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527 lines
23 KiB
C#
527 lines
23 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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using Object = UnityEngine.Object;
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namespace Animancer
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{
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/// <summary>
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/// An <see cref="AnimancerState"/> which plays an <see cref="AnimationClip"/>.
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/// </summary>
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public sealed class ClipState : AnimancerState
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{
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/************************************************************************************************************************/
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#region Fields and Properties
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/************************************************************************************************************************/
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/// <summary>The <see cref="AnimationClip"/> which this state plays.</summary>
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private AnimationClip _Clip;
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/// <summary>The <see cref="AnimationClip"/> which this state plays.</summary>
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public override AnimationClip Clip
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{
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get { return _Clip; }
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set
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{
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if (ReferenceEquals(_Clip, value))
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return;
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if (ReferenceEquals(_Key, _Clip))
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Key = value;
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if (_Playable.IsValid())
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Root._Graph.DestroyPlayable(_Playable);
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CreatePlayable(value);
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SetWeightDirty();
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}
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}
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/// <summary>The <see cref="AnimationClip"/> which this state plays.</summary>
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public override Object MainObject
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{
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get { return _Clip; }
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set { Clip = (AnimationClip)value; }
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}
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/************************************************************************************************************************/
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/// <summary>The <see cref="AnimationClip.length"/>.</summary>
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public override float Length { get { return _Clip.length; } }
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/************************************************************************************************************************/
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/// <summary>The <see cref="Motion.isLooping"/>.</summary>
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public override bool IsLooping { get { return _Clip.isLooping; } }
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/************************************************************************************************************************/
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/// <summary>The average velocity of the root motion caused by this state.</summary>
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public override Vector3 AverageVelocity
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{
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get { return _Clip.averageSpeed; }
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}
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/************************************************************************************************************************/
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#region Inverse Kinematics
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/************************************************************************************************************************/
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#if !UNITY_2018_1_OR_NEWER
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private const string IKNotSupported = "ApplyAnimatorIK is not supported by this version of Unity." +
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" Please upgrade to Unity 2018.1 or newer."
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;
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#endif
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/// <summary>
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/// Determines whether <c>OnAnimatorIK(int layerIndex)</c> will be called on the animated object.
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/// The initial value is determined by <see cref="AnimancerLayer.DefaultApplyAnimatorIK"/>.
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/// <para></para>
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/// This is equivalent to the "IK Pass" toggle in Animator Controller layers.
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/// <para></para>
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/// It requires Unity 2018.1 or newer, however 2018.3 or newer is recommended because a bug in earlier versions
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/// of the Playables API caused this value to only take effect while a state was at
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/// <see cref="AnimancerNode.Weight"/> == 1 which meant that IK would not work while fading between animations.
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/// </summary>
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public override bool ApplyAnimatorIK
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{
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#if UNITY_2018_1_OR_NEWER
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get { return ((AnimationClipPlayable)_Playable).GetApplyPlayableIK(); }
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set { ((AnimationClipPlayable)_Playable).SetApplyPlayableIK(value); }
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#else
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get { throw new NotSupportedException(IKNotSupported); }
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set { throw new NotSupportedException(IKNotSupported); }
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#endif
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Indicates whether this state is applying IK to the character's feet.
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/// The initial value is determined by <see cref="AnimancerLayer.DefaultApplyFootIK"/>.
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/// <para></para>
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/// This is equivalent to the "Foot IK" toggle in Animator Controller states.
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/// </summary>
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public override bool ApplyFootIK
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{
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get { return ((AnimationClipPlayable)_Playable).GetApplyFootIK(); }
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set { ((AnimationClipPlayable)_Playable).SetApplyFootIK(value); }
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Applies the default IK flags from the specified `layer`.
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/// </summary>
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private void InitialiseIKDefaults(AnimancerLayer layer)
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{
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// Foot IK is actually enabled by default so we disable it if necessary.
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if (!layer.DefaultApplyFootIK)
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ApplyFootIK = false;
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#if UNITY_2018_1_OR_NEWER
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if (layer.DefaultApplyAnimatorIK)
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ApplyAnimatorIK = true;
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#endif
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}
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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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#region Methods
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="ClipState"/> to play the `clip` without connecting it to the
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/// <see cref="PlayableGraph"/>. You must call <see cref="AnimancerState.SetParent(AnimancerNode, int)"/> or it
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/// will not actually do anything.
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/// </summary>
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public ClipState(AnimancerPlayable root, AnimationClip clip)
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: base(root)
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{
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CreatePlayable(clip);
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}
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/// <summary>
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/// Constructs a new <see cref="ClipState"/> to play the `clip` and connects it to a new port on the `layer`s
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/// <see cref="Playable"/>.
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/// </summary>
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public ClipState(AnimancerLayer layer, AnimationClip clip)
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: this(layer.Root, clip)
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{
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layer.AddChild(this);
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InitialiseIKDefaults(layer);
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}
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/// <summary>
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/// Constructs a new <see cref="ClipState"/> to play the `clip` and connects it to the `parent`s
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/// <see cref="Playable"/> at the specified `index`.
