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170 lines
6.8 KiB
C#
170 lines
6.8 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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using System;
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using System.Text;
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>
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/// A <see cref="callback"/> delegate paired with a <see cref="normalizedTime"/> to determine when to invoke it.
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/// </summary>
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public partial struct AnimancerEvent
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{
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/************************************************************************************************************************/
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#region Event
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/************************************************************************************************************************/
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/// <summary>The <see cref="AnimancerState.NormalizedTime"/> at which to invoke the <see cref="callback"/>.</summary>
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public float normalizedTime;
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/// <summary>The delegate to invoke when the <see cref="normalizedTime"/> passes.</summary>
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public Action callback;
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/// <summary>The largest possible float value less than 1.</summary>
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public const float AlmostOne = 0.99999994f;
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/************************************************************************************************************************/
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/// <summary>Constructs a new <see cref="AnimancerEvent"/>.</summary>
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public AnimancerEvent(float normalizedTime, Action callback)
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{
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this.normalizedTime = normalizedTime;
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this.callback = callback;
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}
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/************************************************************************************************************************/
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/// <summary>Returns "AnimancerEvent(normalizedTime, callbackTarget.CallbackMethod)".</summary>
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public override string ToString()
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{
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var text = new StringBuilder()
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.Append("AnimancerEvent(")
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.Append(normalizedTime)
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.Append(", ");
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if (callback == null)
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{
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text.Append("null)");
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}
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else if (callback.Target == null)
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{
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text.Append(callback.Method.Name)
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.Append(")");
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}
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else
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{
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text.Append(callback.Target)
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.Append('.')
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.Append(callback.Method.Name)
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.Append(")");
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}
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return text.ToString();
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}
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/************************************************************************************************************************/
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/// <summary>Appends the details of this event to the `text`.</summary>
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public void AppendDetails(StringBuilder text, string name, string delimiter = "\n")
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{
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text.Append(delimiter).Append(name).Append(".NormalizedTime=").Append(normalizedTime);
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if (callback != null)
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{
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text.Append(delimiter).Append(name).Append(".Target=").Append(callback.Target);
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text.Append(delimiter).Append(name).Append(".Method=").Append(callback.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 Invocation
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/************************************************************************************************************************/
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/// <summary>The <see cref="AnimancerState"/> currently triggering an event using <see cref="Invoke"/>.</summary>
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public static AnimancerState CurrentState { get { return _CurrentState; } }
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private static AnimancerState _CurrentState;
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/************************************************************************************************************************/
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/// <summary>The <see cref="AnimancerEvent"/> currently being triggered by <see cref="Invoke"/>.</summary>
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public static AnimancerEvent CurrentEvent { get { return _CurrentEvent; } }
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private static AnimancerEvent _CurrentEvent;
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/************************************************************************************************************************/
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/// <summary>
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/// Sets the static <see cref="CurrentState"/> and <see cref="CurrentEvent"/> then invokes the <see cref="callback"/>.
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/// <para></para>
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/// This method catches and logs any exception thrown by the <see cref="callback"/>.
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/// </summary>
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/// <exception cref="NullReferenceException">Thrown if the <see cref="callback"/> is null.</exception>
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public void Invoke(AnimancerState state)
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{
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var previousState = _CurrentState;
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var previousEvent = _CurrentEvent;
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_CurrentState = state;
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_CurrentEvent = this;
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try
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{
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callback();
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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}
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_CurrentState = previousState;
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_CurrentEvent = previousEvent;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Returns either the `minDuration` or the <see cref="AnimancerState.RemainingDuration"/> of the
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/// <see cref="CurrentState"/> state (whichever is higher).
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/// </summary>
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public static float GetFadeOutDuration(float minDuration = AnimancerPlayable.DefaultFadeDuration)
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{
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var state = CurrentState;
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if (state == null)
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return minDuration;
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var time = state.Time;
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var speed = state.EffectiveSpeed;
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float remainingDuration;
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if (state.IsLooping)
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{
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var previousTime = time - speed * Time.deltaTime;
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var inverseLength = 1f / state.Length;
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// If we just passed the end of the animation, the remaining duration would technically be the full
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// duration of the animation, so we most likely want to use the minimum duration instead.
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if (Math.Floor(time * inverseLength) != Math.Floor(previousTime * inverseLength))
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return minDuration;
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}
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if (speed > 0)
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{
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remainingDuration = (state.Length - time) * speed;
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}
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else
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{
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remainingDuration = time * -speed;
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}
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return Math.Max(minDuration, remainingDuration);
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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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