diff --git a/Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll b/Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll index 8393b6b628..2dcbc66e36 100644 Binary files a/Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll and b/Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll differ diff --git a/Assets/PerfectWorld/Scripts/Managers/EC_ManPlayer.cs b/Assets/PerfectWorld/Scripts/Managers/EC_ManPlayer.cs index 9f829e6b8a..1a1f37838a 100644 --- a/Assets/PerfectWorld/Scripts/Managers/EC_ManPlayer.cs +++ b/Assets/PerfectWorld/Scripts/Managers/EC_ManPlayer.cs @@ -25,10 +25,8 @@ namespace PerfectWorld.Scripts.Managers public int HandlerId => (int)MANAGER_INDEX.MAN_PLAYER; public bool ProcessMessage(ECMSG Msg) { - Debug.LogWarning("HoangDev : EC_ManPlayerProcessMessage"); if (Msg.iSubID == 0) { - Debug.LogWarning("HoangDev : EC_ManPlayerEC_ManPlayerEC_ManPlayer"); if (GameController.Instance == null) return true; GameController.Instance.GetHostPlayer().ProcessMessage(Msg); } @@ -38,7 +36,6 @@ namespace PerfectWorld.Scripts.Managers { case int value when value == EC_MsgDef.MSG_PM_PLAYERINFO: { - Debug.Log(" EC_MsgDef.MSG_PM_PLAYERINFO"); OnMsgPlayerInfo(Msg); break; } @@ -63,7 +60,6 @@ namespace PerfectWorld.Scripts.Managers public void OnMsgPlayerInfo(ECMSG Msg) { - Debug.LogWarning("OnMsgPlayerInfo "); int iHostID = Convert.ToInt32(Msg.dwParam3); int lenghtByte = Marshal.SizeOf(); byte[] byteArray = new byte[lenghtByte]; @@ -226,7 +222,6 @@ namespace PerfectWorld.Scripts.Managers public bool HostPlayerInfo1(cmd_self_info_1 info) { - Debug.Log("HostPlayerInfo1"); //bool isDoneWorldRender = false; //bool isDoneNPCRender = false; //Action actLoadChar = () => diff --git a/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs b/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs index f7b465f98a..adbb0c2b9a 100644 --- a/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs +++ b/Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs @@ -3,6 +3,7 @@ using CSNetwork; using CSNetwork.Protocols; using CSNetwork.Protocols.RPCData; using CSNetwork.Security; +using ModelRenderer.Scripts.Common; using System; using System.Collections; using System.Collections.Generic; @@ -119,6 +120,7 @@ namespace BrewMonster.Network } public static void SendChatData(byte cChannel, in string szMsg, int iPack, int iSlot) { + Instance._gameSession.SendChatData(cChannel, szMsg, iPack, iSlot); } public static void RequestInventoryAsync(byte byPackage, Action callback = null) diff --git a/Assets/Plugins/Animancer.meta b/Assets/Plugins/Animancer.meta new file mode 100644 index 0000000000..c8ef1d9239 --- /dev/null +++ b/Assets/Plugins/Animancer.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 47358e702f82b724888a00aaf152e456 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Animancer.asmdef b/Assets/Plugins/Animancer/Animancer.asmdef new file mode 100644 index 0000000000..0995f8f9d5 --- /dev/null +++ b/Assets/Plugins/Animancer/Animancer.asmdef @@ -0,0 +1,3 @@ +{ + "name": "Animancer" +} diff --git a/Assets/Plugins/Animancer/Animancer.asmdef.meta b/Assets/Plugins/Animancer/Animancer.asmdef.meta new file mode 100644 index 0000000000..9dfa54a62e --- /dev/null +++ b/Assets/Plugins/Animancer/Animancer.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4c25c05f410a3a447a75c3b0909152ef +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/AnimancerComponent.cs b/Assets/Plugins/Animancer/AnimancerComponent.cs new file mode 100644 index 0000000000..9b203dbc73 --- /dev/null +++ b/Assets/Plugins/Animancer/AnimancerComponent.cs @@ -0,0 +1,727 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; + +namespace Animancer +{ + /// + /// The main component through which other scripts can interact with . It allows you to play + /// animations on an without using a . + /// + /// + /// This class can be used as a custom yield instruction to wait until all animations finish playing. + /// + /// This class is mostly just a wrapper that connects an to an + /// . + /// + /// Documentation: Component Types + /// + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerComponent + /// + [AddComponentMenu(Strings.MenuPrefix + "Animancer Component")] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(AnimancerComponent))] + [DefaultExecutionOrder(DefaultExecutionOrder)] + public class AnimancerComponent : MonoBehaviour, + IAnimancerComponent, IEnumerator, IAnimationClipSource, IAnimationClipCollection + { + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + /// Initialize before anything else tries to use this component. + public const int DefaultExecutionOrder = -5000; + + /************************************************************************************************************************/ + + [SerializeField, Tooltip("The Animator component which this script controls")] + private Animator _Animator; + + /// [] + /// The component which this script controls. + /// + public Animator Animator + { + get => _Animator; + set + { + _Animator = value; + if (IsPlayableInitialized) + { + _Playable.DestroyOutput(); + _Playable.CreateOutput(value, this); + } + } + } + +#if UNITY_EDITOR + /// [Editor-Only] The name of the serialized backing field for the property. + string IAnimancerComponent.AnimatorFieldName => nameof(_Animator); +#endif + + /************************************************************************************************************************/ + + private AnimancerPlayable _Playable; + + /// + /// The internal system which manages the playing animations. + /// Accessing this property will automatically initialize it. + /// + public AnimancerPlayable Playable + { + get + { + InitializePlayable(); + return _Playable; + } + } + + /// Indicates whether the has been initialized. + public bool IsPlayableInitialized => _Playable != null && _Playable.IsValid; + + /************************************************************************************************************************/ + + /// The states managed by this component. + public AnimancerPlayable.StateDictionary States => Playable.States; + + /// The layers which each manage their own set of animations. + public AnimancerPlayable.LayerList Layers => Playable.Layers; + + /// Returns the . + public static implicit operator AnimancerPlayable(AnimancerComponent animancer) => animancer.Playable; + + /// Returns layer 0. + public static implicit operator AnimancerLayer(AnimancerComponent animancer) => animancer.Playable.Layers[0]; + + /************************************************************************************************************************/ + + [SerializeField, Tooltip("Determines what happens when this component is disabled" + + " or its " + nameof(GameObject) + " becomes inactive (i.e. in " + nameof(OnDisable) + "):" + + "\n• " + nameof(DisableAction.Stop) + " all animations" + + "\n• " + nameof(DisableAction.Pause) + " all animations" + + "\n• " + nameof(DisableAction.Continue) + " playing" + + "\n• " + nameof(DisableAction.Reset) + " to the original values" + + "\n• " + nameof(DisableAction.Destroy) + " all layers and states")] + private DisableAction _ActionOnDisable; + +#if UNITY_EDITOR + /// [Editor-Only] The name of the serialized backing field for the property. + string IAnimancerComponent.ActionOnDisableFieldName => nameof(_ActionOnDisable); +#endif + + /// [] + /// Determines what happens when this component is disabled or its becomes inactive + /// (i.e. in ). + /// + /// The default value is . + public ref DisableAction ActionOnDisable => ref _ActionOnDisable; + + /// + bool IAnimancerComponent.ResetOnDisable => _ActionOnDisable == DisableAction.Reset; + + /// + /// An action to perform when disabling an . See . + /// + public enum DisableAction + { + /// + /// Stop all animations and rewind them, but leave all animated values as they are (unlike + /// ). + /// + /// Calls and . + Stop, + + /// Pause all animations in their current state so they can resume later. + /// Calls . + Pause, + + /// Keep playing while inactive. + Continue, + + /// + /// Stop all animations, rewind them, and force the object back into its original state (often called the + /// bind pose). + /// + /// + /// The must be either above the in + /// the Inspector or on a child object so that so that this gets called first. + /// + /// Calls , , and . + /// + Reset, + + /// + /// Destroy the and all its layers and states. This means that any layers or + /// states referenced by other scripts will no longer be valid so they will need to be recreated if you + /// want to use this object again. + /// + /// Calls . + Destroy, + } + + /************************************************************************************************************************/ + #region Update Mode + /************************************************************************************************************************/ + + /// + /// Determines when animations are updated and which time source is used. This property is mainly a wrapper + /// around the . + /// + /// Note that changing to or from at runtime has no effect. + /// No is assigned. + public AnimatorUpdateMode UpdateMode + { + get => _Animator.updateMode; + set + { + _Animator.updateMode = value; + + if (!IsPlayableInitialized) + return; + + // UnscaledTime on the Animator is actually identical to Normal when using the Playables API so we need + // to set the graph's DirectorUpdateMode to determine how it gets its delta time. + _Playable.UpdateMode = value == AnimatorUpdateMode.UnscaledTime ? + DirectorUpdateMode.UnscaledGameTime : + DirectorUpdateMode.GameTime; + +#if UNITY_EDITOR + if (InitialUpdateMode == null) + { + InitialUpdateMode = value; + } + else if (UnityEditor.EditorApplication.isPlaying) + { + if (AnimancerPlayable.HasChangedToOrFromAnimatePhysics(InitialUpdateMode, value)) + Debug.LogWarning($"Changing the {nameof(Animator)}.{nameof(Animator.updateMode)}" + + $" to or from {nameof(AnimatorUpdateMode.Fixed)} at runtime will have no effect." + + " You must set it in the Unity Editor or on startup.", this); + } +#endif + } + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// + public AnimatorUpdateMode? InitialUpdateMode { get; private set; } +#endif + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Initialization + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] + /// Destroys the if it was initialized and searches for an on + /// this object, or it's children or parents. + /// + /// + /// Called by the Unity Editor when this component is first added (in Edit Mode) and whenever the Reset command + /// is executed from its context menu. + /// + protected virtual void Reset() + { + OnDestroy(); + gameObject.GetComponentInParentOrChildren(ref _Animator); + } +#endif + + /************************************************************************************************************************/ + + /// Ensures that the is playing. + /// Called by Unity when this component becomes enabled and active. + protected virtual void OnEnable() + { + if (IsPlayableInitialized) + _Playable.UnpauseGraph(); + } + + /// Acts according to the . + /// Called by Unity when this component becomes disabled or inactive. + protected virtual void OnDisable() + { + if (!IsPlayableInitialized) + return; + + switch (_ActionOnDisable) + { + case DisableAction.Stop: + Stop(); + _Playable.PauseGraph(); + break; + + case DisableAction.Pause: + _Playable.PauseGraph(); + break; + + case DisableAction.Continue: + break; + + case DisableAction.Reset: + Debug.Assert(_Animator.isActiveAndEnabled, + $"{nameof(DisableAction)}.{nameof(DisableAction.Reset)} failed because the {nameof(Animator)} is not enabled." + + $" This most likely means you are disabling the {nameof(GameObject)} and the {nameof(Animator)} is above the" + + $" {nameof(AnimancerComponent)} in the Inspector so it got disabled right before this method was called." + + $" See the Inspector of {this} to fix the issue" + + $" or use {nameof(DisableAction)}.{nameof(DisableAction.Stop)}" + + $" and call {nameof(Animator)}.{nameof(Animator.Rebind)} manually" + + $" before disabling the {nameof(GameObject)}.", + this); + + Stop(); + _Animator.Rebind(); + _Playable.PauseGraph(); + break; + + case DisableAction.Destroy: + _Playable.DestroyGraph(); + _Playable = null; + break; + + default: + throw new ArgumentOutOfRangeException(nameof(ActionOnDisable)); + } + } + + /************************************************************************************************************************/ + + /// Creates a new if it doesn't already exist. + public void InitializePlayable() + { + if (IsPlayableInitialized) + return; + + if (_Animator == null) + _Animator = GetComponent(); + +#if UNITY_ASSERTIONS + ValidatePlayableInitialization(); +#endif + + AnimancerPlayable.SetNextGraphName(name + " (Animancer)"); + _Playable = AnimancerPlayable.Create(); + _Playable.CreateOutput(_Animator, this); + +#if UNITY_EDITOR + if (_Animator != null) + InitialUpdateMode = UpdateMode; +#endif + } + + /************************************************************************************************************************/ + + /// Creates a new in the specified `graph`. + /// + /// The is already initialized. + /// You must call before re-initializing it. + /// + public void InitializePlayable(PlayableGraph graph) + { + if (IsPlayableInitialized) + throw new InvalidOperationException($"The {nameof(AnimancerPlayable)} is already initialized." + + $" Either call this method before anything else uses it or call" + + $" animancerComponent.{nameof(Playable)}.{nameof(AnimancerPlayable.DestroyGraph)} before re-initializing it."); + + if (_Animator == null) + _Animator = GetComponent(); + +#if UNITY_ASSERTIONS + ValidatePlayableInitialization(); +#endif + + _Playable = AnimancerPlayable.Create(graph); + _Playable.CreateOutput(_Animator, this); + +#if UNITY_EDITOR + if (_Animator != null) + InitialUpdateMode = UpdateMode; +#endif + } + + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// Validates various conditions relating to initialization. + private void ValidatePlayableInitialization() + { +#if UNITY_EDITOR + if (OptionalWarning.CreateGraphDuringGuiEvent.IsEnabled()) + { + var currentEvent = Event.current; + if (currentEvent != null && (currentEvent.type == EventType.Layout || currentEvent.type == EventType.Repaint)) + OptionalWarning.CreateGraphDuringGuiEvent.Log( + $"An {nameof(AnimancerPlayable)} is being created during a {currentEvent.type} event" + + $" which is likely undesirable.", this); + } + + if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) +#endif + { + if (!gameObject.activeInHierarchy) + OptionalWarning.CreateGraphWhileDisabled.Log($"An {nameof(AnimancerPlayable)} is being created for '{this}'" + + $" which is attached to an inactive {nameof(GameObject)}." + + $" If that object is never activated then Unity will not call {nameof(OnDestroy)}" + + $" so {nameof(AnimancerPlayable)}.{nameof(AnimancerPlayable.DestroyGraph)} will need to be called manually.", this); + } + + if (_Animator != null && _Animator.isHuman && _Animator.runtimeAnimatorController != null) + OptionalWarning.NativeControllerHumanoid.Log($"An Animator Controller is assigned to the" + + $" {nameof(Animator)} component but the Rig is Humanoid so it can't be blended with Animancer." + + $" See the documentation for more information: {Strings.DocsURLs.AnimatorControllersNative}", this); + } +#endif + + /************************************************************************************************************************/ + + /// Ensures that the is properly cleaned up. + /// Called by Unity when this component is destroyed. + protected virtual void OnDestroy() + { + if (IsPlayableInitialized) + { + _Playable.DestroyGraph(); + _Playable = null; + } + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] + /// Ensures that the is destroyed in Edit Mode, but not in Play Mode since we want + /// to let Unity complain if that happens. + /// + ~AnimancerComponent() + { + if (_Playable != null) + { + UnityEditor.EditorApplication.delayCall += () => + { + if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) + OnDestroy(); + }; + } + } +#endif + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Play Management + /************************************************************************************************************************/ + + /// + /// Returns the `clip` itself. This method is used to determine the dictionary key to use for an animation + /// when none is specified by the user, such as in . It can be overridden by + /// child classes to use something else as the key. + /// + public virtual object GetKey(AnimationClip clip) => clip; + + /************************************************************************************************************************/ + // Play Immediately. + /************************************************************************************************************************/ + + /// Stops all other animations on the same layer, plays the `clip`, and returns its state. + /// + /// The animation will continue playing from its current . + /// To restart it from the beginning you can use ...Play(clip).Time = 0;. + /// + /// This method is safe to call repeatedly without checking whether the `clip` was already playing. + /// + public AnimancerState Play(AnimationClip clip) + => Playable.Play(States.GetOrCreate(clip)); + + /// Stops all other animations on the same layer, plays the `state`, and returns it. + /// + /// The animation will continue playing from its current . + /// To restart it from the beginning you can use ...Play(state).Time = 0;. + /// + /// This method is safe to call repeatedly without checking whether the `state` was already playing. + /// + public AnimancerState Play(AnimancerState