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284 lines
12 KiB
C#
284 lines
12 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 UnityEngine;
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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>[Pro-Only]
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/// An <see cref="AnimancerState"/> which plays a <see cref="PlayableAsset"/>.
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/// </summary>
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public sealed class PlayableAssetState : 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="PlayableAsset"/> which this state plays.</summary>
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private PlayableAsset _Asset;
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/// <summary>The <see cref="PlayableAsset"/> which this state plays.</summary>
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public PlayableAsset Asset
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{
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get { return _Asset; }
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set
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{
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if (ReferenceEquals(_Asset, value))
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return;
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if (ReferenceEquals(_Key, _Asset))
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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="PlayableAsset"/> which this state plays.</summary>
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public override Object MainObject
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{
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get { return _Asset; }
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set { _Asset = (PlayableAsset)value; }
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}
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/************************************************************************************************************************/
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/// <summary>The <see cref="PlayableAsset.duration"/>.</summary>
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public override float Length { get { return (float)_Asset.duration; } }
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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="PlayableAssetState"/> to play the `asset` 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 PlayableAssetState(AnimancerPlayable root, PlayableAsset asset)
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: base(root)
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{
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CreatePlayable(asset);
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}
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/// <summary>
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/// Constructs a new <see cref="PlayableAssetState"/> to play the `asset` and connects it to a new port on the
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/// `layer`s <see cref="Playable"/>.
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/// </summary>
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public PlayableAssetState(AnimancerLayer layer, PlayableAsset asset)
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: this(layer.Root, asset)
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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="PlayableAssetState"/> to play the `asset` 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 PlayableAssetState(AnimancerNode parent, int index, PlayableAsset asset)
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: this(parent.Root, asset)
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{
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SetParent(parent, index);
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}
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/************************************************************************************************************************/
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private void CreatePlayable(PlayableAsset asset)
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{
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if (asset == null)
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throw new ArgumentNullException("asset");
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_Asset = asset;
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_Playable = asset.CreatePlayable(Root._Graph, Root.Component.gameObject);
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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="Asset"/>.
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/// </summary>
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public override string ToString()
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{
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if (_Asset != null)
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return string.Concat(base.ToString(), " (", _Asset.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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_Asset = 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 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="PlayableAssetState"/> when
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/// 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 class Transition : Transition<PlayableAssetState>, IAnimationClipCollection
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{
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/************************************************************************************************************************/
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[SerializeField, Tooltip("The asset to play")]
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private PlayableAsset _Asset;
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/// <summary>[<see cref="SerializeField"/>] The asset to play.</summary>
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public PlayableAsset Asset
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{
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get { return _Asset; }
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set { _Asset = value; }
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}
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/// <summary>
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/// The <see cref="Asset"/> will be used as the <see cref="AnimancerState.Key"/> for the created state to
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/// be registered with.
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/// </summary>
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public override object Key { get { return _Asset; } }
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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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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"/>]
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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 _Asset != null ? (float)_Asset.duration : 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="PlayableAssetState"/> 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 PlayableAssetState CreateState(AnimancerLayer layer)
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{
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return State = new PlayableAssetState(layer, _Asset);
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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>Gathers all the animations associated with this object.</summary>
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void IAnimationClipCollection.GatherAnimationClips(ICollection<AnimationClip> clips)
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{
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clips.GatherFromAsset(_Asset);
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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("_Asset") { }
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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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