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/// </summary>
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public ClipState(AnimancerNode parent, int index, AnimationClip clip)
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: this(parent.Root, clip)
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{
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SetParent(parent, index);
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InitialiseIKDefaults(parent.Layer);
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}
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/************************************************************************************************************************/
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private void CreatePlayable(AnimationClip clip)
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{
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if (clip == null)
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throw new ArgumentNullException("clip");
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Validate.NotLegacy(clip);
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_Clip = clip;
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_Playable = AnimationClipPlayable.Create(Root._Graph, clip);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Returns a string describing the type of this state and the name of the <see cref="Clip"/>.
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/// </summary>
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public override string ToString()
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{
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if (_Clip != null)
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return string.Concat(base.ToString(), " (", _Clip.name, ")");
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else
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return base.ToString() + " (null)";
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}
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/************************************************************************************************************************/
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/// <summary>Destroys the <see cref="Playable"/>.</summary>
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public override void Destroy()
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{
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_Clip = null;
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base.Destroy();
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Inspector
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <summary>[Editor-Only] Returns a <see cref="Drawer"/> for this state.</summary>
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protected internal override Editor.IAnimancerNodeDrawer GetDrawer()
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{
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return new Drawer(this);
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}
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/************************************************************************************************************************/
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/// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="ClipState"/>.</summary>
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public sealed class Drawer : Editor.AnimancerStateDrawer<ClipState>
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{
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/************************************************************************************************************************/
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/// <summary>Indicates whether the animation has an event called "End".</summary>
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private bool _HasEndEvent;
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="Drawer"/> to manage the Inspector GUI for the `state`.
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/// </summary>
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public Drawer(ClipState state) : base(state)
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{
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var events = state._Clip.events;
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for (int i = events.Length - 1; i >= 0; i--)
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{
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if (events[i].functionName == "End")
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{
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_HasEndEvent = true;
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break;
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}
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}
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}
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/************************************************************************************************************************/
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/// <summary> Draws the details of the target state in the GUI.</summary>
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protected override void DoDetailsGUI(IAnimancerComponent owner)
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{
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base.DoDetailsGUI(owner);
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DoAnimationTypeWarningGUI(owner);
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DoEndEventWarningGUI();
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}
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/************************************************************************************************************************/
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private string _AnimationTypeWarning;
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private Animator _AnimationTypeWarningOwner;
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/// <summary>
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/// Validates the <see cref="Clip"/> type compared to the owner's <see cref="Animator"/> type.
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/// </summary>
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private void DoAnimationTypeWarningGUI(IAnimancerComponent owner)
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{
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// Validate the clip type compared to the owner.
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if (owner.Animator == null)
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{
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_AnimationTypeWarning = null;
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return;
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}
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if (_AnimationTypeWarningOwner != owner.Animator)
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{
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_AnimationTypeWarning = null;
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_AnimationTypeWarningOwner = owner.Animator;
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}
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if (_AnimationTypeWarning == null)
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{
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var ownerAnimationType = Editor.AnimancerEditorUtilities.GetAnimationType(_AnimationTypeWarningOwner);
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var clipAnimationType = Editor.AnimancerEditorUtilities.GetAnimationType(Target._Clip);
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if (ownerAnimationType == clipAnimationType)
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{
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_AnimationTypeWarning = "";
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}
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else
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{
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var text = new StringBuilder()
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.Append("Possible animation type mismatch:\n - Animator type is ")
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.Append(ownerAnimationType)
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.Append("\n - AnimationClip type is ")
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.Append(clipAnimationType)
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.Append("\nThis means that the clip may not work correctly," +
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" however this check is not totally accurate. Click here for more info.");
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_AnimationTypeWarning = text.ToString();
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}
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}
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if (_AnimationTypeWarning != "")
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{
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UnityEditor.EditorGUILayout.HelpBox(_AnimationTypeWarning, UnityEditor.MessageType.Warning);
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if (Editor.AnimancerGUI.TryUseClickEventInLastRect())
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UnityEditor.EditorUtility.OpenWithDefaultApp(
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Strings.DocsURLs.AnimationTypes);
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}
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}
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/************************************************************************************************************************/
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private void DoEndEventWarningGUI()
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{
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if (_HasEndEvent && Target.Events.OnEnd == null && Target.TargetWeight != 0)
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{
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UnityEditor.EditorGUILayout.HelpBox("This animation has an event called 'End'" +
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" but no 'OnEnd' callback is currently registered for this state. Click here for more info.",
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UnityEditor.MessageType.Warning);
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if (Editor.AnimancerGUI.TryUseClickEventInLastRect())
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UnityEditor.EditorUtility.OpenWithDefaultApp(
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Strings.DocsURLs.EndEvents);
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}
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}
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/************************************************************************************************************************/
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/// <summary>Adds the details of this state to the menu.</summary>
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protected override void AddContextMenuFunctions(UnityEditor.GenericMenu menu)
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{
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menu.AddDisabledItem(new GUIContent(DetailsPrefix + "Animation Type: " +
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Editor.AnimancerEditorUtilities.GetAnimationType(Target._Clip)));
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base.AddContextMenuFunctions(menu);
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menu.AddItem(new GUIContent("Inverse Kinematics/Apply Animator IK"),
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Target.ApplyAnimatorIK,
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() => Target.ApplyAnimatorIK = !Target.ApplyAnimatorIK);
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menu.AddItem(new GUIContent("Inverse Kinematics/Apply Foot IK"),
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Target.ApplyFootIK,
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() => Target.ApplyFootIK = !Target.ApplyFootIK);
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}
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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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#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="ClipState"/> when passed
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/// 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 class Transition : Transition<ClipState>, IAnimationClipCollection
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{
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/************************************************************************************************************************/
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[SerializeField, Tooltip("The animation to play")]
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private AnimationClip _Clip;
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/// <summary>[<see cref="SerializeField"/>] The animation to play.</summary>
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public AnimationClip Clip
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{
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get { return _Clip; }
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set
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{
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if (value != null)
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Validate.NotLegacy(value);
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_Clip = value;
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}
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}
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/// <summary>
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/// The <see cref="Clip"/> will be used as the <see cref="AnimancerState.Key"/> for the created state to be
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/// registered with.