state) + => Playable.Play(state); + + /************************************************************************************************************************/ + // Cross Fade. + /************************************************************************************************************************/ + + /// + /// Starts fading in the `clip` while fading out all other states in the same layer over the course of the + /// `fadeDuration`. Returns its state. + /// + /// + /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this + /// method will allow it to complete the existing fade rather than starting a slower one. + /// + /// If the layer currently has 0 , this method will fade in the layer itself + /// and simply the `state`. + /// + /// This method is safe to call repeatedly without checking whether the `clip` was already playing. + /// + /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds. + /// + public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = default) + => Playable.Play(States.GetOrCreate(clip), fadeDuration, mode); + + /// + /// Starts fading in the `state` while fading out all others in the same layer over the course of the + /// `fadeDuration`. Returns the `state`. + /// + /// + /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this + /// method will allow it to complete the existing fade rather than starting a slower one. + /// + /// If the layer currently has 0 , this method will fade in the layer itself + /// and simply the `state`. + /// + /// This method is safe to call repeatedly without checking whether the `state` was already playing. + /// + /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds. + /// + public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = default) + => Playable.Play(state, fadeDuration, mode); + + /************************************************************************************************************************/ + // Transition. + /************************************************************************************************************************/ + + /// + /// Creates a state for the `transition` if it didn't already exist, then calls + /// or + /// depending on . + /// + /// + /// This method is safe to call repeatedly without checking whether the `transition` was already playing. + /// + public AnimancerState Play(ITransition transition) + => Playable.Play(transition); + + /// + /// Creates a state for the `transition` if it didn't already exist, then calls + /// or + /// depending on . + /// + /// + /// This method is safe to call repeatedly without checking whether the `transition` was already playing. + /// + public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = default) + => Playable.Play(transition, fadeDuration, mode); + + /************************************************************************************************************************/ + // Try Play. + /************************************************************************************************************************/ + + /// + /// Stops all other animations on the same layer, plays the animation registered with the `key`, and returns + /// that state. Or if no state is registered with that `key`, this method does nothing and returns null. + /// + /// + /// The animation will continue playing from its current . + /// If you wish to force it back to the start, you can simply set the returned state's time to 0. + /// + /// This method is safe to call repeatedly without checking whether the animation was already playing. + /// + /// The `key` is null. + public AnimancerState TryPlay(object key) + => Playable.TryPlay(key); + + /// + /// Starts fading in the animation registered with the `key` while fading out all others in the same layer + /// over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does + /// nothing and returns null. + /// + /// + /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this + /// method will allow it to complete the existing fade rather than starting a slower one. + /// + /// If the layer currently has 0 , this method will fade in the layer itself + /// and simply the `state`. + /// + /// This method is safe to call repeatedly without checking whether the animation was already playing. + /// + /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds. + /// + /// The `key` is null. + public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = default) + => Playable.TryPlay(key, fadeDuration, mode); + + /************************************************************************************************************************/ + + /// + /// Gets the state associated with the `clip`, stops and rewinds it to the start, then returns it. + /// + public AnimancerState Stop(AnimationClip clip) => Stop(GetKey(clip)); + + /// + /// Gets the state registered with the , stops and rewinds it to the start, then + /// returns it. + /// + public AnimancerState Stop(IHasKey hasKey) => _Playable?.Stop(hasKey); + + /// + /// Gets the state associated with the `key`, stops and rewinds it to the start, then returns it. + /// + public AnimancerState Stop(object key) => _Playable?.Stop(key); + + /// + /// Stops all animations and rewinds them to the start. + /// + public void Stop() + { + if (_Playable != null) + _Playable.Stop(); + } + + /************************************************************************************************************************/ + + /// + /// Returns true if a state is registered for the `clip` and it is currently playing. + /// + /// The actual dictionary key is determined using . + /// + public bool IsPlaying(AnimationClip clip) => IsPlaying(GetKey(clip)); + + /// + /// Returns true if a state is registered with the and it is currently playing. + /// + public bool IsPlaying(IHasKey hasKey) => _Playable != null && _Playable.IsPlaying(hasKey); + + /// + /// Returns true if a state is registered with the `key` and it is currently playing. + /// + public bool IsPlaying(object key) => _Playable != null && _Playable.IsPlaying(key); + + /// + /// Returns true if at least one animation is being played. + /// + public bool IsPlaying() => _Playable != null && _Playable.IsPlaying(); + + /************************************************************************************************************************/ + + /// + /// Returns true if the `clip` is currently being played by at least one state. + /// + /// This method is inefficient because it searches through every state to find any that are playing the `clip`, + /// unlike which only checks the state registered using the `clip`s key. + /// + public bool IsPlayingClip(AnimationClip clip) => _Playable != null && _Playable.IsPlayingClip(clip); + + /************************************************************************************************************************/ + + /// + /// Evaluates all of the currently playing animations to apply their states to the animated objects. + /// + public void Evaluate() => Playable.Evaluate(); + + /// + /// Advances all currently playing animations by the specified amount of time (in seconds) and evaluates the + /// graph to apply their states to the animated objects. + /// + public void Evaluate(float deltaTime) => Playable.Evaluate(deltaTime); + + /************************************************************************************************************************/ + #region Key Error Methods +#if UNITY_EDITOR + /************************************************************************************************************************/ + // These are overloads of other methods that take a System.Object key to ensure the user doesn't try to use an + // AnimancerState as a key, since the whole point of a key is to identify a state in the first place. + /************************************************************************************************************************/ + + /// [Warning] + /// You should not use an as a key. + /// Just call . + /// + [Obsolete("You should not use an AnimancerState as a key. Just call AnimancerState.Stop().", true)] + public AnimancerState Stop(AnimancerState key) + { + key.Stop(); + return key; + } + + /// [Warning] + /// You should not use an as a key. + /// Just check . + /// + [Obsolete("You should not use an AnimancerState as a key. Just check AnimancerState.IsPlaying.", true)] + public bool IsPlaying(AnimancerState key) => key.IsPlaying; + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Enumeration + /************************************************************************************************************************/ + // IEnumerator for yielding in a coroutine to wait until all animations have stopped. + /************************************************************************************************************************/ + + /// + /// Determines if any animations are still playing so this object can be used as a custom yield instruction. + /// + bool IEnumerator.MoveNext() + { + if (!IsPlayableInitialized) + return false; + + return ((IEnumerator)_Playable).MoveNext(); + } + + /// Returns null. + object IEnumerator.Current => null; + + /// Does nothing. + void IEnumerator.Reset() { } + + /************************************************************************************************************************/ + + /// [] + /// Calls . + /// + public void GetAnimationClips(List clips) + { + var set = ObjectPool.AcquireSet(); + set.UnionWith(clips); + + GatherAnimationClips(set); + + clips.Clear(); + clips.AddRange(set); + + ObjectPool.Release(set); + } + + /************************************************************************************************************************/ + + /// [] + /// Gathers all the animations in the . + /// + /// In the Unity Editor this method also gathers animations from other components on parent and child objects. + /// + public virtual void GatherAnimationClips(ICollection clips) + { + if (IsPlayableInitialized) + _Playable.GatherAnimationClips(clips); + +#if UNITY_EDITOR + Editor.AnimationGatherer.GatherFromGameObject(gameObject, clips); + + if (_Animator != null && _Animator.gameObject != gameObject) + Editor.AnimationGatherer.GatherFromGameObject(_Animator.gameObject, clips); +#endif + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/AnimancerComponent.cs.meta b/Assets/Plugins/Animancer/AnimancerComponent.cs.meta new file mode 100644 index 0000000000..62d20011be --- /dev/null +++ b/Assets/Plugins/Animancer/AnimancerComponent.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 0ad50f81b1d25c441943c37a89ba23f6 +labels: +- Component +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples.meta b/Assets/Plugins/Animancer/Examples.meta new file mode 100644 index 0000000000..35fa479133 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 833bcac93994ed2459b0b7f61940e220 +labels: +- Example +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/01 Basics.meta b/Assets/Plugins/Animancer/Examples/01 Basics.meta new file mode 100644 index 0000000000..eb15b0100e --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e62ef3f454894fe438fd8cabc7306a76 +labels: +- Example +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play.meta b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play.meta new file mode 100644 index 0000000000..98824d19a3 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 163e49daa533d5a47ad9f25c93148e63 +labels: +- Example +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/Documentation.URL b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/Documentation.URL new file mode 100644 index 0000000000..7fa646b6b4 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/Documentation.URL @@ -0,0 +1,7 @@ +[InternetShortcut] +URL=https://kybernetik.com.au/animancer/docs/examples/basics/quick-play/ +IDList= +HotKey=0 +IconIndex=0 +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,11 diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/Documentation.URL.meta b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/Documentation.URL.meta new file mode 100644 index 0000000000..0620626bea --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/Documentation.URL.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 24769847b5734a24f9106589bf6bf3bc +labels: +- Documentation +- Example +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/PlayAnimationOnClick.cs b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/PlayAnimationOnClick.cs new file mode 100644 index 0000000000..dea97d6a50 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/PlayAnimationOnClick.cs @@ -0,0 +1,71 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Basics +{ + /// + /// Starts with an idle animation and performs an action when the user clicks the mouse, then returns to idle. + /// + /// Quick Play + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/PlayAnimationOnClick + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Play Animation On Click")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(PlayAnimationOnClick))] + public sealed class PlayAnimationOnClick : MonoBehaviour + { + /************************************************************************************************************************/ + + // Without Animancer, you would reference an Animator component to control animations. + // But with Animancer, you reference an AnimancerComponent instead. + [SerializeField] private AnimancerComponent _Animancer; + + // Without Animancer, you would create an Animator Controller to define animation states and transitions. + // But with Animancer, you can directly reference the AnimationClips you want to play. + [SerializeField] private AnimationClip _Idle; + [SerializeField] private AnimationClip _Action; + + /************************************************************************************************************************/ + + /// On startup, play the idle animation. + private void OnEnable() + { + // On startup, play the idle animation. + _Animancer.Play(_Idle); + } + + /************************************************************************************************************************/ + + private void Update() + { + // Every update, check if the user has clicked the left mouse button (mouse button 0). + if (Input.GetMouseButtonDown(0)) + { + // If they have, then play the action animation. + var state = _Animancer.Play(_Action); + + // The Play method returns the AnimancerState which manages that animation so you can access and + // control various details, for example: + // state.Time = 1;// Skip 1 second into the animation. + // state.NormalizedTime = 0.5f;// Skip halfway into the animation. + // state.Speed = 2;// Play the animation twice as fast. + + // In this case, we just want it to call the OnActionEnd method (see below) when the animation ends. + state.Events.OnEnd = OnActionEnd; + } + } + + /************************************************************************************************************************/ + + private void OnActionEnd() + { + // Now that the action is done, go back to idle. But instead of snapping to the new animation instantly, + // tell it to fade gradually over 0.25 seconds so that it transitions smoothly. + _Animancer.Play(_Idle, 0.25f); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/PlayAnimationOnClick.cs.meta b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/PlayAnimationOnClick.cs.meta new file mode 100644 index 0000000000..031926cdd9 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick Play/PlayAnimationOnClick.