{
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var controllerState = PlayController();
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controllerState.Playable.PlayInFixedTime(stateNameHash, layer, fixedTime);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Plays the specified state immediately, starting from a particular time (in seconds).
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/// </summary>
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public AnimancerState PlayInFixedTime(string stateName,
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int layer = -1,
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float fixedTime = 0)
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{
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AnimancerState state;
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if (States.TryGet(name, out state))
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{
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Play(state);
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if (layer >= 0)
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state.LayerIndex = layer;
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state.Time = fixedTime;
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return state;
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}
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else
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{
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var controllerState = PlayController();
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controllerState.Playable.PlayInFixedTime(stateName, layer, fixedTime);
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return controllerState;
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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 Parameters
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/************************************************************************************************************************/
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/// <summary>Gets the value of the specified boolean parameter.</summary>
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public bool GetBool(int id) { return _Controller.State.Playable.GetBool(id); }
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/// <summary>Gets the value of the specified boolean parameter.</summary>
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public bool GetBool(string name) { return _Controller.State.Playable.GetBool(name); }
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/// <summary>Sets the value of the specified boolean parameter.</summary>
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public void SetBool(int id, bool value) { _Controller.State.Playable.SetBool(id, value); }
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/// <summary>Sets the value of the specified boolean parameter.</summary>
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public void SetBool(string name, bool value) { _Controller.State.Playable.SetBool(name, value); }
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/// <summary>Gets the value of the specified float parameter.</summary>
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public float GetFloat(int id) { return _Controller.State.Playable.GetFloat(id); }
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/// <summary>Gets the value of the specified float parameter.</summary>
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public float GetFloat(string name) { return _Controller.State.Playable.GetFloat(name); }
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/// <summary>Sets the value of the specified float parameter.</summary>
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public void SetFloat(int id, float value) { _Controller.State.Playable.SetFloat(id, value); }
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/// <summary>Sets the value of the specified float parameter.</summary>
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public void SetFloat(string name, float value) { _Controller.State.Playable.SetFloat(name, value); }
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/// <summary>Gets the value of the specified integer parameter.</summary>
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public int GetInteger(int id) { return _Controller.State.Playable.GetInteger(id); }
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/// <summary>Gets the value of the specified integer parameter.</summary>
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public int GetInteger(string name) { return _Controller.State.Playable.GetInteger(name); }
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/// <summary>Sets the value of the specified integer parameter.</summary>
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public void SetInteger(int id, int value) { _Controller.State.Playable.SetInteger(id, value); }
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/// <summary>Sets the value of the specified integer parameter.</summary>
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public void SetInteger(string name, int value) { _Controller.State.Playable.SetInteger(name, value); }
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/// <summary>Sets the specified trigger parameter to true.</summary>
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public void SetTrigger(int id) { _Controller.State.Playable.SetTrigger(id); }
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/// <summary>Sets the specified trigger parameter to true.</summary>
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public void SetTrigger(string name) { _Controller.State.Playable.SetTrigger(name); }
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/// <summary>Resets the specified trigger parameter to false.</summary>
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public void ResetTrigger(int id) { _Controller.State.Playable.ResetTrigger(id); }
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/// <summary>Resets the specified trigger parameter to false.</summary>
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public void ResetTrigger(string name) { _Controller.State.Playable.ResetTrigger(name); }
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/// <summary>Gets the details of one of the <see cref="Controller"/>'s parameters.</summary>
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public AnimatorControllerParameter GetParameter(int index) { return _Controller.State.Playable.GetParameter(index); }
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/// <summary>Gets the number of parameters in the <see cref="Controller"/>.</summary>
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public int GetParameterCount() { return _Controller.State.Playable.GetParameterCount(); }
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/// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
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public bool IsParameterControlledByCurve(int id) { return _Controller.State.Playable.IsParameterControlledByCurve(id); }
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/// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
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public bool IsParameterControlledByCurve(string name) { return _Controller.State.Playable.IsParameterControlledByCurve(name); }
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Misc
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/************************************************************************************************************************/
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// Layers.
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/************************************************************************************************************************/
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/// <summary>Gets the weight of the layer at the specified index.</summary>
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public float GetLayerWeight(int layerIndex) { return _Controller.State.Playable.GetLayerWeight(layerIndex); }
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/// <summary>Sets the weight of the layer at the specified index.</summary>
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public void SetLayerWeight(int layerIndex, float weight) { _Controller.State.Playable.SetLayerWeight(layerIndex, weight); }
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/// <summary>Gets the number of layers in the <see cref="Controller"/>.</summary>
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public int GetLayerCount() { return _Controller.State.Playable.GetLayerCount(); }
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/// <summary>Gets the index of the layer with the specified name.</summary>
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public int GetLayerIndex(string layerName) { return _Controller.State.Playable.GetLayerIndex(layerName); }
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/// <summary>Gets the name of the layer with the specified index.</summary>
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public string GetLayerName(int layerIndex) { return _Controller.State.Playable.GetLayerName(layerIndex); }
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/************************************************************************************************************************/
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// States.
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/************************************************************************************************************************/
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/// <summary>Returns information about the current state.</summary>
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public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex = 0) { return _Controller.State.Playable.GetCurrentAnimatorStateInfo(layerIndex); }
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/// <summary>Returns information about the next state being transitioned towards.</summary>
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public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex = 0) { return _Controller.State.Playable.GetNextAnimatorStateInfo(layerIndex); }
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/// <summary>Indicates whether the specified layer contains the specified state.</summary>
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public bool HasState(int layerIndex, int stateID) { return _Controller.State.Playable.HasState(layerIndex, stateID); }
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/************************************************************************************************************************/
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// Transitions.
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/************************************************************************************************************************/
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/// <summary>Indicates whether the specified layer is currently executing a transition.</summary>
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public bool IsInTransition(int layerIndex = 0) { return _Controller.State.Playable.IsInTransition(layerIndex); }
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/// <summary>Gets information about the current transition.</summary>
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public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex = 0) { return _Controller.State.Playable.GetAnimatorTransitionInfo(layerIndex); }
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/************************************************************************************************************************/
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// Clips.
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/************************************************************************************************************************/
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/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
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public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex = 0) { return _Controller.State.Playable.GetCurrentAnimatorClipInfo(layerIndex); }
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/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
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public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) { _Controller.State.Playable.GetCurrentAnimatorClipInfo(layerIndex, clips); }
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/// <summary>Gets the number of <see cref="AnimationClip"/>s currently being played.</summary>
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public int GetCurrentAnimatorClipInfoCount(int layerIndex = 0) { return _Controller.State.Playable.GetCurrentAnimatorClipInfoCount(layerIndex); }
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/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
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public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex = 0) { return _Controller.State.Playable.GetNextAnimatorClipInfo(layerIndex); }
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/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
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public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) { _Controller.State.Playable.GetNextAnimatorClipInfo(layerIndex, clips); }
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/// <summary>Gets the number of <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
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public int GetNextAnimatorClipInfoCount(int layerIndex = 0) { return _Controller.State.Playable.GetNextAnimatorClipInfoCount(layerIndex); }
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/************************************************************************************************************************/
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#endregion
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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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