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399 lines
18 KiB
C#
399 lines
18 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.BossRoom.VisualEffects;
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using UnityEngine;
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using UnityEngine.Serialization;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Animations;
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#endif
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namespace Unity.BossRoom.Gameplay.GameplayObjects.AnimationCallbacks
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{
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/// <summary>
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/// Instantiates and maintains graphics prefabs and sound effects. They're triggered by entering
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/// (or exiting) specific nodes in an Animator. (Each relevant Animator node must have an
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/// AnimationNodeHook component attached.)
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/// </summary>
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public class AnimatorTriggeredSpecialFX : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("Unused by the game and provided only for internal dev comments; put whatever you want here")]
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[TextArea]
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private string DevNotes; // e.g. "this is for the tank class". Documentation for the artists, because all 4 class's AnimatorTriggeredSpecialFX components are on the same GameObject. Can remove later if desired
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[Serializable]
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internal class AnimatorNodeEntryEvent
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{
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[Tooltip("The name of a node in the Animator's state machine.")]
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public string m_AnimatorNodeName;
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[HideInInspector]
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public int m_AnimatorNodeNameHash; // this is maintained via OnValidate() in the editor
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[Header("Particle Prefab")]
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[Tooltip("The prefab that should be instantiated when we enter an Animator node with this name")]
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public SpecialFXGraphic m_Prefab;
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[Tooltip("Wait this many seconds before instantiating the Prefab. (If we leave the animation node before this point, no FX are played.)")]
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public float m_PrefabSpawnDelaySeconds;
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[Tooltip("If we leave the AnimationNode, should we shutdown the fx or let it play out? 0 = never cancel. Any other time = we can cancel up until this amount of time has elapsed... after that, we just let it play out. So a really big value like 9999 effectively means 'always cancel'")]
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public float m_PrefabCanBeAbortedUntilSecs;
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[Tooltip("If the particle should be parented to a specific bone, link that bone here. (If null, plays at character's feet.)")]
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public Transform m_PrefabParent;
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[Tooltip("Prefab will be spawned with this local offset from the parent (Remember, it's a LOCAL offset, so it's affected by the parent transform's scale and rotation!)")]
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public Vector3 m_PrefabParentOffset;
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[Tooltip("Should we disconnect the prefab from the character? (So the prefab's transform has no parent)")]
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public bool m_DeParentPrefab;
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[Header("Sound Effect")]
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[Tooltip("If we want to use a sound effect that's not in the prefab, specify it here")]
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public AudioClip m_SoundEffect;
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[Tooltip("Time (in seconds) before we start playing this sound. If we leave the animation node before this time, no sound plays")]
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public float m_SoundStartDelaySeconds;
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[Tooltip("Relative volume to play at.")]
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public float m_VolumeMultiplier = 1;
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[Tooltip("Should we loop the sound for as long as we're in the animation node?")]
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public bool m_LoopSound = false;
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}
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[SerializeField]
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internal AnimatorNodeEntryEvent[] m_EventsOnNodeEntry;
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/// <summary>
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/// These are the AudioSources we'll use to play sounds. For non-looping sounds we only need one,
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/// but to play multiple looping sounds we need additional AudioSources, since each one can only
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/// play one looping sound at a time.
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/// (These AudioSources are typically on the same GameObject as us, but they don't have to be.)
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/// </summary>
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[SerializeField]
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internal AudioSource[] m_AudioSources;
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/// <summary>
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/// cached reference to our Animator.
