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CrowdControl/Assets/Plugins/Animancer/Internal/Editor Utilities/Inspector/AnimancerStateDrawer.cs

510 lines
19 KiB
C#

// Animancer // Copyright 2020 Kybernetik //
#if UNITY_EDITOR
#pragma warning disable IDE0041 // Use 'is null' check.
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] Draws the Inspector GUI for an <see cref="AnimancerState"/>.</summary>
public class AnimancerStateDrawer<T> : AnimancerNodeDrawer<T> where T : AnimancerState
{
/************************************************************************************************************************/
/// <summary>
/// Constructs a new <see cref="AnimancerStateDrawer{T}"/> to manage the Inspector GUI for the `target`.
/// </summary>
public AnimancerStateDrawer(T target)
{
Target = target;
}
/************************************************************************************************************************/
/// <summary>The <see cref="GUIStyle"/> used for the area encompassing this drawer. Null.</summary>
protected override GUIStyle RegionStyle { get { return null; } }
/************************************************************************************************************************/
/// <summary>
/// Draws the state's main label: an <see cref="Object"/> field if it has a
/// <see cref="AnimancerState.MainObject"/>, otherwise just a simple text label.
/// <para></para>
/// Also shows a bar to indicate its progress.
/// </summary>
protected override void DoLabelGUI(Rect area)
{
var key = Target.Key;
var mainObject = Target.MainObject;
var isAssetUsedAsKey = key == null || ReferenceEquals(key, mainObject);
string label;
if (isAssetUsedAsKey)
{
label = "";
}
else
{
if (key is string)
label = "\"" + key + "\"";
else
label = key.ToString();
}
HandleLabelClick(area);
AnimancerGUI.DoWeightLabel(ref area, Target.Weight);
if (!ReferenceEquals(mainObject, null))
{
EditorGUI.BeginChangeCheck();
mainObject = EditorGUI.ObjectField(area, label, mainObject, typeof(Object), false);
if (EditorGUI.EndChangeCheck())
Target.MainObject = mainObject;
}
else
{
EditorGUI.LabelField(area, label, Target.ToString());
}
// Highlight a section of the label based on the time like a loading bar.
if (Target.IsPlaying || Target.Time != 0)
{
var color = GUI.color;
// Green = Playing, Yelow = Paused.
GUI.color = Target.IsPlaying ? new Color(0.15f, 0.7f, 0.15f, 0.35f) : new Color(0.7f, 0.7f, 0.15f, 0.35f);
area.xMin += AnimancerGUI.IndentSize;
area.width -= 18;
float length;
var wrappedTime = GetWrappedTime(out length);
if (length > 0)
area.width *= Mathf.Clamp01(wrappedTime / length);
GUI.DrawTexture(area, Texture2D.whiteTexture);
GUI.color = color;
}
}
/************************************************************************************************************************/
/// <summary>
/// Handles Ctrl + Click on the label to CrossFade the animation.
/// <para></para>
/// If Shift is also held, the effect will be queued until after the previous animation finishes.
/// </summary>
private void HandleLabelClick(Rect area)
{
var currentEvent = Event.current;
if (currentEvent.type != EventType.MouseUp ||
!currentEvent.control ||
!area.Contains(currentEvent.mousePosition))
return;
currentEvent.Use();
if (currentEvent.shift)
{
AnimationQueue.CrossFadeQueued(Target);
return;
}
AnimationQueue.ClearQueue(Target.Layer);
Target.Root.UnpauseGraph();
var fadeDuration = Target.CalculateEditorFadeDuration(AnimancerPlayable.DefaultFadeDuration);
Target.Root.Play(Target, fadeDuration);
}
/************************************************************************************************************************/
/// <summary>Draws a foldout arrow to expand/collapse the state details.</summary>
protected override void DoFoldoutGUI(Rect area)
{
var key = Target.Key;
var isAssetUsedAsKey = key == null || ReferenceEquals(key, Target.MainObject);
float foldoutWidth;
if (isAssetUsedAsKey)
{
foldoutWidth = EditorGUI.indentLevel * AnimancerGUI.IndentSize;
}
else
{
foldoutWidth = EditorGUIUtility.labelWidth;
}
area.xMin -= 2;
area.width = foldoutWidth;
var hierarchyMode = EditorGUIUtility.hierarchyMode;
EditorGUIUtility.hierarchyMode = true;
IsExpanded = EditorGUI.Foldout(area, IsExpanded, GUIContent.none, true);
EditorGUIUtility.hierarchyMode = hierarchyMode;
}
/************************************************************************************************************************/
/// <summary>
/// Manages the playing of animations in sequence.