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 0ee05891e0dfea44b9489ef029d84ba5 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/01 Quick 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Fading/PlayingAndFading.cs new file mode 100644 index 0000000000..34feb3fdf1 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics/02 Playing And Fading/PlayingAndFading.cs @@ -0,0 +1,133 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Basics +{ + /// Demonstrates the differences between various ways of playing and fading between animations. + /// Playing and Fading + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/PlayingAndFading + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Playing and Fading")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(PlayingAndFading))] + public sealed class PlayingAndFading : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private AnimationClip _Idle; + [SerializeField] private AnimationClip _Action; + + /************************************************************************************************************************/ + + private void OnEnable() + { + _Animancer.Play(_Idle); + } + + /************************************************************************************************************************/ + + // Called by a UI Button. + public void Play() + { + // Immediately snap from the previous pose to the start of the action. + + _Animancer.Play(_Action); + + // If the action was already playing, it will continue from its current time. + + // When the animation ends it will freeze in its final pose. + } + + // Called by a UI Button. + public void PlayThenIdle() + { + // Play then return to the Idle animation when the action is finished. + + _Animancer.Play(_Action).Events.OnEnd = () => _Animancer.Play(_Idle); + + // Here we are using a "Lambda Expression" to declare the callback method inside the current method. + // In this case we could have assigned OnEnable to the event since it does the same thing: + // _Animancer.Play(_Action).Events.OnEnd = OnEnable; + // But that is not always so convenient and "OnEnable" is not really an appropriate name for what it does. + + // We could have used multiple lines like so: + // var state = _Animancer.Play(_Action); + // state.Events.OnEnd = () => _Animancer.Play(_Idle); + // But since we only want to do one thing with the state, we can just do it on one line. + + // Note that the events are all automatically cleared whenever a new animation is played. + // This ensures that the above Play method will not have to worry about any of these other methods that + // might have set their own events. + } + + // Called by a UI Button. + public void PlayFromStart() + { + // Play and make sure it is at the start instead of allowing it to continue from its current time. + + _Animancer.Play(_Action).Time = 0; + } + + // Called by a UI Button. + public void PlayFromStartThenIdle() + { + // Combine both of the above. + + var state = _Animancer.Play(_Action); + state.Time = 0; + state.Events.OnEnd = () => _Animancer.Play(_Idle); + } + + /************************************************************************************************************************/ + + // Called by a UI Button. + public void CrossFade() + { + // Smoothly transition to the action over 0.25 seconds. + + _Animancer.Play(_Action, 0.25f); + } + + // Called by a UI Button. + public void CrossFadeThenIdle() + { + // Same as PlayThenIdle, but since the line is getting a bit long we can split it. + // Note how the first line does not have a semicolon at the end. + + _Animancer.Play(_Action, 0.25f) + .Events.OnEnd = () => _Animancer.Play(_Idle, 0.25f); + } + + // Called by a UI Button. + public void BadCrossFadeFromStart() + { + // Unlike PlayFromStart, setting the Time is not good when cross fading because it prevents a smooth + // transition from the previous pose into the new animation. + + _Animancer.Play(_Action, 0.25f).Time = 0; + } + + // Called by a UI Button. + public void GoodCrossFadeFromStart() + { + // Instead, we can use FadeMode.FromStart to ensure that it is smooth. + // See the documentation of FadeMode.FromStart for details. + + _Animancer.Play(_Action, 0.25f, FadeMode.FromStart); + } + + // Called by a UI Button. + public void GoodCrossFadeFromStartThenIdle() + { + // For completeness, combine both of the above. + + _Animancer.Play(_Action, 0.25f, FadeMode.FromStart) + .Events.OnEnd = () => _Animancer.Play(_Idle, 0.25f); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/02 Playing 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Documentation +- Example +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/03 Transitions/PlayTransitionOnClick.cs b/Assets/Plugins/Animancer/Examples/01 Basics/03 Transitions/PlayTransitionOnClick.cs new file mode 100644 index 0000000000..85f0a24658 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics/03 Transitions/PlayTransitionOnClick.cs @@ -0,0 +1,62 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Basics +{ + /// + /// This script is basically the same as , except that it uses + /// Transitions. + /// + /// Transitions + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/PlayTransitionOnClick + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Play Transition On Click")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(PlayTransitionOnClick))] + public sealed class PlayTransitionOnClick : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private ClipTransition _Idle; + [SerializeField] private ClipTransition _Action; + + /************************************************************************************************************************/ + + private void OnEnable() + { + // Transitions store their events so we only initialize them once on startup + // instead of setting the event every time the animation is played. + _Action.Events.OnEnd = OnActionEnd; + + // The Fade Duration of this transition will be ignored because nothing else is playing yet so there is + // nothing to fade from. + _Animancer.Play(_Idle); + } + + /************************************************************************************************************************/ + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + _Animancer.Play(_Action); + + // The end event was already assigned in OnEnable. + } + } + + /************************************************************************************************************************/ + + private void OnActionEnd() + { + // No need to hard-code the Fade Duration. + // The transitions allow us to edit it in the Inspector. + _Animancer.Play(_Idle); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/03 Transitions/PlayTransitionOnClick.cs.meta b/Assets/Plugins/Animancer/Examples/01 Basics/03 Transitions/PlayTransitionOnClick.cs.meta new file mode 100644 index 0000000000..c8ee00ca14 --- /dev/null +++ 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/dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics/04 Named Animations/NamedAnimations.cs @@ -0,0 +1,120 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using UnityEngine; + +namespace Animancer.Examples.Basics +{ + /// + /// Demonstrates how to use a to play animations by name. + /// + /// Named Animations + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/NamedAnimations + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Named Animations")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(NamedAnimations))] + public sealed class NamedAnimations : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private NamedAnimancerComponent _Animancer; + [SerializeField] private AnimationClip _Walk; + [SerializeField] private AnimationClip _Run; + + /************************************************************************************************************************/ + // Idle. + /************************************************************************************************************************/ + + // Called by a UI Button. + /// + /// Plays the idle animation by name. This requires the animation to already have a state in the + /// , which has already been done in this example by adding it to the + /// list in the Inspector. + /// + /// If it has not been added, this method will simply do nothing. + /// + public void PlayIdle() + { + _Animancer.TryPlay("Humanoid-Idle"); + } + + /************************************************************************************************************************/ + // Walk. + /************************************************************************************************************************/ + + // Called by a UI Button. + /// + /// Plays the walk animation by name. Unlike the idle animation, this one has not been added to the + /// Inspector list so it will not exist and this method will log a warning unless you call + /// first. + /// + public void PlayWalk() + { + var state = _Animancer.TryPlay("Humanoid-Walk"); + + if (state == null) + Debug.LogWarning("No state has been registered with 'Humanoid-Walk' as its key yet."); + + // _Animancer.TryPlay(_Walk.name); would also work, + // but if we are going to use the clip we should really just use _Animancer.Play(_Walk); + } + + /************************************************************************************************************************/ + + // Called by a UI Button. + /// + /// Creates a state for the walk animation so that can play it. + /// + /// + /// Calling this method more than once will throw an because a state already + /// exists with the key it's trying to use (the animation's name). + /// + /// If we wanted to allow repeated calls we could use + /// instead, which would create a state the + /// first time then return the same one every time after that. + /// + /// If we wanted to actually create multiple states for the same animation, we would have to use the optional + /// `key` parameter to specify a different key for each of them. + /// + public void InitializeWalkState() + { + _Animancer.States.Create(_Walk); + Debug.Log("Created a state to play " + _Walk, this); + } + + /************************************************************************************************************************/ + // Run. + /************************************************************************************************************************/ + + // Called by a UI Button. + /// + /// Plays the run animation using a direct reference to show that the ability to play animations by + /// name in a does not prevent it from also using direct references like + /// the base . + /// + public void PlayRun() + { + _Animancer.Play(_Run); + + // What actually happens internally looks more like this: + + // object key = _Animancer.GetKey(_Run); + // var state = _Animancer.GetOrCreate(key, _Run); + // _Animancer.Play(state); + + // The base AnimancerComponent.GetKey returns the AnimationClip to use as its own key, but + // NamedAnimancerComponent overrides it to instead return the clip's name. This is a bit less + // efficient, but it allows us to use clips (like we are here) or names (like with the idle) + // interchangeably. + + // After the 'Run' state has been created, we could do any of the following: + // _Animancer.GetState(_Run) or GetState("Run"). + // _Animancer.Play(_Run) or Play("Run"). + // Same for CrossFade, and CrossFadeFromStart. + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/01 Basics/04 Named Animations/NamedAnimations.cs.meta b/Assets/Plugins/Animancer/Examples/01 Basics/04 Named Animations/NamedAnimations.cs.meta new file mode 100644 index 0000000000..c4cf86190a --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/01 Basics/04 Named Animations/NamedAnimations.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4af81067e188cc04b96335ab81ca4cec +labels: +- Example +MonoImporter: + externalObjects: {} + 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Bot/Spider Bot.unity.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: eca86df0e7dde3348bb8603b0091850b +labels: +- Example +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/02 Fine Control/01 Spider Bot/SpiderBot.cs b/Assets/Plugins/Animancer/Examples/02 Fine Control/01 Spider Bot/SpiderBot.cs new file mode 100644 index 0000000000..e64f26a23b --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/02 Fine Control/01 Spider Bot/SpiderBot.cs @@ -0,0 +1,95 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.FineControl +{ + /// + /// Demonstrates how to play a single "Wake Up" animation forwards to wake up and backwards to go back to sleep. + /// + /// + /// + /// This is an abstract class which is inherited by and + /// , meaning that you cannot attach this script to an object (because it + /// would be useless on its own) and both of those scripts get to share its functionality without needing to copy + /// the same methods into each of them. + /// + /// + /// Spider Bot + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/SpiderBot + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Spider Bot")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(SpiderBot))] + public abstract class SpiderBot : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] + private AnimancerComponent _Animancer; + public AnimancerComponent Animancer => _Animancer; + + [SerializeField] private ClipTransition _WakeUp; + [SerializeField] private ClipTransition _Sleep; + + private bool _WasMoving; + + /************************************************************************************************************************/ + + protected abstract bool IsMoving { get; } + + protected abstract ITransition MovementAnimation { get; } + + /************************************************************************************************************************/ + + protected virtual void Awake() + { + // Start paused at the beginning of the animation. + _Animancer.Play(_WakeUp); + _Animancer.Evaluate(); + _Animancer.Playable.PauseGraph(); + + // Initialize the OnEnd events here so we don't allocate garbage every time they are used. + _WakeUp.Events.OnEnd = () => _Animancer.Play(MovementAnimation); + _Sleep.Events.OnEnd = _Animancer.Playable.PauseGraph; + } + + /************************************************************************************************************************/ + + protected virtual void Update() + { + if (IsMoving) + { + if (!_WasMoving) + { + _WasMoving = true; + + // Make sure the graph is unpaused (because we pause it when going back to sleep). + _Animancer.Playable.UnpauseGraph(); + _Animancer.Play(_WakeUp); + } + } + else + { + if (_WasMoving) + { + _WasMoving = false; + + var state = _Animancer.Play(_Sleep); + + // If it was past the last frame, skip back to the last frame now that it is playing backwards. + // Otherwise just play backwards from the current time. + if (state.NormalizedTime > 1) + state.NormalizedTime = 1; + + // If we did not initialize the OnEnd event in Awake, we could set it here: + // state.OnEnd = _Animancer.Playable.PauseGraph; + } + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/02 Fine Control/01 Spider Bot/SpiderBot.cs.meta b/Assets/Plugins/Animancer/Examples/02 Fine Control/01 Spider Bot/SpiderBot.cs.meta new file mode 100644 index 0000000000..08259410cf --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/02 Fine Control/01 Spider Bot/SpiderBot.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: a151a5d75ce3bfb40bc68d538fac8c3f +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/02 Fine Control/01 Spider Bot/SpiderBotSimple.cs b/Assets/Plugins/Animancer/Examples/02 Fine Control/01 Spider Bot/SpiderBotSimple.cs new file mode 100644 index 0000000000..ca7a3afb4f --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/02 Fine Control/01 Spider Bot/SpiderBotSimple.cs @@ -0,0 +1,29 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.FineControl +{ + /// A with a single movement animation for demonstration purposes. + /// Spider Bot + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/SpiderBotSimple + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Spider Bot Simple")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(SpiderBotSimple))] + public sealed class SpiderBotSimple : SpiderBot + { + /************************************************************************************************************************/ + + protected override bool IsMoving => Input.GetKey(KeyCode.Space); + + /************************************************************************************************************************/ + + [SerializeField] private ClipTransition _Move; + + protected override ITransition MovementAnimation => _Move; + + /************************************************************************************************************************/ + } +} diff --git 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+folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/02 Fine Control/02 Doors/ClickToInteract.cs b/Assets/Plugins/Animancer/Examples/02 Fine Control/02 Doors/ClickToInteract.cs new file mode 100644 index 0000000000..dfa52f7fd3 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/02 Fine Control/02 Doors/ClickToInteract.cs @@ -0,0 +1,50 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer.Examples.FineControl +{ + /// An object that can be interacted with. + /// Doors + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/IInteractable + /// + public interface IInteractable + { + /************************************************************************************************************************/ + + void Interact(); + + /************************************************************************************************************************/ + } + + /// + /// Attempts to interact with whatever the cursor is pointing at when the user clicks + /// the mouse. + /// + /// Doors + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/ClickToInteract + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Click To Interact")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(ClickToInteract))] + public sealed class ClickToInteract : MonoBehaviour + { + /************************************************************************************************************************/ + + private void Update() + { + if (!Input.GetMouseButtonDown(0)) + return; + + var ray = Camera.main.ScreenPointToRay(Input.mousePosition); + + if (Physics.Raycast(ray, out var raycastHit)) + { + var interactable = raycastHit.collider.GetComponentInParent(); + if (interactable != null) + interactable.Interact(); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/02 Fine Control/02 Doors/ClickToInteract.cs.meta b/Assets/Plugins/Animancer/Examples/02 Fine Control/02 Doors/ClickToInteract.cs.meta new file mode 100644 index 0000000000..69bd1f4296 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/02 Fine Control/02 Doors/ClickToInteract.