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/// </summary>
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[SerializeField]
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private Animator m_Animator;
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/// <summary>
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/// contains the shortNameHash of all the active animation nodes right now
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/// </summary>
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private HashSet<int> m_ActiveNodes = new HashSet<int>();
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[FormerlySerializedAs("m_ClientCharacterVisualization")]
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[SerializeField]
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ClientCharacter m_ClientCharacter;
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private void Awake()
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{
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Debug.Assert(m_AudioSources != null && m_AudioSources.Length > 0, "No AudioSource plugged into AnimatorTriggeredSpecialFX!", gameObject);
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if (!m_ClientCharacter)
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{
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m_ClientCharacter = GetComponentInParent<ClientCharacter>();
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m_Animator = m_ClientCharacter.OurAnimator;
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}
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}
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public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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Debug.Assert(m_Animator == animator); // just a sanity check
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m_ActiveNodes.Add(stateInfo.shortNameHash);
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// figure out which of our on-node-enter events (if any) should be triggered, and trigger it
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foreach (var info in m_EventsOnNodeEntry)
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{
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if (info.m_AnimatorNodeNameHash == stateInfo.shortNameHash)
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{
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if (info.m_Prefab)
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{
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StartCoroutine(CoroPlayStateEnterFX(info));
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}
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if (info.m_SoundEffect)
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{
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StartCoroutine(CoroPlayStateEnterSound(info));
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}
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}
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}
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}
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// creates and manages the graphics prefab (but not the sound effect) of an on-enter event
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private IEnumerator CoroPlayStateEnterFX(AnimatorNodeEntryEvent eventInfo)
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{
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if (eventInfo.m_PrefabSpawnDelaySeconds > 0)
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yield return new WaitForSeconds(eventInfo.m_PrefabSpawnDelaySeconds);
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if (!m_ActiveNodes.Contains(eventInfo.m_AnimatorNodeNameHash))
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yield break;
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Transform parent = eventInfo.m_PrefabParent != null ? eventInfo.m_PrefabParent : m_ClientCharacter.transform;
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var instantiatedFX = Instantiate(eventInfo.m_Prefab, parent);
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instantiatedFX.transform.localPosition += eventInfo.m_PrefabParentOffset;
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// should we have no parent transform at all? (Note that we're de-parenting AFTER applying
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// the PrefabParent, so that PrefabParent can still be used to determine the initial position/rotation/scale.)
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if (eventInfo.m_DeParentPrefab)
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{
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instantiatedFX.transform.SetParent(null);
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}
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// now we just need to watch and see if we end up needing to prematurely end these new graphics
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if (eventInfo.m_PrefabCanBeAbortedUntilSecs > 0)
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{
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float timeRemaining = eventInfo.m_PrefabCanBeAbortedUntilSecs - eventInfo.m_PrefabSpawnDelaySeconds;
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while (timeRemaining > 0 && instantiatedFX)
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{
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yield return new WaitForFixedUpdate();
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timeRemaining -= Time.fixedDeltaTime;
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if (!m_ActiveNodes.Contains(eventInfo.m_AnimatorNodeNameHash))
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{
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// the node we were in has ended! Shut down the FX
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if (instantiatedFX)
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{
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instantiatedFX.Shutdown();
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}
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}
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}
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}
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}
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// plays the sound effect of an on-entry event
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private IEnumerator CoroPlayStateEnterSound(AnimatorNodeEntryEvent eventInfo)
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{
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if (eventInfo.m_SoundStartDelaySeconds > 0)
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yield return new WaitForSeconds(eventInfo.m_SoundStartDelaySeconds);
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if (!m_ActiveNodes.Contains(eventInfo.m_AnimatorNodeNameHash))
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yield break;
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if (!eventInfo.m_LoopSound)
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{
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m_AudioSources[0].PlayOneShot(eventInfo.m_SoundEffect, eventInfo.m_VolumeMultiplier);
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}
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else
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{
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AudioSource audioSource = GetAudioSourceForLooping();
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if (!audioSource)
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yield break; // we're using all our audio sources already. just give up
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audioSource.volume = eventInfo.m_VolumeMultiplier;
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audioSource.loop = true;
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audioSource.clip = eventInfo.m_SoundEffect;
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audioSource.Play();
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while (m_ActiveNodes.Contains(eventInfo.m_AnimatorNodeNameHash) && audioSource.isPlaying)
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{
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yield return new WaitForFixedUpdate();
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}
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audioSource.Stop();
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}
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}
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/// <summary>
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/// retrieves an available AudioSource that isn't currently playing a looping sound, or null if none are currently available
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/// </summary>
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private AudioSource GetAudioSourceForLooping()
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{
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foreach (var audioSource in m_AudioSources)
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{
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if (audioSource && !audioSource.isPlaying)
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return audioSource;
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}
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Debug.LogWarning($"{name} doesn't have enough AudioSources to loop all desired sound effects. (Have {m_AudioSources.Length}, need at least 1 more)", gameObject);
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return null;
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}
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public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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Debug.Assert(m_Animator == animator); // just a sanity check
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m_ActiveNodes.Remove(stateInfo.shortNameHash);
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}
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/// <summary>
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/// Precomputes the hashed values for the animator-tags we care about.