/// </summary>
private sealed class AnimationQueue
{
/************************************************************************************************************************/
private static readonly Dictionary<AnimancerLayer, AnimationQueue>
PlayableToQueue = new Dictionary<AnimancerLayer, AnimationQueue>();
private readonly List<AnimancerState>
Queue = new List<AnimancerState>();
/************************************************************************************************************************/
private AnimationQueue() { }
public static void CrossFadeQueued(AnimancerState state)
{
CleanUp();
var layer = state.Layer;
// If the layer has no current state, just play the animation immediately.
if (!layer.CurrentState.IsValid() || layer.CurrentState.Weight == 0)
{
var fadeDuration = state.CalculateEditorFadeDuration(AnimancerPlayable.DefaultFadeDuration);
layer.Play(state, fadeDuration);
return;
}
AnimationQueue queue;
if (!PlayableToQueue.TryGetValue(layer, out queue))
{
queue = new AnimationQueue();
PlayableToQueue.Add(layer, queue);
}
queue.Queue.Add(state);
layer.CurrentState.Events.OnEnd -= queue.PlayNext;
layer.CurrentState.Events.OnEnd += queue.PlayNext;
}
/************************************************************************************************************************/
public static void ClearQueue(AnimancerLayer layer)
{
PlayableToQueue.Remove(layer);
}
/************************************************************************************************************************/
private static readonly List<AnimancerLayer>
OldQueues = new List<AnimancerLayer>();
/// <summary>
/// Clear out any playables that have been destroyed.
/// </summary>
private static void CleanUp()
{
OldQueues.Clear();
foreach (var layer in PlayableToQueue.Keys)
{
if (!layer.IsValid)
OldQueues.Add(layer);
}
for (int i = 0; i < OldQueues.Count; i++)
{
PlayableToQueue.Remove(OldQueues[i]);
}
}
/************************************************************************************************************************/
private void PlayNext()
{
if (Queue.Count == 0)
return;
var state = Queue[0];
Queue.RemoveAt(0);
if (!state.IsValid())
{
PlayNext();
return;
}
var fadeDuration = state.CalculateEditorFadeDuration(AnimancerPlayable.DefaultFadeDuration);
state.Layer.Play(state, fadeDuration);
state.Events.OnEnd = PlayNext;
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
/// <summary>
/// Gets the current <see cref="AnimancerState.Time"/>.
/// If the state is looping, the value is modulo by the <see cref="AnimancerState.Length"/>.
/// </summary>
private float GetWrappedTime(out float length)
{
var time = Target.Time;
length = Target.Length;
var wrappedTime = time;
if (Target.IsLooping)
{
wrappedTime = Mathf.Repeat(wrappedTime, length);
if (wrappedTime == 0 && time != 0)
wrappedTime = length;
}
return wrappedTime;
}
/************************************************************************************************************************/
/// <summary> Draws the details of the target state in the GUI.</summary>
protected override void DoDetailsGUI(IAnimancerComponent owner)
{
if (!IsExpanded)
return;
EditorGUI.indentLevel++;
DoTimeSliderGUI();
DoNodeDetailsGUI();
DoOnEndGUI();
EditorGUI.indentLevel--;
}
/************************************************************************************************************************/
/// <summary>Draws a slider for controlling the current <see cref="AnimancerState.Time"/>.</summary>
private void DoTimeSliderGUI()
{
if (Target.Length <= 0)
return;
float length;
var time = GetWrappedTime(out length);
if (length == 0)
return;
var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before);
var normalized = DoNormalizedTimeToggle(ref area);
string label;
float max;
if (normalized)
{
label = "Normalized Time";
time /= length;
max = 1;
}
else
{
label = "Time";
max = length;
}
DoLoopCounterGUI(ref area, length);
EditorGUI.BeginChangeCheck();
label = AnimancerGUI.BeginTightLabel(label);
time = EditorGUI.Slider(area, label, time, 0, max);
AnimancerGUI.EndTightLabel();
if (AnimancerGUI.TryUseClickEvent(area, 2))
time = 0;
if (EditorGUI.EndChangeCheck())
{
if (normalized)
Target.NormalizedTime = time;
else
Target.Time = time;
}
}
/************************************************************************************************************************/
private static readonly BoolPref UseNormalizedTimeSliders = new BoolPref("Inspector", "UseNormalizedTimeSliders", false);
private static readonly GUIElementWidth UseNormalizedTimeSlidersWidth = new GUIElementWidth();
private bool DoNormalizedTimeToggle(ref Rect area)
{