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/// </summary>
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public override object Key { get { return _Clip; } }
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/************************************************************************************************************************/
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[SerializeField, Tooltip(Strings.ProOnlyTag +
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"How fast the animation plays (1x = normal speed, 2x = double speed)")]
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private float _Speed = 1;
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/// <summary>[<see cref="SerializeField"/>]
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/// Determines how fast the animation plays (1x = normal speed, 2x = double speed).
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/// </summary>
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public override float Speed
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{
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get { return _Speed; }
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set { _Speed = value; }
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}
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/************************************************************************************************************************/
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[SerializeField, Tooltip(Strings.ProOnlyTag + "If enabled, the animation's time will start at this value when played")]
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[UnityEngine.Serialization.FormerlySerializedAs("_StartTime")]
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private float _NormalizedStartTime = float.NaN;
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/// <summary>[<see cref="SerializeField"/>]
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/// Determines what <see cref="AnimancerState.NormalizedTime"/> to start the animation at.
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/// <para></para>
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/// The default value is <see cref="float.NaN"/> which indicates that this value is not used so the
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/// animation will continue from its current time.
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/// </summary>
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public override float NormalizedStartTime
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{
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get { return _NormalizedStartTime; }
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set { _NormalizedStartTime = value; }
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}
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/// <summary>
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/// If this transition will set the <see cref="AnimancerState.NormalizedTime"/>, then it needs to use
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/// <see cref="FadeMode.FromStart"/>.
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/// </summary>
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public override FadeMode FadeMode
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{
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get
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{
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return float.IsNaN(_NormalizedStartTime) ? FadeMode.FixedSpeed : FadeMode.FromStart;
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}
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}
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/************************************************************************************************************************/
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/// <summary>[<see cref="ITransitionDetailed"/>] Returns <see cref="Motion.isLooping"/>.</summary>
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public override bool IsLooping
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{
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get
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{
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return _Clip != null ? _Clip.isLooping : false;
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}
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}
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/// <summary>[<see cref="ITransitionDetailed"/>]
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/// The maximum amount of time the animation is expected to take (in seconds).
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/// </summary>
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public override float MaximumDuration
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{
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get
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{
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return _Clip != null ? _Clip.length : 0;
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Creates and returns a new <see cref="ClipState"/> 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 ClipState CreateState(AnimancerLayer layer)
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{
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return State = new ClipState(layer, _Clip);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Called by <see cref="AnimancerPlayable.Play(ITransition)"/> to apply the <see cref="Speed"/>
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/// and <see cref="NormalizedStartTime"/>.
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/// </summary>
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public override void Apply(AnimancerState state)
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{
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base.Apply(state);
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if (!float.IsNaN(_Speed))
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state.Speed = _Speed;
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if (!float.IsNaN(_NormalizedStartTime))
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state.NormalizedTime = _NormalizedStartTime;
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else if (state.Weight == 0)
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state.NormalizedTime = AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(_Speed);
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}
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/************************************************************************************************************************/
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/// <summary>Adds the <see cref="Clip"/> to the collection.</summary>
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void IAnimationClipCollection.GatherAnimationClips(ICollection<AnimationClip> clips)
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{
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clips.Gather(_Clip);
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}
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/************************************************************************************************************************/
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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 : Editor.TransitionDrawer
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{
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/************************************************************************************************************************/
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/// <summary>Constructs a new <see cref="Drawer"/>.</summary>
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public Drawer() : base("_Clip") { }
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/************************************************************************************************************************/
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}
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/************************************************************************************************************************/
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#endif
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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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