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c96e2773a3c77da489a21ae218fbcdf0 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/02 Fine Control/02 Doors/Documentation.URL b/Assets/Plugins/Animancer/Examples/02 Fine Control/02 Doors/Documentation.URL new file mode 100644 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+ + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private AnimationClip _Open; + + [SerializeField, Range(0, 1)] + private float _Openness; + + /************************************************************************************************************************/ + + private void Awake() + { + // Apply the starting state and pause the graph. + var state = _Animancer.Play(_Open); + state.NormalizedTime = _Openness; + _Animancer.Evaluate(); + _Animancer.Playable.PauseGraph(); + + // And also pause it whenever the animation finishes to save performance. + state.Events.OnEnd = _Animancer.Playable.PauseGraph; + + // Normally the OnEnd event would be cleared whenever we play a new animation, but since there is only one + // animation in this example we just leave it playing and pause/unpause the graph instead. + } + + /************************************************************************************************************************/ + + /// [] Toggles this door between open and closed. + public void Interact() + { + // Get the state to set its speed (or we could have just kept the state from Awake). + var state = _Animancer.States[_Open]; + + // If currently near closed, play the animation forwards. + if (_Openness < 0.5f) + { + state.Speed = 1; + _Openness = 1; + } + else// Otherwise play it backwards. + { + state.Speed = -1; + _Openness = 0; + } + + // And make sure the graph is playing. + _Animancer.Playable.UnpauseGraph(); + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] Applies the starting openness value to the door in Edit Mode. + /// Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector. + private void OnValidate() + { + if (_Animancer == null || 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value. + +using Animancer.Units; +using UnityEngine; + +namespace Animancer.Examples.FineControl +{ + /// + /// Demonstrates how to save some performance by updating Animancer at a lower frequency when the character is far + /// away from the camera. + /// + /// Update Rate + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/DynamicUpdateRate + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Dynamic Update Rate")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(DynamicUpdateRate))] + public sealed class DynamicUpdateRate : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private LowUpdateRate _LowUpdateRate; + [SerializeField] private TextMesh _TextMesh; + [SerializeField, Meters] private float _SlowUpdateDistance = 5; + + private Transform _Camera; + + /************************************************************************************************************************/ + + private void Awake() + { + // Finding the Camera.main is a slow operation so we don't want to repeat it every update. + _Camera = Camera.main.transform; + } + + /************************************************************************************************************************/ + + private void Update() + { + // Compare the squared distance to the camera with the squared threshold. + // This is more efficient than calculating the distance because it avoids the square root calculation. + var offset = _Camera.position - transform.position; + var squaredDistance = offset.sqrMagnitude; + + // enabled = true if the distance is larger. + // enabled = false if the distance is smaller + _LowUpdateRate.enabled = squaredDistance > _SlowUpdateDistance * _SlowUpdateDistance; + + // For the sake of this example, use a TextMesh to show the current details. + var distance = Mathf.Sqrt(squaredDistance); + var updating = _LowUpdateRate.enabled ? "Slowly" : "Normally"; + _TextMesh.text = $"Distance {distance}\nUpdating {updating}\n\nDynamic Rate"; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/02 Fine Control/04 Update Rate/DynamicUpdateRate.cs.meta b/Assets/Plugins/Animancer/Examples/02 Fine Control/04 Update Rate/DynamicUpdateRate.cs.meta new file mode 100644 index 0000000000..9fcee4248b --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/02 Fine Control/04 Update Rate/DynamicUpdateRate.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c8bd145b52d29fe4b906fb29e95f54bd +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/02 Fine Control/04 Update Rate/LowUpdateRate.cs b/Assets/Plugins/Animancer/Examples/02 Fine Control/04 Update Rate/LowUpdateRate.cs new file mode 100644 index 0000000000..bc93424e7c --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/02 Fine Control/04 Update Rate/LowUpdateRate.cs @@ -0,0 +1,62 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.FineControl +{ + /// Demonstrates how to save some performance by updating Animancer less often. + /// Update Rate + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/LowUpdateRate + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Low Update Rate")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(LowUpdateRate))] + public sealed class LowUpdateRate : MonoBehaviour + { + 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object as well (such as when loading a different scene). + // So we need to make sure the AnimancerComponent still exists and is still initialized. + if (_Animancer != null && _Animancer.IsPlayableInitialized) + _Animancer.Playable.UnpauseGraph(); + } + + /************************************************************************************************************************/ + + private void Update() + { + var time = Time.time; + var timeSinceLastUpdate = time - _LastUpdateTime; + if (timeSinceLastUpdate > 1 / _UpdatesPerSecond) + { + _Animancer.Evaluate(timeSinceLastUpdate); + _LastUpdateTime = time; + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/02 Fine Control/04 Update Rate/LowUpdateRate.cs.meta b/Assets/Plugins/Animancer/Examples/02 Fine Control/04 Update Rate/LowUpdateRate.cs.meta new file mode 100644 index 0000000000..97637b4aac --- 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Motion.unity.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: cb642f0b925465b41b0a772842af75db +labels: +- Example +- RootMotion +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/03 Locomotion/01 Root Motion/RootMotion.cs b/Assets/Plugins/Animancer/Examples/03 Locomotion/01 Root Motion/RootMotion.cs new file mode 100644 index 0000000000..b89d4b17d4 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/03 Locomotion/01 Root Motion/RootMotion.cs @@ -0,0 +1,125 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using System; +using UnityEngine; + +namespace Animancer.Examples.Locomotion +{ + /// Demonstrates how to use Root Motion for some animations but not others. + /// Root Motion + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Locomotion/RootMotion + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Locomotion - Root Motion")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Locomotion) + "/" + nameof(RootMotion))] + public sealed class RootMotion : MonoBehaviour + { + /************************************************************************************************************************/ + + /// + /// A with an toggle. + /// + [Serializable] + public class MotionTransition : ClipTransition + { + /************************************************************************************************************************/ + + [SerializeField, Tooltip("Determines if Root Motion should be enabled when this animation plays")] + private bool _ApplyRootMotion; + + /************************************************************************************************************************/ + + public override void Apply(AnimancerState state) + { + base.Apply(state); + state.Root.Component.Animator.applyRootMotion = _ApplyRootMotion; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField, Meters] private float _MaxDistance; + [SerializeField] private MotionTransition[] _Animations; + + private Vector3 _Start; + + /************************************************************************************************************************/ + + private void OnEnable() + { + _Start = transform.position; + Play(0); + } + + /************************************************************************************************************************/ + + /// Plays the animation at the specified `index` in the array. + /// This method is called by UI Buttons. + public void Play(int index) + { + _Animancer.Play(_Animations[index]); + } + + /************************************************************************************************************************/ + + /// + /// Teleports this object back to its starting location if it moves too far. + /// + private void FixedUpdate() + { + if (Vector3.Distance(_Start, transform.position) > _MaxDistance) + transform.position = _Start; + } + + /************************************************************************************************************************/ + + // These fields determine which object the Root Motion will be applied to. + // You would normally only have one of these for whichever system you are using to move your characters. + // But for this example, we have all of them to demonstrate how each could be used. + [SerializeField] private Transform _MotionTransform; + [SerializeField] private Rigidbody _MotionRigidbody; + [SerializeField] private CharacterController _MotionCharacterController; + + /// + /// Called when the would apply Root Motion. Applies that Root Motion to a different + /// object instead. + /// + /// This can be useful if for example the character's or + /// is on a parent of the so that the model is kept + /// separate from the character's mechanics. + /// + private void OnAnimatorMove() + { + if (!_Animancer.Animator.applyRootMotion) + return; + + if (_MotionTransform != null) + { + _MotionTransform.position += _Animancer.Animator.deltaPosition; + _MotionTransform.rotation *= _Animancer.Animator.deltaRotation; + } + else if (_MotionRigidbody != null) + { + _MotionRigidbody.MovePosition(_MotionRigidbody.position + _Animancer.Animator.deltaPosition); + _MotionRigidbody.MoveRotation(_MotionRigidbody.rotation * _Animancer.Animator.deltaRotation); + } + else if (_MotionCharacterController != null) + { + _MotionCharacterController.Move(_Animancer.Animator.deltaPosition); + _MotionCharacterController.transform.rotation *= _Animancer.Animator.deltaRotation; + } + else + { + // If we aren't retargeting, just let Unity apply the Root Motion normally. + _Animancer.Animator.ApplyBuiltinRootMotion(); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/03 Locomotion/01 Root Motion/RootMotion.cs.meta b/Assets/Plugins/Animancer/Examples/03 Locomotion/01 Root Motion/RootMotion.cs.meta new file mode 100644 index 0000000000..aee3a26fce --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/03 Locomotion/01 Root Motion/RootMotion.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 4c8071e1fe562ae4ab39a0a1e0feb196 +labels: +- Example +- RootMotion +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/03 Locomotion/02 Linear Blending.meta b/Assets/Plugins/Animancer/Examples/03 Locomotion/02 Linear 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nameof(LinearBlendTreeLocomotion))] + public sealed class LinearBlendTreeLocomotion : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private Float1ControllerTransitionAsset.UnShared _Controller; + + /************************************************************************************************************************/ + + private void OnEnable() + { + _Animancer.Play(_Controller); + } + + /************************************************************************************************************************/ + + /// Controlled by a . + public float Speed + { + get => _Controller.State.Parameter; + set => _Controller.State.Parameter = value; + } + + /************************************************************************************************************************/ + } +} diff --git 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Blending/LinearMixerLocomotion.cs @@ -0,0 +1,43 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Locomotion +{ + /// + /// An example of how you can use a to mix a set of animations based on a + /// parameter. + /// + /// Linear Blending + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Locomotion/LinearMixerLocomotion + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Locomotion - Linear Mixer Locomotion")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Locomotion) + "/" + nameof(LinearMixerLocomotion))] + public sealed class LinearMixerLocomotion : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + 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anything exiting it over to the left. + /// Linear Blending + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Locomotion/ScreenBoundsTeleporter + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Locomotion - Screen Bounds Teleporter")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Locomotion) + "/" + nameof(ScreenBoundsTeleporter))] + public sealed class ScreenBoundsTeleporter : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private BoxCollider _Collider; + + /************************************************************************************************************************/ + + private void Update() + { + var camera = Camera.main; + if (camera == null) + return; + + var position = camera.transform.position; + position.z = 0; + transform.position = position; + + var topLeft = camera.ScreenPointToRay(default).origin; + 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Animancer.Examples.FineControl; +using Animancer.Units; +using UnityEngine; + +namespace Animancer.Examples.Locomotion +{ + /// + /// A with a and to allow the + /// bot to move in any direction. + /// + /// Directional Blending + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Locomotion/SpiderBotAdvanced + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Locomotion - Spider Bot Advanced")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Locomotion) + "/" + nameof(SpiderBotAdvanced))] + public sealed class SpiderBotAdvanced : SpiderBot + { + /************************************************************************************************************************/ + + [SerializeField] + private Rigidbody _Body; + + [SerializeField, DegreesPerSecond] + private float _TurnSpeed = 90; + + [SerializeField, MetersPerSecond] + private float _MovementSpeed = 1.5f; + + [SerializeField, Multiplier] + private float _SprintMultiplier = 2; + + /************************************************************************************************************************/ + + [SerializeField] + private MixerTransition2D _Move; + + protected override ITransition MovementAnimation => _Move; + + /************************************************************************************************************************/ + + private Vector3 _MovementDirection; + + protected override bool IsMoving => _MovementDirection != default; + + /************************************************************************************************************************/ + + protected override void Awake() + { + base.Awake(); + + // Create the movement state but don't play it yet. + // This ensures that we can access _MovementAnimation.State in other methods before actually playing it. + Animancer.States.GetOrCreate(_Move); + } + + /************************************************************************************************************************/ + + protected override void Update() + { + // Calculate the movement direction and call the base method to wake up or go to sleep if necessary. + _MovementDirection = GetMovementDirection(); + base.Update(); + + // If the movement state is playing and not fading out: + if (_Move.State.IsActive) + { + // Rotate towards the same Y angle as the camera. + var eulerAngles = transform.eulerAngles; + var targetEulerY = Camera.main.transform.eulerAngles.y; + eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetEulerY, _TurnSpeed * Time.deltaTime); + transform.eulerAngles = eulerAngles; + + // The movement direction is in world space, so we need to convert it to local space to be appropriate + // for the current rotation by using dot-products to determine how much of that direction lies along + // each axis. This would be unnecessary if we did not rotate at all. + _Move.State.Parameter = new Vector2( + Vector3.Dot(transform.right, _MovementDirection), + Vector3.Dot(transform.forward, _MovementDirection)); + + // Set its speed depending on whether you are sprinting or not. + var isSprinting = Input.GetMouseButton(0); + _Move.State.Speed = isSprinting ? _SprintMultiplier : 1; + } + else// Otherwise stop it entirely. + { + _Move.State.Parameter = default; + _Move.State.Speed = 0; + } + } + + /************************************************************************************************************************/ + + private Vector3 GetMovementDirection() + { + // Get a ray from the main camera in the direction of the mouse cursor. + var ray = Camera.main.ScreenPointToRay(Input.mousePosition); + + // Do a raycast with it and stop trying to move it it does not hit anything. + // Note that this object is set to the Ignore Raycast layer so that the raycast will not hit it. + if (!Physics.Raycast(ray, out var raycastHit))// Note the exclamation mark ! + return default; + + // If the ray hit something, calculate the horizontal direction from this object to that point. + var direction = raycastHit.point - transform.position; + direction.y = 0; + + // If we are close to the destination, stop moving. + // We could use an arbitrary small value like 0.1, but that would not work if the speed is too high. + // Instead, we can calculate the distance it will actually move in a single frame at max speed to determine + // if it would arrive or pass the destination next frame. + var distance = direction.magnitude; + if (distance < _MovementSpeed * _SprintMultiplier * Time.fixedDeltaTime) + { + return default; + } + else + { + // Otherwise normalize the direction so that we do not change speed based on distance. + // Calling direction.Normalize() would do the same thing, but would calculate the magnitude again. + return direction / distance; + } + } + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + // Move the rigidbody in the desired direction. + _Body.linearVelocity = _Move.State.Speed * _MovementSpeed * _MovementDirection; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/03 Locomotion/03 Directional Blending/SpiderBotAdvanced.cs.meta b/Assets/Plugins/Animancer/Examples/03 Locomotion/03 Directional Blending/SpiderBotAdvanced.cs.meta new file mode 100644 index 0000000000..0fc06e4eae --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/03 Locomotion/03 Directional Blending/SpiderBotAdvanced.