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187 lines
8.3 KiB
C#
187 lines
8.3 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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using System;
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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="ControllerState"/> which manages one float parameter.
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/// </summary>
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/// <remarks>
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/// See also: <see cref="Float2ControllerState"/> and <see cref="Float3ControllerState"/>.
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/// </remarks>
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public sealed class Float1ControllerState : ControllerState
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{
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/************************************************************************************************************************/
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private Parameter _Parameter;
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/// <summary>
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/// The name of the parameter which <see cref="Parameter"/> will get and set.
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/// This will be null if the <see cref="ParameterHash"/> was assigned directly.
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/// </summary>
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public string ParameterName
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{
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get { return _Parameter.Name; }
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set
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{
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_Parameter.Name = value;
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_Parameter.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float);
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}
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}
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/// <summary>
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/// The name hash of the parameter which <see cref="Parameter"/> will get and set.
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/// </summary>
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public int ParameterHash
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{
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get { return _Parameter.Hash; }
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set
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{
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_Parameter.Hash = value;
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_Parameter.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float);
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}
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}
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/// <summary>
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/// Gets and sets a float parameter in the <see cref="ControllerState.Controller"/> using the
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/// <see cref="ParameterHash"/> as the id.
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/// </summary>
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public new float Parameter
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{
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get { return Playable.GetFloat(_Parameter); }
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set { Playable.SetFloat(_Parameter, value); }
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="Float1ControllerState"/> to play the `controller` without connecting
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/// it to the <see cref="PlayableGraph"/>.
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/// </summary>
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private Float1ControllerState(AnimancerPlayable root, RuntimeAnimatorController controller, Parameter parameter,
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bool resetStatesOnStop = true)
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: base(root, controller, resetStatesOnStop)
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{
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_Parameter = parameter;
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_Parameter.ValidateHasParameter(controller, AnimatorControllerParameterType.Float);
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}
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/// <summary>
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/// Constructs a new <see cref="Float1ControllerState"/> to play the `controller` and connects it to the
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/// the `layer`.
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/// </summary>
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public Float1ControllerState(AnimancerLayer layer, RuntimeAnimatorController controller, Parameter parameter,
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bool resetStatesOnStop = true)
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: this(layer.Root, controller, parameter, resetStatesOnStop)
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{
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layer.AddChild(this);
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}
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/// <summary>
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/// Constructs a new <see cref="Float1ControllerState"/> to play the `controller` and connects
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/// connects it to the `parent` at the specified `index`.
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/// </summary>
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public Float1ControllerState(AnimancerNode parent, int index, RuntimeAnimatorController controller, Parameter parameter,
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bool resetStatesOnStop = true)
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: this(parent.Root, controller, parameter, resetStatesOnStop)
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{
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SetParent(parent, index);
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}
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/************************************************************************************************************************/
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/// <summary>The number of parameters being wrapped by this state.</summary>
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public override int ParameterCount { get { return 1; } }
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/// <summary>Returns the hash of a parameter being wrapped by this state.</summary>
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public override int GetParameterHash(int index) { return ParameterHash; }
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/************************************************************************************************************************/
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#region Transition
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/************************************************************************************************************************/
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/// <summary>
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/// A serializable <see cref="ITransition"/> which can create a <see cref="Float1ControllerState"/>
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/// when passed into <see cref="AnimancerPlayable.Play(ITransition)"/>.
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/// </summary>
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/// <remarks>
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/// Unfortunately the tool used to generate this documentation does not currently support nested types with
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/// identical names, so only one <c>Transition</c> class will actually have a documentation page.
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/// </remarks>
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[Serializable]
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public new class Transition : Transition<Float1ControllerState>
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{
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/************************************************************************************************************************/
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[SerializeField]
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private string _ParameterName;
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/// <summary>[<see cref="SerializeField"/>]
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/// The <see cref="Float1ControllerState.ParameterName"/> that will be used for the created state.
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/// </summary>
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public string ParameterName
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{
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get { return _ParameterName; }
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set { _ParameterName = value; }
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}
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/************************************************************************************************************************/
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/// <summary>Constructs a new <see cref="Transition"/>.</summary>
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public Transition() { }
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/// <summary>Constructs a new <see cref="Transition"/> with the specified Animator Controller and parameter.</summary>
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public Transition(RuntimeAnimatorController controller, string parameterName)
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{
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Controller = controller;
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_ParameterName = parameterName;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Creates and returns a new <see cref="Float1ControllerState"/> connected to the `layer`.
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/// <para></para>
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/// This method also assigns it as the <see cref="AnimancerState.Transition{TState}.State"/>.
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/// </summary>
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public override Float1ControllerState CreateState(AnimancerLayer layer)
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{
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return new Float1ControllerState(layer, Controller, _ParameterName, KeepStateOnStop);
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}
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/************************************************************************************************************************/
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#region Drawer
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="Transition"/>.</summary>
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[UnityEditor.CustomPropertyDrawer(typeof(Transition), true)]
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public class Drawer : ControllerState.Transition.Drawer
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{
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="Drawer"/> and sets the
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/// <see cref="ControllerState.Transition.Drawer.Parameters"/>.
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/// </summary>
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public Drawer() : base("_ParameterName") { }
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/************************************************************************************************************************/
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}
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/************************************************************************************************************************/
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#endif
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#endregion
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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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