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/// (This way we don't have to call Animator.StringToHash() at runtime.)
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/// Also auto-initializes variables when possible.
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/// </summary>
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private void OnValidate()
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{
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if (m_EventsOnNodeEntry != null)
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{
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for (int i = 0; i < m_EventsOnNodeEntry.Length; ++i)
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{
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m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash = Animator.StringToHash(m_EventsOnNodeEntry[i].m_AnimatorNodeName);
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}
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}
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if (m_AudioSources == null || m_AudioSources.Length == 0) // if we have AudioSources handy, plug them in automatically
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{
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m_AudioSources = GetComponents<AudioSource>();
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}
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// This adds a button in the Inspector. Pressing it validates that all the
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/// animator node names we reference are actually used by our Animator. We
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/// can also show informational messages about problems with the configuration.
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/// </summary>
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[CustomEditor(typeof(AnimatorTriggeredSpecialFX))]
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[CanEditMultipleObjects]
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public class AnimatorTriggeredSpecialFXEditor : UnityEditor.Editor
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{
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private GUIStyle m_ErrorStyle = null;
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public override void OnInspectorGUI()
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{
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// let Unity do all the normal Inspector stuff...
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DrawDefaultInspector();
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// ... then we tack extra stuff on the bottom
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var fx = (AnimatorTriggeredSpecialFX)target;
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if (!HasAudioSource(fx))
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{
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GUILayout.Label("No Audio Sources Connected!", GetErrorStyle());
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}
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if (GUILayout.Button("Validate Node Names"))
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{
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ValidateNodeNames(fx);
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}
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// it's really hard to follow the inspector when there's a lot of these components on the same GameObject... so let's add a bit of whitespace
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EditorGUILayout.Space(50);
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}
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private GUIStyle GetErrorStyle()
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{
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if (m_ErrorStyle == null)
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{
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m_ErrorStyle = new GUIStyle(EditorStyles.boldLabel);
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m_ErrorStyle.normal.textColor = Color.red;
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m_ErrorStyle.fontSize += 5;
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}
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return m_ErrorStyle;
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}
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private bool HasAudioSource(AnimatorTriggeredSpecialFX fx)
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{
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if (fx.m_AudioSources == null)
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return false;
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foreach (var audioSource in fx.m_AudioSources)
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{
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if (audioSource != null)
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return true;
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}
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return false;
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}
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private void ValidateNodeNames(AnimatorTriggeredSpecialFX fx)
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{
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Animator animator = fx.GetComponent<Animator>();
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if (!animator)
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{
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// should be impossible because we explicitly RequireComponent the Animator
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EditorUtility.DisplayDialog("Error", "No Animator found on this GameObject!?", "OK");
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return;
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}
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if (animator.runtimeAnimatorController == null)
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{
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// perfectly normal user error: they haven't plugged a controller into the Animator
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EditorUtility.DisplayDialog("Error", "The Animator does not have an AnimatorController in it!", "OK");
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return;
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}
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// make sure there aren't any duplicated event entries!