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: e4cc136df8fa2834f99d53e96f38e6d4 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + 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character to either stand idle or walk using animations defined in + /// s. + /// + /// Basic Movement + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.DirectionalSprites/SpriteMovementController + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Directional Sprites - Sprite Movement Controller")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(DirectionalSprites) + "/" + nameof(SpriteMovementController))] + public sealed class SpriteMovementController : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private DirectionalAnimationSet _Idles; + [SerializeField] private DirectionalAnimationSet _Walks; + [SerializeField] private Vector2 _Facing = Vector2.down; + + /************************************************************************************************************************/ + + private void Awake() + { + Play(_Idles); + } + + /************************************************************************************************************************/ + + private void Update() + { + // WASD Controls. + var input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); + if (input != default) + { + _Facing = input; + + Play(_Walks); + + // Play could return the AnimancerState it gets from _Animancer.Play, + // But we can also just access it using _Animancer.States.Current. + + var isRunning = Input.GetButton("Fire3");// Left Shift by default. + _Animancer.States.Current.Speed = isRunning ? 2 : 1; + } + else + { + // When we are not moving, we still remember the direction we are facing + // so we can continue using the correct idle animation for that direction. + Play(_Idles); + } + } + + /************************************************************************************************************************/ + + private void Play(DirectionalAnimationSet animations) + { + // Instead of only a single animation, we have a different one for each direction we can face. + // So we get whichever is appropriate for that direction and play it. + + var clip = animations.GetClip(_Facing); + _Animancer.Play(clip); + + // Or we could do that in one line: + // _Animancer.Play(animations.GetClip(_Facing)); + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene. + /// + /// Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector. + private void OnValidate() + { + if (_Idles != null) + _Idles.GetClip(_Facing).EditModeSampleAnimation(_Animancer); + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/04 Directional Sprites/01 Basic Movement/SpriteMovementController.cs.meta b/Assets/Plugins/Animancer/Examples/04 Directional Sprites/01 Basic Movement/SpriteMovementController.cs.meta new file mode 100644 index 0000000000..88e150b92f --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/04 Directional Sprites/01 Basic Movement/SpriteMovementController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 72e8fcc5805a1b34b89786093d1b38b1 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git 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the which adds running and pushing animations + /// as well as the ability to actually move around. + /// + /// Character Controller + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.DirectionalSprites/SpriteCharacterController + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Directional Sprites - Sprite Character Controller")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(DirectionalSprites) + "/" + nameof(SpriteCharacterController))] + public sealed class SpriteCharacterController : MonoBehaviour + { + /************************************************************************************************************************/ + + [Header("Physics")] + [SerializeField] private CapsuleCollider2D _Collider; + [SerializeField] private Rigidbody2D _Rigidbody; + [SerializeField, MetersPerSecond] private float _WalkSpeed = 1; + [SerializeField, MetersPerSecond] private float _RunSpeed = 2; + + [Header("Animations")] + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private DirectionalAnimationSet _Idle; + [SerializeField] private DirectionalAnimationSet _Walk; + [SerializeField] private DirectionalAnimationSet _Run; + [SerializeField] private DirectionalAnimationSet _Push; + [SerializeField] private Vector2 _Facing = Vector2.down; + + private Vector2 _Movement; + private DirectionalAnimationSet _CurrentAnimationSet; + private TimeSynchronizationGroup _MovementSynchronization; + + /************************************************************************************************************************/ + + private void Awake() + { + _MovementSynchronization = new TimeSynchronizationGroup(_Animancer) { _Walk, _Run, _Push }; + Play(_Idle); + } + + /************************************************************************************************************************/ + + private void Update() + { + _Movement = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); + if (_Movement != default) + { + _Facing = _Movement; + UpdateMovementState(); + + // Snap the movement to the exact directions we have animations for. + // When using DirectionalAnimationSets this means the character will only move up/right/down/left. + // But DirectionalAnimationSet8s will allow diagonal movement as well. + _Movement = _CurrentAnimationSet.Snap(_Movement); + _Movement = Vector2.ClampMagnitude(_Movement, 1); + } + else + { + Play(_Idle); + } + } + + /************************************************************************************************************************/ + + private void Play(DirectionalAnimationSet animations) + { + // Store the current time. + _MovementSynchronization.StoreTime(_CurrentAnimationSet); + + _CurrentAnimationSet = animations; + _Animancer.Play(animations.GetClip(_Facing)); + + // If the new animation is in the synchronization group, give it the same time the previous animation had. + _MovementSynchronization.SyncTime(_CurrentAnimationSet); + } + + /************************************************************************************************************************/ + + // Pre-allocate an array of contact points so Unity doesn't need to allocate a new one every time we call + // _Collider.GetContacts. This example will never have more than 4 contact points, but you might consider a + // higher number in a real game. Even a large number like 64 would be better than making new ones every time. + private static readonly ContactPoint2D[] Contacts = new ContactPoint2D[4]; + + private void UpdateMovementState() + { + var contactCount = _Collider.GetContacts(Contacts); + for (int i = 0; i < contactCount; i++) + { + // If we are moving directly towards an object (or within 30 degrees of it), we are pushing it. + if (Vector2.Angle(Contacts[i].normal, _Movement) > 180 - 30) + { + Play(_Push); + return; + } + } + + var isRunning = Input.GetButton("Fire3");// Left Shift by default. + Play(isRunning ? _Run : _Walk); + } + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + // Determine the desired speed based on the current animation. + var speed = _CurrentAnimationSet == _Run ? _RunSpeed : _WalkSpeed; + _Rigidbody.linearVelocity = _Movement * speed; + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene. + /// + /// Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector. + private void OnValidate() + { + if (_Idle != null) + _Idle.GetClip(_Facing).EditModePlay(_Animancer); + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/04 Directional Sprites/02 Character Controller/SpriteCharacterController.cs.meta 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Events/FootstepEvents.cs @@ -0,0 +1,50 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Events +{ + /// Uses Animancer Events to play a sound randomly selected from an array. + /// Footstep Events + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/FootstepEvents + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Footstep Events - Animancer")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(FootstepEvents))] + public class FootstepEvents : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private ClipTransition _Walk; + [SerializeField] private AudioClip[] _Sounds; + + /************************************************************************************************************************/ + + protected void OnEnable() + { + _Animancer.Play(_Walk); + } + + /************************************************************************************************************************/ + + /// Chooses a random sound an plays it on the specified `source` (because each foot has its own). + /// Called by Animancer Events. + public void PlaySound(AudioSource source) + { + source.clip = _Sounds[Random.Range(0, _Sounds.Length)]; + source.Play(); + + // Note that the minimum value in Random.Range is inclusive (so it can pick 0) while the maximum value is + // exclusive (so it can not pick `_Sounds.Length`), which is perfect for picking a random array element. + + // A more complex system could have different footstep sounds depending on the surface being stepped on. + // This could be done by raycasting down from the feet and determining which sound to use based on the + // sharedMaterial of the ground's Renderer as demonstrated in the 3D Game Kit example or even a simple + // script that holds an enum indicating the type. + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/05 Events/01 Footstep Events/FootstepEvents.cs.meta b/Assets/Plugins/Animancer/Examples/05 Events/01 Footstep Events/FootstepEvents.cs.meta new file mode 100644 index 0000000000..28199edf88 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/01 Footstep Events/FootstepEvents.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 7b0eab787e57cb4448737b74a7cb585c +labels: +- AnimationEvent +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/05 Events/01 Footstep Events/FootstepEventsAnimation.cs b/Assets/Plugins/Animancer/Examples/05 Events/01 Footstep Events/FootstepEventsAnimation.cs new file mode 100644 index 0000000000..36dffb1fa5 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/01 Footstep Events/FootstepEventsAnimation.cs @@ -0,0 +1,35 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Events +{ + /// + /// A variation of the base which responds to Animation Events called "Footstep" by + /// playing a sound randomly selected from an array, using the Int Parameter of the event as the index to determine + /// which foot to play the sound on. 0 is the Left Foot and 1 is the Right Foot. + /// + /// Footstep Events + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/FootstepEventsAnimation + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Footstep Events - Animation")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(FootstepEventsAnimation))] + public sealed class FootstepEventsAnimation : FootstepEvents + { + /************************************************************************************************************************/ + + [SerializeField] private AudioSource[] _FootSources; + + /************************************************************************************************************************/ + + // Called by Animation Events. + private void Footstep(int foot) + { + PlaySound(_FootSources[foot]); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/05 Events/01 Footstep 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+ [AddComponentMenu(Strings.ExamplesMenuPrefix + "Golf Events - Golf Hit Controller")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(GolfHitController))] + public abstract class GolfHitController : MonoBehaviour + { + /************************************************************************************************************************/ + + // Normally it would be good to make read-only properties to wrap fields you want other classes to access so + // that those classes do not accidentally change any of the fields this script does not expect to change. + // But for this example, it is easier to just let the inheriting classes access protected fields directly. + + [SerializeField] protected AnimancerComponent _Animancer; + [SerializeField] protected ClipTransition _Ready; + [SerializeField] protected ClipTransition _Swing; + [SerializeField] protected ClipTransition _Idle; + [SerializeField] private Rigidbody _Ball; + [SerializeField] private Vector3 _HitVelocity; + [SerializeField] private AudioSource _HitSound; + + /************************************************************************************************************************/ + + public enum State { Ready, Swing, Idle, } + + public State CurrentState { get; private set; } + + private Vector3 _BallStartPosition; + + /************************************************************************************************************************/ + + /// + /// Stores the position of the ball on startup so that it can be teleported back there when necessary. + /// + /// This method is virtual in case any inheriting scripts need to do anything else on startup. + /// + /// Most of them register to be called when the animation ends, + /// but assumes that the event was already set up in the Inspector. + /// + protected virtual void Awake() + { + _BallStartPosition = _Ball.position; + + // A "Kinematic" Rigidbody essentially means that it is not currently being controlled by physics. + // So while the character is ready we make the ball Kinematic to prevent it from rolling away. + // Then when they hit the ball we set isKinematic = false to let regular physics take over. + _Ball.isKinematic = true; + } + + /************************************************************************************************************************/ + + /// + /// After , we also want to enter the ready state on startup. + /// + /// The difference is that this method is called every time the object is enabled instead of only the first + /// time. It does not matter in the Golf Events example, but the Hybrid Mini Game example reuses this script and + /// deactivates it while the Mini Game is not being played so we want to always enter the ready state when the + /// Mini Game starts. + /// + /// + /// The contents of the method could simply be here instead of needing a separate + /// method, but when other methods (like ) call it we would rather be clear that we + /// specifically want to "return to the ready state" instead of some arbitrary "do what we did on startup". + /// + /// Also note that this method is protected instead of private. Being protected allows + /// inheriting classes to call it which we do not particularly want, but it also means that if such a class + /// tries to declare its own method the compiler will give them a warning that this + /// method already exists so they can come and make this method virtual if necessary. Otherwise Unity + /// would call the method in the derived class but not this one, which would very likely + /// lead to errors that can be annoying to track down. + /// + protected void OnEnable() + { + ReturnToReady(); + } + + /************************************************************************************************************************/ + + /// + /// When the player clicks the mouse, go to the next : Ready -> Swing -> Idle -> Ready. + /// + /// + /// This method is protected for the same reason as . + /// + protected void Update() + { + if (Input.GetMouseButtonDown(0)) + { + switch (CurrentState) + { + case State.Ready: StartSwing(); break; + case State.Swing: TryCancelSwing(); break; + case State.Idle: ReturnToReady(); break; + default: throw new ArgumentException("Unsupported State: " + CurrentState); + } + } + } + + /************************************************************************************************************************/ + + /// + /// Enter the swing state and play the appropriate animation. + /// + /// This method is virtual so that can override it + /// to register the method to be called by the event. + /// + protected virtual void StartSwing() + { + CurrentState = State.Swing; + _Animancer.Play(_Swing); + } + + /************************************************************************************************************************/ + + /// + /// If the ball has not been hit yet, the swing can be cancelled to immediately return to the ready state. But + /// after the ball has been hit, the character must fully complete the swing animation. + /// + private void TryCancelSwing() + { + if (_Ball.isKinematic) + { + CurrentState = State.Ready; + _Animancer.Play(_Ready); + } + } + + /************************************************************************************************************************/ + + /// + /// When the player clicks the mouse again after entering the idle state, we return to the ready state, + /// teleport the ball back to its starting position, and make it Kinematic again so it does not roll away. + /// + public void ReturnToReady() + { + CurrentState = State.Ready; + _Animancer.Play(_Ready); + + _Ball.isKinematic = true; + _Ball.position = _BallStartPosition; + } + + /************************************************************************************************************************/ + + /// + /// Once the swing animation is started, each of the classes that inherit from this one use a different system + /// for determining how this method gets called. + /// + public void HitBall() + { + _Ball.isKinematic = false; + + // In a real golf game you would probably calculate the hit velocity based on player input. + _Ball.linearVelocity = _HitVelocity; + + _HitSound.Play(); + } + + /************************************************************************************************************************/ + + /// + /// As with , this method is called in various different ways depending on which event + /// system is being used. + /// + /// Most of them register this method to be called when the animation ends, but + /// assumes that the event was already set up in the Inspector. + /// + public void EndSwing() + { + CurrentState = State.Idle; + + // Since the swing animation is ending early, we want it to calculate the fade duration to fade out over + // the remainder of that animation instead of the value specified by the _Idle transition. + var fadeDuration = EndEventReceiver.GetFadeOutDuration(); + _Animancer.Play(_Idle, fadeDuration); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitController.cs.meta b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitController.cs.meta new file mode 100644 index 0000000000..572526881e --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitController.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 1ca367e43b154f440b45c93efbe619a0 +labels: +- AnimationEvent +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancer.cs b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancer.cs new file mode 100644 index 0000000000..117b3d4b43 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancer.cs @@ -0,0 +1,27 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Events +{ + /// + /// An that uses Animancer Events configured entirely in the Inspector. + /// + /// Golf Events + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/GolfHitControllerAnimancer + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Golf Events - Animancer")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(GolfHitControllerAnimancer))] + public sealed class GolfHitControllerAnimancer : GolfHitController + { + /************************************************************************************************************************/ + + // Nothing here. + // This script is no different from the base GolfHitController. + // It assumes the events are already fully configured in the Inspector. + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancer.cs.meta b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancer.cs.meta new file mode 100644 index 0000000000..135e720ee6 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancer.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: fc6d8ed95aac52640a1a4e251c913247 +labels: +- AnimationEvent +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancerHybrid.cs b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancerHybrid.cs new file mode 100644 index 0000000000..5bf28c6ac5 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancerHybrid.cs @@ -0,0 +1,67 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Events +{ + /// + /// An that uses an Animancer Event which has its time set in the Inspector but its + /// callback left blank so that it can be assigned by code (a "hybrid" between Inspector and Code based systems). + /// + /// Golf Events + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/GolfHitControllerAnimancerHybrid + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Golf Events - Animancer Hybrid")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(GolfHitControllerAnimancerHybrid))] + [EventNames(HitEventName)] + public sealed class GolfHitControllerAnimancerHybrid : GolfHitController + { + /************************************************************************************************************************/ + + /// + /// The EventNamesAttribute + /// on this class will replace the text field usually used for the Event Name of any events on this component + /// with a dropdown menu containing this value. + /// + public const string HitEventName = "Hit"; + + /************************************************************************************************************************/ + + /// + /// Calls the base method and register + /// to be called whenever the swing animation ends. + /// + /// The transition has its End Time set so that it will execute the + /// registered method at some point during the animation, but its End Callback was left blank so it can be + /// assigned here. + /// + protected override void Awake() + { + base.Awake(); + + // Set the callback for the hit event using the constant from the base class which the [EventNames] + // attribute will show in a dropdown menu in the Inspector when editing the event. + // If no event exists with that name, this would throw an exception. + _Swing.Events.SetCallback(HitEventName, HitBall); + + // Or we could just use a magic string, but that is less safe: + // _Swing.Events.SetCallback("Hit", HitBall); + + // If we did not set the event's Name in the Inspector, we could just access it by index: + // _Swing.Events.SetCallback(0, HitBall); + // But that hard-codes the assumption that there will not be any other events before the one we want. + + // Or if we did not create the event in the Inspector, we could add it here: + // _Swing.Events.Add(new AnimancerEvent(0.375f, OnHitBall)); + + // Also set the end event's callback: + _Swing.Events.OnEnd = EndSwing; + // _Swing.Events.endEvent.callback = EndSwing;// Same thing, but slightly longer. + // _Swing.Events.endEvent = new AnimancerEvent(0.7f, EndSwing); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancerHybrid.cs.meta b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancerHybrid.cs.meta new file mode 100644 index 0000000000..92a11e80be --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancerHybrid.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 87389d56edfac1f4eacc1a303a75a26c +labels: +- AnimationEvent +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimation.cs b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimation.cs new file mode 100644 index 0000000000..d43917aeea --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimation.cs @@ -0,0 +1,64 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Events +{ + /// A that uses Animation Events. + /// Golf Events + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/GolfHitControllerAnimation + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Golf Events - Animation")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(GolfHitControllerAnimation))] + public sealed class GolfHitControllerAnimation : GolfHitController + { + /************************************************************************************************************************/ + + /// + /// Calls the base method and register + /// to be called whenever the swing animation ends. + /// + /// Normally Animancer could call the registered method at the End Time defined in the transition, but in this + /// case the used with this script has an Animation Event with the Function Name + /// "End", which will execute the registered method when that event time passes. + /// + protected override void Awake() + { + base.Awake(); + _Swing.Events.OnEnd = EndSwing; + } + + /************************************************************************************************************************/ + + /// + /// Calls . The used with this script has an + /// Animation Event with the Function Name "Event", which will cause it to execute this method. + /// + /// Normally you would just have the event use "HitBall" as its Function Name directly, but the same animation + /// is also being used for which relies on the Function Name + /// being "Event". + /// + private void Event() + { + HitBall(); + } + + /************************************************************************************************************************/ + + /// Calls . + /// + /// Called by Animation Events with the Function Name "End". + /// + /// Note that Unity will allocate some garbage every time it triggers an Animation Event with an + /// parameter. + /// + private void End(AnimationEvent animationEvent) + { + EndEventReceiver.End(_Animancer, animationEvent); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimation.cs.meta b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimation.cs.meta new file mode 100644 index 0000000000..1b4720d3b3 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimation.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: a393e64515d9b9847ac64cdd90e0f780 +labels: +- AnimationEvent +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimationSimple.cs b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimationSimple.cs new file mode 100644 index 0000000000..472bc05d46 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimationSimple.cs @@ -0,0 +1,63 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Events +{ + /// + /// An that uses a to recenve an Animation Event + /// with the function name "Event". + /// + /// Golf Events + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/GolfHitControllerAnimationSimple + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Golf Events - Animation Simple")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(GolfHitControllerAnimationSimple))] + public sealed class GolfHitControllerAnimationSimple : GolfHitController + { + /************************************************************************************************************************/ + + [SerializeField] private SimpleEventReceiver _EventReceiver; + + /************************************************************************************************************************/ + + /// + /// Calls the base method and register + /// to be called whenever the swing animation ends. + /// + /// Normally Animancer could call the registered method at the End Time defined in the transition, but in this + /// case the used with this script has an Animation Event with the Function Name + /// "End", which will execute the registered method when that event time passes. + /// + protected override void Awake() + { + base.Awake(); + _Swing.Events.OnEnd = EndSwing; + } + + /************************************************************************************************************************/ + + /// + /// After starting the swing animation, we also need to give the the callback + /// that we want it to trigger when it receives an Animation Event with the Function Name "Event". + /// + /// In this case since there is only one animation with that event we could register it in + /// without tieing it to a specific state, but normally the point of a is to + /// allow multiple scripts to register their own callback for whatever animation they are playing. + /// + protected override void StartSwing() + { + base.StartSwing(); + + var state = _Animancer.States.Current; + + // When the Animation Event with the function name "Event" occurs: + // If the swing animation doesn't have an event with that function name, this will log a warning. + _EventReceiver.OnEvent.Set(state, (animationEvent) => HitBall()); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimationSimple.cs.meta b/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimationSimple.cs.meta new file mode 100644 index 0000000000..823eacdbce --- /dev/null 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Since the methods in this class are intended for use with Animancer Events, they are declared as delegate fields + // rather than regular methods so that assigning them doesn't create any garbage. + /************************************************************************************************************************/ + // If you intend to use any of these methods in your own scripts, it is recommended that you copy the ones you need into + // your own utility class so that you can delete the Animancer Examples once you are done with them. + /************************************************************************************************************************/ + + /// + /// Logs a message with the details of the and + /// . + /// + /// + /// Go through every event in a transition and make it Log the event in addition to its normal callback: + /// + /// [SerializeField] private ClipTransition _Transition; + /// + /// private void Awake() + /// { + /// for (int i = 0; i < _Transition.Events.Count; i++) + /// { + /// _Transition.Events.AddCallback(i, EventUtilities.LogCurrentEvent); + /// } + /// } + /// + public static readonly Action LogCurrentEvent = () => + { + Debug.Log( + $"An {nameof(AnimancerEvent)} was triggered:" + + $"\n- Event: {AnimancerEvent.CurrentEvent}" + + $"\n- State: {AnimancerEvent.CurrentState.GetDescription()}", + AnimancerEvent.CurrentState.Root?.Component as Object); + }; + + /************************************************************************************************************************/ + + /// Sets the of the to 0. + /// + /// Play a non-looping animation but force it to loop: + /// + /// [SerializeField] private AnimancerComponent _Animancer; + /// [SerializeField] private AnimationClip _NonLoopingClip; + /// + /// private void Awake() + /// { + /// var state = _Animancer.Play(_NonLoopingClip); + /// state.Events.OnEnd = EventUtilities.RestartCurrentState; + /// } + /// + public static readonly Action RestartCurrentState = () => + { + AnimancerEvent.CurrentState.Time = 0; + }; + + /************************************************************************************************************************/ + + /// + /// Pauses the at the current + /// . + /// + /// + /// This can be useful for having an animation which stops at certain times to wait for something else to + /// happen without needing to separate the animation into separate s. + /// + public static readonly Action PauseAtCurrentEvent = () => + { + AnimancerEvent.CurrentState.IsPlaying = false; + AnimancerEvent.CurrentState.NormalizedTime = AnimancerEvent.CurrentEvent.normalizedTime; + }; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/05 Events/03 Event Utilities/EventUtilities.cs.meta b/Assets/Plugins/Animancer/Examples/05 Events/03 Event Utilities/EventUtilities.cs.meta new file mode 100644 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Manager/GameManagerEnum.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerEnum.cs new file mode 100644 index 0000000000..1195813f8e --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerEnum.cs @@ -0,0 +1,185 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using UnityEngine; +using UnityEngine.UI; + +namespace Animancer.Examples.StateMachines.GameManager +{ + /// A game manager that acts as an enum-based state machine. + /// Game Manager + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerEnum + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Manager - Enum")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(GameManager) + "/" + nameof(GameManagerEnum))] + public sealed class GameManagerEnum : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private Transform _Camera; + [SerializeField, DegreesPerSecond] private float _IntroductionOrbitSpeed = 45; + [SerializeField, Meters] private float _IntroductionOrbitRadius = 3; + [SerializeField] private Vector3 _ReadyCameraPosition = new Vector3(0.25f, 1, -2); + [SerializeField] private Vector3 _ReadyCameraRotation; + [SerializeField] private float _CameraTurnSpeedFactor = 5; + [SerializeField] private Text _Text; + [SerializeField] private Image _FadeImage; + [SerializeField] private float _FadeSpeed = 2; + [SerializeField] private Events.GolfHitController _Golfer; + [SerializeField] private Rigidbody _Ball; + + /************************************************************************************************************************/ + + public enum State + { + /// Camera orbiting the player, waiting for the player to click. + Introduction, + + /// Waiting for player input to hit the ball. + Ready, + + /// Waiting the the character to hit the ball and the ball to stop. + Action, + + /// Fading the screen to black. + FadeOut, + + /// Fading the screen back in after resetting the ball. + FadeIn, + } + + /************************************************************************************************************************/ + + private State _CurrentState; + + public State CurrentState + { + get => _CurrentState; + set + { + _CurrentState = value; + OnEnterState(); + } + } + + /************************************************************************************************************************/ + + private void Awake() + { + OnEnterState(); + } + + /************************************************************************************************************************/ + + private void OnEnterState() + { + switch (_CurrentState) + { + case State.Introduction: + _Text.gameObject.SetActive(true); + _Text.text = "Welcome to the Game Manager example\nClick to start playing"; + _FadeImage.gameObject.SetActive(false); + _Golfer.EndSwing(); + break; + + case State.Ready: + _Camera.position = _ReadyCameraPosition; + _Camera.eulerAngles = _ReadyCameraRotation; + _Text.gameObject.SetActive(true); + _Text.text = "Click to hit the ball"; + _FadeImage.gameObject.SetActive(false); + _Golfer.enabled = true; + break; + + case State.Action: + _Text.gameObject.SetActive(true); + _FadeImage.gameObject.SetActive(false); + _Golfer.enabled = false; + break; + + case State.FadeOut: + _Text.gameObject.SetActive(false); + _FadeImage.gameObject.SetActive(true); + _FadeImage.color = new Color(0, 0, 0, 0); + break; + + case State.FadeIn: + _Camera.position = _ReadyCameraPosition; + _Camera.eulerAngles = _ReadyCameraRotation; + _Text.gameObject.SetActive(false); + _FadeImage.gameObject.SetActive(true); + _FadeImage.color = new Color(0, 0, 0, 1); + _Golfer.ReturnToReady(); + break; + } + } + + /************************************************************************************************************************/ + + private void Update() + { + switch (_CurrentState) + { + case State.Introduction: + var euler = _Camera.eulerAngles; + euler.y += _IntroductionOrbitSpeed * Time.deltaTime; + _Camera.eulerAngles = euler; + + var lookAt = _Golfer.transform.position; + lookAt.y += 1; + _Camera.position = lookAt - _Camera.forward * _IntroductionOrbitRadius; + + if (Input.GetMouseButtonUp(0)) + CurrentState = State.Ready; + + break; + + case State.Ready: + // The GolfHitController handles its own input now that it's enabled. + // So we just wait for it to change states. + if (_Golfer.CurrentState != Events.GolfHitController.State.Ready) + CurrentState = State.Action; + break; + + case State.Action: + _Text.text = $"Wait for the ball to stop\nCurrent Speed: {_Ball.linearVelocity.magnitude:0.00}m/s"; + + var targetRotation = Quaternion.LookRotation(_Ball.position - _Camera.position); + _Camera.rotation = Quaternion.Slerp(_Camera.rotation, targetRotation, _CameraTurnSpeedFactor * Time.deltaTime); + + if (_Golfer.CurrentState == Events.GolfHitController.State.Idle && + _Ball.IsSleeping()) + CurrentState = State.FadeOut; + break; + + case State.FadeOut: + { + var color = _FadeImage.color; + color.a = Mathf.MoveTowards(color.a, 1, _FadeSpeed * Time.deltaTime); + _FadeImage.color = color; + + if (color.a == 1)// When the fade ends. + CurrentState = State.FadeIn; + + break; + } + + case State.FadeIn: + { + var color = _FadeImage.color; + color.a = Mathf.MoveTowards(color.a, 0, _FadeSpeed * Time.deltaTime); + _FadeImage.color = color; + + if (color.a == 0)// When the fade ends. + CurrentState = State.Ready; + + break; + } + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerEnum.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerEnum.cs.meta new file mode 100644 index 0000000000..864150cc5a --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerEnum.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 1169b6d28143c3142b37e3c5c87f4595 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ActionState.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ActionState.cs new file mode 100644 index 0000000000..e5802830be --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ActionState.cs @@ -0,0 +1,64 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.GameManager +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerFSM + /// + partial class GameManagerFSM + { + /************************************************************************************************************************/ + + [SerializeField] private ActionState _Action; + + /************************************************************************************************************************/ + + /// Waiting the the character to hit the ball and the ball to stop. + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/ActionState + /// + [Serializable] + public sealed class ActionState : State + { + /************************************************************************************************************************/ + + [SerializeField] private float _CameraTurnSpeedFactor = 5; + [SerializeField] private Rigidbody _Ball; + + /************************************************************************************************************************/ + + public override string DisplayText + => $"Wait for the ball to stop\nCurrent Speed: {_Ball.linearVelocity.magnitude:0.00}m/s"; + + /************************************************************************************************************************/ + + public override void OnEnterState() + { + base.OnEnterState(); + Instance._Golfer.enabled = false; + } + + /************************************************************************************************************************/ + + public override void Update() + { + var camera = Instance._Camera; + var targetRotation = Quaternion.LookRotation(_Ball.position - camera.position); + camera.rotation = Quaternion.Slerp(camera.rotation, targetRotation, _CameraTurnSpeedFactor * Time.deltaTime); + + Instance._Text.text = DisplayText; + + if (Instance._Golfer.CurrentState == Events.GolfHitController.State.Idle && + _Ball.IsSleeping()) + Instance.StateMachine.TrySetState(Instance._Fade); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ActionState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ActionState.cs.meta new file mode 100644 index 0000000000..6e8040fb8a --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ActionState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 23d6880596907f4489823c2ec578089e +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.FadeState.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.FadeState.cs new file mode 100644 index 0000000000..60b0463cb0 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.FadeState.cs @@ -0,0 +1,82 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace Animancer.Examples.StateMachines.GameManager +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerFSM + /// + partial class GameManagerFSM + { + /************************************************************************************************************************/ + + [SerializeField] private FadeState _Fade; + + /************************************************************************************************************************/ + + /// Fading the screen to black then resetting the ball and fading back in. + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/FadeState + /// + [Serializable] + public sealed class FadeState : State + { + /************************************************************************************************************************/ + + [SerializeField] private Image _Image; + [SerializeField] private float _Speed = 2; + + private bool _IsFadingOut; + + /************************************************************************************************************************/ + + public override void OnEnterState() + { + base.OnEnterState(); + _Image.gameObject.SetActive(true); + _Image.color = new Color(0, 0, 0, 0); + _IsFadingOut = true; + } + + /************************************************************************************************************************/ + + public override void Update() + { + var targetAlpha = _IsFadingOut ? 1 : 0; + + var color = _Image.color; + color.a = Mathf.MoveTowards(color.a, targetAlpha, _Speed * Time.deltaTime); + _Image.color = color; + + if (color.a == targetAlpha)// When the fade ends. + { + if (_IsFadingOut) + { + Instance._Ready.ResetCamera(); + Instance._Golfer.ReturnToReady(); + _IsFadingOut = false; + } + else + { + Instance.StateMachine.TrySetState(Instance._Ready); + } + } + } + + /************************************************************************************************************************/ + + public override void OnExitState() + { + base.OnExitState(); + _Image.gameObject.SetActive(false); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.FadeState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.FadeState.cs.meta new file mode 100644 index 0000000000..fdf538fc72 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.FadeState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: a107ba3dd93cb5f40866c0143e895dcd +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.IntroductionState.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.IntroductionState.cs new file mode 100644 index 0000000000..fbfc45d8d2 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.IntroductionState.cs @@ -0,0 +1,67 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using System; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.GameManager +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerFSM + /// + partial class GameManagerFSM + { + /************************************************************************************************************************/ + + [SerializeField] private IntroductionState _Introduction; + + /************************************************************************************************************************/ + + /// Camera orbiting the player, waiting for the player to click. + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/IntroductionState + /// + [Serializable] + public sealed class IntroductionState : State + { + /************************************************************************************************************************/ + + [SerializeField, DegreesPerSecond] private float _OrbitSpeed = 45; + [SerializeField, Meters] private float _OrbitRadius = 3; + + /************************************************************************************************************************/ + + public override string DisplayText => "Welcome to the Game Manager example\nClick to start playing"; + + /************************************************************************************************************************/ + + public override void OnEnterState() + { + base.OnEnterState(); + Instance._Golfer.EndSwing(); + } + + /************************************************************************************************************************/ + + public override void Update() + { + var camera = Instance._Camera; + + var euler = camera.eulerAngles; + euler.y += _OrbitSpeed * Time.deltaTime; + camera.eulerAngles = euler; + + var lookAt = Instance._Golfer.transform.position; + lookAt.y += 1; + camera.position = lookAt - camera.forward * _OrbitRadius; + + if (Input.GetMouseButtonUp(0)) + Instance.StateMachine.TrySetState(Instance._Ready); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.IntroductionState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.IntroductionState.cs.meta new file mode 100644 index 0000000000..79002e9d69 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.IntroductionState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 1e134a917d7490e4d8901854270c5a00 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ReadyState.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ReadyState.cs new file mode 100644 index 0000000000..75469591e4 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ReadyState.cs @@ -0,0 +1,67 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.GameManager +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerFSM + /// + partial class GameManagerFSM + { + /************************************************************************************************************************/ + + [SerializeField] private ReadyState _Ready; + + /************************************************************************************************************************/ + + /// Waiting for player input to hit the ball. + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/ReadyState + /// + [Serializable] + public sealed class ReadyState : State + { + /************************************************************************************************************************/ + + [SerializeField] private Vector3 _CameraPosition; + [SerializeField] private Vector3 _CameraRotation; + + /************************************************************************************************************************/ + + public override string DisplayText => "Click to hit the ball"; + + /************************************************************************************************************************/ + + public override void OnEnterState() + { + base.OnEnterState(); + ResetCamera(); + Instance._Golfer.enabled = true; + } + + /************************************************************************************************************************/ + + public void ResetCamera() + { + Instance._Camera.position = _CameraPosition; + Instance._Camera.eulerAngles = _CameraRotation; + } + + /************************************************************************************************************************/ + + public override void Update() + { + // The GolfHitController handles its own input now that it's enabled. + // So we just wait for it to change states. + if (Instance._Golfer.CurrentState != Events.GolfHitController.State.Ready) + Instance.StateMachine.TrySetState(Instance._Action); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ReadyState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ReadyState.cs.meta new file mode 100644 index 0000000000..5ab35f817f --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.ReadyState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: df9fdbd694d05d24789265b036d55483 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.State.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.State.cs new file mode 100644 index 0000000000..cdce95230b --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.State.cs @@ -0,0 +1,42 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +namespace Animancer.Examples.StateMachines.GameManager +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerFSM + /// + partial class GameManagerFSM + { + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/State + /// + public abstract class State : FSM.State + { + /************************************************************************************************************************/ + + public virtual string DisplayText => null; + + /************************************************************************************************************************/ + + public override void OnEnterState() + { + base.OnEnterState(); + + var displayText = DisplayText; + if (displayText != null) + { + Instance._Text.gameObject.SetActive(true); + Instance._Text.text = displayText; + } + else + { + Instance._Text.gameObject.SetActive(false); + } + } + + /************************************************************************************************************************/ + + public virtual void Update() { } + + /************************************************************************************************************************/ + } + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.State.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.State.cs.meta new file mode 100644 index 0000000000..18c3f8e562 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.State.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 347c211adf33ea943b2f4cea1c9f21a9 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.cs new file mode 100644 index 0000000000..b557e0a555 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.cs @@ -0,0 +1,55 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using UnityEngine; +using UnityEngine.UI; + +namespace Animancer.Examples.StateMachines.GameManager +{ + /// A game manager that uses a . + /// Game Manager + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerFSM + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Manager - FSM")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(GameManager) + "/" + nameof(GameManagerFSM))] + public sealed partial class GameManagerFSM : MonoBehaviour + { + /************************************************************************************************************************/ + + public static GameManagerFSM Instance { get; private set; } + + [SerializeField] private Transform _Camera; + [SerializeField] private Text _Text; + [SerializeField] private Events.GolfHitController _Golfer; + + private readonly StateMachine + StateMachine = new StateMachine(); + + /************************************************************************************************************************/ + + private void Awake() + { + AnimancerUtilities.Assert(Instance == null, $"The {nameof(GameManagerFSM)}.{nameof(Instance)} is already assigned."); + Instance = this; + + StateMachine.ForceSetState(_Introduction); + + // Make sure both game managers aren't active at the same time. + // This wouldn't normally be necessary because a real game won't have two managers for the same thing. + if (FindObjectOfType() != null)// Won't find inactive objects. + Debug.LogError( + $"Both the {nameof(GameManagerEnum)} and {nameof(GameManagerFSM)} are active. Exit Play Mode and disable one of them."); + } + + /************************************************************************************************************************/ + + private void Update() + { + StateMachine.CurrentState.Update(); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.cs.meta new file mode 100644 index 0000000000..f308a4932f --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: c46a85dfa4792754a8ea5617ea178bb2 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters.meta new file mode 100644 index 0000000000..fc639a263a --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 53eb91be8f4c82144a1ae08e2876e1db +labels: +- Example +- FSM +- FiniteStateMachine +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/Character.