var content = AnimancerGUI.TempContent("N");
var style = AnimancerGUI.MiniButton;
var width = UseNormalizedTimeSlidersWidth.GetWidth(style, content.text);
var toggleArea = AnimancerGUI.StealFromRight(ref area, width);
UseNormalizedTimeSliders.Value = GUI.Toggle(toggleArea, UseNormalizedTimeSliders, content, style);
return UseNormalizedTimeSliders;
}
/************************************************************************************************************************/
private static ConversionCache<int, string> _LoopCounterCache;
private void DoLoopCounterGUI(ref Rect area, float length)
{
if (_LoopCounterCache == null)
_LoopCounterCache = new ConversionCache<int, string>((x) => "x" + x);
string label;
var normalizedTime = Target.Time / length;
if (float.IsNaN(normalizedTime))
{
label = "NaN";
}
else
{
var loops = (int)Math.Abs(Target.Time / length);
label = _LoopCounterCache.Convert(loops);
}
var width = AnimancerGUI.CalculateLabelWidth(label);
var labelArea = AnimancerGUI.StealFromRight(ref area, width);
GUI.Label(labelArea, label);
}
/************************************************************************************************************************/
private void DoOnEndGUI()
{
if (Target.Events.OnEnd == null)
return;
var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before);
EditorGUI.LabelField(area, "OnEnd: " + Target.Events.OnEnd.Method);
}
/************************************************************************************************************************/
#region Context Menu
/************************************************************************************************************************/
/// <summary>Adds functions relevant to the <see cref="AnimancerNodeDrawer{T}.Target"/>.</summary>
protected override void PopulateContextMenu(GenericMenu menu)
{
AddContextMenuFunctions(menu);
AnimancerEditorUtilities.AddMenuItem(menu, "Play",
!Target.IsPlaying || Target.Weight != 1,
() =>
{
Target.Root.UnpauseGraph();
Target.Root.Play(Target);
});
AnimancerEditorUtilities.AddFadeFunction(menu, "Cross Fade (Ctrl + Click)",
Target.Weight != 1,
Target, (duration) =>
{
Target.Root.UnpauseGraph();
Target.Root.Play(Target, duration);
});
AnimancerEditorUtilities.AddFadeFunction(menu, "Cross Fade Queued (Ctrl + Shift + Click)",
Target.Weight != 1,
Target, (duration) =>
{
AnimationQueue.CrossFadeQueued(Target);
});
menu.AddSeparator("");
menu.AddItem(new GUIContent("Destroy State"), false, () => Target.Destroy());
menu.AddSeparator("");
AnimancerEditorUtilities.AddDocumentationLink(menu, "State Documentation", "/docs/manual/states");
}
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Adds the details of this state to the menu.
/// By default, that means a single item showing the path of the <see cref="AnimancerState.MainObject"/>.
/// </summary>
protected virtual void AddContextMenuFunctions(GenericMenu menu)
{
menu.AddDisabledItem(new GUIContent(DetailsPrefix + "Key: " + Target.Key));
var length = Target.Length;
if (!float.IsNaN(length))
menu.AddDisabledItem(new GUIContent(DetailsPrefix + "Length: " + length));
menu.AddDisabledItem(new GUIContent(DetailsPrefix + "Playable Path: " + Target.GetPath()));
var mainAsset = Target.MainObject;
if (mainAsset != null)
{
var assetPath = AssetDatabase.GetAssetPath(mainAsset);
if (assetPath != null)
menu.AddDisabledItem(new GUIContent(DetailsPrefix + "Asset Path: " + assetPath.Replace("/", "->")));
}
const string OnEndPrefix = "End Event/";
{
var endEvent = Target.Events.endEvent;
menu.AddDisabledItem(new GUIContent(OnEndPrefix + "NormalizedTime: " + endEvent.normalizedTime));
if (endEvent.callback == null)
{
menu.AddDisabledItem(new GUIContent(OnEndPrefix + "Callback: null"));
}
else
{
var label = OnEndPrefix +
(endEvent.callback.Target != null ? ("Target: " + endEvent.callback.Target) : "Target: null");
var targetObject = endEvent.callback.Target as Object;
AnimancerEditorUtilities.AddMenuItem(menu, label,
targetObject != null,
() => Selection.activeObject = targetObject);
menu.AddDisabledItem(new GUIContent(
OnEndPrefix + "Declaring Type: " + endEvent.callback.Method.DeclaringType.FullName));
menu.AddDisabledItem(new GUIContent(
OnEndPrefix + "Method: " + endEvent.callback.Method));
}
AnimancerEditorUtilities.AddMenuItem(menu, OnEndPrefix + "Clear",
!float.IsNaN(endEvent.normalizedTime) || endEvent.callback != null,
() => Target.Events.endEvent = new AnimancerEvent(float.NaN, null));
AnimancerEditorUtilities.AddMenuItem(menu, OnEndPrefix + "Invoke",
endEvent.callback != null,
() => Target.Events.endEvent.Invoke(Target));
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}
#endif