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int totalErrors = 0;
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for (int i = 0; i < fx.m_EventsOnNodeEntry.Length; ++i)
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{
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for (int j = i + 1; j < fx.m_EventsOnNodeEntry.Length; ++j)
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{
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if (fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash == fx.m_EventsOnNodeEntry[j].m_AnimatorNodeNameHash
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&& fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash != 0
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&& fx.m_EventsOnNodeEntry[i].m_Prefab == fx.m_EventsOnNodeEntry[j].m_Prefab
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&& fx.m_EventsOnNodeEntry[i].m_SoundEffect == fx.m_EventsOnNodeEntry[j].m_SoundEffect)
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{
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++totalErrors;
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Debug.LogError($"Entries {i} and {j} in EventsOnNodeEntry refer to the same node name ({fx.m_EventsOnNodeEntry[i].m_AnimatorNodeName}) and have the same prefab/sounds! This is probably a copy-paste error.");
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}
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}
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}
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// create a map of nameHash -> useful debugging information (which we display in the log if there's a problem)
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Dictionary<int, string> usedNames = new Dictionary<int, string>();
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for (int i = 0; i < fx.m_EventsOnNodeEntry.Length; ++i)
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{
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usedNames[fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash] = $"{fx.m_EventsOnNodeEntry[i].m_AnimatorNodeName} (EventsOnNodeEntry index {i})";
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}
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int totalUsedNames = usedNames.Count;
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// now remove all the hashes that are actually used by the controller
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AnimatorController controller = GetAnimatorController(animator);
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foreach (var layer in controller.layers)
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{
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foreach (var state in layer.stateMachine.states)
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{
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usedNames.Remove(state.state.nameHash);
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}
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}
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// anything that hasn't gotten removed from usedNames isn't actually valid!
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foreach (var hash in usedNames.Keys)
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{
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Debug.LogError("Could not find Animation node named " + usedNames[hash]);
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}
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totalErrors += usedNames.Keys.Count;
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if (totalErrors == 0)
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{
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EditorUtility.DisplayDialog("Success", $"All {totalUsedNames} referenced node names were found in the Animator. No errors found!", "OK!");
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}
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else
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{
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EditorUtility.DisplayDialog("Errors", $"Found {totalErrors} errors. See the log in the Console tab for more information.", "OK");
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}
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}
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/// <summary>
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/// Pulls the AnimatorController out of an Animator. Important: this technique can only work
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/// in the editor. You can never reference an AnimatorController directly at runtime! (It might
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/// seem to work while you're running the game in the editor, but it won't compile when you
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/// try to build a standalone client, because AnimatorController is in an editor-only namespace.)
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/// </summary>
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private AnimatorController GetAnimatorController(Animator animator)
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{
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Debug.Assert(animator); // already pre-checked
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Debug.Assert(animator.runtimeAnimatorController); // already pre-checked
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// we need the AnimatorController, but there's no direct way to retrieve it from the Animator, because
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// at runtime the actual AnimatorController doesn't exist! Only a runtime representation does. (That's why
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// AnimatorController is in the UnityEditor namespace.) But this *isn't* runtime, so when we retrieve the
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// runtime controller, it will actually be a reference to our real AnimatorController.
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AnimatorController controller = animator.runtimeAnimatorController as AnimatorController;
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if (controller == null)
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{
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// if it's not an AnimatorController, it must be an AnimatorOverrideController (because those are currently the only two on-disk representations)
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var overrideController = animator.runtimeAnimatorController as AnimatorOverrideController;
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if (overrideController)
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{
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// override controllers are not allowed to be nested, so the thing it's overriding has to be our real AnimatorController
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controller = overrideController.runtimeAnimatorController as AnimatorController;
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}
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}
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if (controller == null)
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{
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// It's neither of the two standard disk representations! ... it must be a new Unity feature or a custom variation
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// Either way, we don't know how to get the real AnimatorController out of it, so we have to stop
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throw new System.Exception($"Unrecognized class derived from RuntimeAnimatorController! {animator.runtimeAnimatorController.GetType().FullName}");
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}
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return controller;
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}
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}
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#endif
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}
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