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/Character.cs new file mode 100644 index 0000000000..6d8e39f540 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/Character.cs @@ -0,0 +1,84 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using System; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Characters +{ + /// + /// A centralised group of references to the common parts of a character and a state machine for their actions. + /// + /// Characters + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Characters/Character + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Characters - Character")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Characters) + "/" + nameof(Character))] + public sealed class Character : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] + private AnimancerComponent _Animancer; + public AnimancerComponent Animancer => _Animancer; + + [SerializeField] + private CharacterState _Idle; + public CharacterState Idle => _Idle; + + // Rigidbody. + // Ground Detector. + // Stats. + // Health and Mana. + // Pathfinding. + // Etc. + // Anything common to most characters. + + /************************************************************************************************************************/ + + /// The Finite State Machine that manages the actions of this character. + public readonly StateMachine.WithDefault + StateMachine = new StateMachine.WithDefault(); + + private void Awake() + { + StateMachine.DefaultState = _Idle; + } + + /************************************************************************************************************************/ + + /// + /// Calls . Normally you would just access the + /// directly. This method only exists to be called by UI buttons. + /// + public void TrySetState(CharacterState state) => StateMachine.TrySetState(state); + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Inspector Gadgets Pro calls this method after drawing the regular Inspector GUI, allowing this script to + /// display its current state in Play Mode. + /// + /// + /// Inspector Gadgets Pro allows you to + /// easily customise the Inspector without writing a full custom Inspector class by simply adding a method with + /// this name. Without Inspector Gadgets, this method will do nothing. + /// + private void AfterInspectorGUI() + { + if (UnityEditor.EditorApplication.isPlaying) + { + using (new UnityEditor.EditorGUI.DisabledScope(true)) + UnityEditor.EditorGUILayout.ObjectField("Current State", StateMachine.CurrentState, typeof(CharacterState), true); + } + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/Character.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/Character.cs.meta new file mode 100644 index 0000000000..e924a872ff --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/Character.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 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https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Characters/CharacterState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Characters - Character State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Characters) + "/" + nameof(CharacterState))] + public class CharacterState : StateBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private Character _Character; + [SerializeField] private AnimationClip _Animation; + + /************************************************************************************************************************/ + + /// + /// Plays the animation and if it is not looping it returns the to Idle afterwards. + /// + private void OnEnable() + { + var state = _Character.Animancer.Play(_Animation, 0.25f); + if (!_Animation.isLooping) + state.Events.OnEnd = _Character.StateMachine.ForceSetDefaultState; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/CharacterState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/CharacterState.cs.meta new file mode 100644 index 0000000000..6be9b93d06 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/CharacterState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: d6fa5683a1a9c18409016c06d2a7b8dc +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/02 Characters/Characters.unity b/Assets/Plugins/Animancer/Examples/06 State Machines/02 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Management/CharacterState.cs @@ -0,0 +1,62 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.InterruptManagement +{ + /// + /// A state for a which plays an animation and uses a + /// enum to determine which other states can interrupt it. + /// + /// Interrupt Management + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.InterruptManagement/CharacterState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Interrupt Management - Character State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(InterruptManagement) + "/" + nameof(CharacterState))] + public sealed class CharacterState : Characters.CharacterState + { + /************************************************************************************************************************/ + // Note that this class inherits from Characters.CharacterState from the previous example. + /************************************************************************************************************************/ + + /// Levels of importance. + public enum Priority + { + Low,// Could specify "Low = 0," if we want to be explicit. + Medium,// Medium = 1, + High,// High = 2, + } + + /************************************************************************************************************************/ + + [SerializeField] private Priority _Priority; + + /************************************************************************************************************************/ + + /// + /// Only allows a new state to be entered if it has equal or higher to this state. + /// + public override bool CanExitState + { + get + { + var nextState = 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--git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Character.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Character.cs new file mode 100644 index 0000000000..357b46faca --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Character.cs @@ -0,0 +1,107 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using System; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Brains +{ + /// + /// A centralised group of references to the common parts of a character and a state machine for their actions. + /// + /// Brains + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/Character + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Character")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(Character))] + public sealed class Character : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] + private AnimancerComponent _Animancer; + public AnimancerComponent Animancer => _Animancer; + + [SerializeField] + private CharacterState _Idle; + public CharacterState Idle => _Idle; + + [SerializeField] + private Rigidbody _Rigidbody; + public Rigidbody Rigidbody => _Rigidbody; + + [SerializeField] + private CharacterBrain _Brain; + public CharacterBrain Brain + { + get => _Brain; + set + { + // The More Brains example uses this to swap between brains at runtime. + + if (_Brain == value) + return; + + var oldBrain = _Brain; + _Brain = value; + + // Make sure the old brain doesn't still reference this character. + if (oldBrain != null) + oldBrain.Character = null; + + // Give the new brain a reference to this character. + if (value != null) + value.Character = this; + } + } + + [SerializeField] + private CharacterStats _Stats; + public CharacterStats Stats => _Stats; + + // Ground Detector. + // Health and Mana. + // Pathfinding. + // Etc. + // Anything common to most characters. + + /************************************************************************************************************************/ + + /// The Finite State Machine that manages the actions of this character. + public readonly StateMachine.WithDefault + StateMachine = new StateMachine.WithDefault(); + + private void Awake() + { + StateMachine.DefaultState = _Idle; + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Inspector Gadgets Pro calls this method after drawing the regular Inspector GUI, allowing this script to + /// display its current state in Play Mode. + /// + /// + /// Inspector Gadgets Pro allows you to + /// easily customise the Inspector without writing a full custom Inspector class by simply adding a method with + /// this name. Without Inspector Gadgets, this method will do nothing. + /// + private void AfterInspectorGUI() + { + if (UnityEditor.EditorApplication.isPlaying) + { + using (new UnityEditor.EditorGUI.DisabledScope(true)) + UnityEditor.EditorGUILayout.ObjectField("Current State", StateMachine.CurrentState, typeof(CharacterState), true); + } + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Character.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Character.cs.meta new file mode 100644 index 0000000000..d4abf07f72 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Character.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 261d0ec51d0cfed47923f9be7af2a4cd +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterBrain.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterBrain.cs new file mode 100644 index 0000000000..e9c8a2442b --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterBrain.cs @@ -0,0 +1,62 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Brains +{ + /// Base class for controlling the actions of a . + /// Brains + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/CharacterBrain + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Character Brain")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(CharacterBrain))] + public abstract class CharacterBrain : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] + private Character _Character; + public Character Character + { + get => _Character; + set + { + // The More Brains example uses this to swap between brains at runtime. + + if (_Character == value) + return; + + var oldCharacter = _Character; + _Character = value; + + // Make sure the old character doesn't still reference this brain. + if (oldCharacter != null) + oldCharacter.Brain = null; + + // Give the new character a reference to this brain. + // We also only want brains to be enabled when they actually have a character to control. + if (value != null) + { + value.Brain = this; + enabled = true; + } + else + { + enabled = false; + } + } + } + + /************************************************************************************************************************/ + + /// The direction this brain wants to move. + public Vector3 MovementDirection { get; protected set; } + + /// Indicates whether this brain wants to run. + public bool IsRunning { get; protected set; } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterBrain.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterBrain.cs.meta new file mode 100644 index 0000000000..37bde03fd3 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterBrain.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: a2bc82a17d7ff78489c0369fdef6d327 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterStats.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterStats.cs new file mode 100644 index 0000000000..ad81874a70 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterStats.cs @@ -0,0 +1,45 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using System; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Brains +{ + /// The numerical details of a . + /// Brains + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/CharacterStats + /// + [Serializable] + public sealed class CharacterStats + { + /************************************************************************************************************************/ + + [SerializeField, MetersPerSecond] + private float _WalkSpeed = 2; + public float WalkSpeed => _WalkSpeed; + + [SerializeField, MetersPerSecond] + private float _RunSpeed = 4; + public float RunSpeed => _RunSpeed; + + public float GetMoveSpeed(bool isRunning) => isRunning ? _RunSpeed : _WalkSpeed; + + /************************************************************************************************************************/ + + [SerializeField, DegreesPerSecond] + private float _TurnSpeed = 360; + public float TurnSpeed => _TurnSpeed; + + /************************************************************************************************************************/ + + // Max health. + // Strength, dexterity, intelligence. + // Carrying capacity. + // Etc. + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterStats.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterStats.cs.meta new file mode 100644 index 0000000000..579104be37 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/CharacterStats.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 2301e570be81f7a45afdab88121f2aae +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Documentation.URL b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Documentation.URL new file mode 100644 index 0000000000..31b53f5cfc --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Documentation.URL @@ -0,0 +1,7 @@ +[InternetShortcut] +URL=https://kybernetik.com.au/animancer/docs/examples/fsm/brains/ +IDList= +HotKey=0 +IconIndex=0 +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,11 diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Documentation.URL.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Documentation.URL.meta new file mode 100644 index 0000000000..1b2d60d639 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/Documentation.URL.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ba72c5fc2c102204caa2bae25b3d90ad +labels: +- Documentation +- Example +- FSM +- FiniteStateMachine +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/KeyboardBrain.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/KeyboardBrain.cs new file mode 100644 index 0000000000..99dd744109 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/KeyboardBrain.cs @@ -0,0 +1,63 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Brains +{ + /// A which controls the character using keyboard input. + /// Brains + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/KeyboardBrain + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Keyboard Brain")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(KeyboardBrain))] + public sealed class KeyboardBrain : CharacterBrain + { + /************************************************************************************************************************/ + + [SerializeField] private CharacterState _Locomotion; + + /************************************************************************************************************************/ + + private void Update() + { + var input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); + if (input != default) + { + // Get the camera's forward and right vectors and flatten them onto the XZ plane. + var camera = Camera.main.transform; + + var forward = camera.forward; + forward.y = 0; + forward.Normalize(); + + var right = camera.right; + right.y = 0; + right.Normalize(); + + // Build the movement vector by multiplying the input by those axes. + MovementDirection = + right * input.x + + forward * input.y; + + // Determine if the player wants to run or not. + IsRunning = Input.GetButton("Fire3");// Left Shift by default. + + // Enter the locomotion state if we aren't already in it. + _Locomotion.TryEnterState(); + } + else + { + // Clear the movement vector, though nothing should be using it while idle anyway. + MovementDirection = default; + + // Enter the idle state if we aren't already in it. + Character.Idle.TryEnterState(); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/KeyboardBrain.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/KeyboardBrain.cs.meta new file mode 100644 index 0000000000..5a1182ccf2 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/KeyboardBrain.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 4aa009a19e7889b43be1ffb5faad512a +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States.meta new file mode 100644 index 0000000000..3996bdc10e --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: deecc8f0f0c998f4d9aa9a7858fb3c2c +labels: +- Example +- FSM +- FiniteStateMachine +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/CharacterState.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/CharacterState.cs new file mode 100644 index 0000000000..898aa6cb5e --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/CharacterState.cs @@ -0,0 +1,53 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Brains +{ + /// + /// Base class for the various states a can be in and actions they can perform. + /// + /// Brains + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/CharacterState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Character State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(CharacterState))] + public abstract class CharacterState : StateBehaviour, IOwnedState + { + /************************************************************************************************************************/ + + [SerializeField] + private Character _Character; + + /// The that owns this state. + public Character Character + { + get => _Character; + set + { + // If this was the active state in the previous character, force it back to Idle. + if (_Character != null && + _Character.StateMachine.CurrentState == this) + _Character.Idle.ForceEnterState(); + + _Character = value; + } + } + +#if UNITY_EDITOR + protected void Reset() + { + _Character = gameObject.GetComponentInParentOrChildren(); + } +#endif + + /************************************************************************************************************************/ + + public StateMachine OwnerStateMachine => _Character.StateMachine; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/CharacterState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/CharacterState.cs.meta new file mode 100644 index 0000000000..eb0c27d93e --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/CharacterState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 371e3eaec102c9a49a42b1680a00a600 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/IdleState.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/IdleState.cs new file mode 100644 index 0000000000..d4f57b9f6a --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/IdleState.cs @@ -0,0 +1,46 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Brains +{ + /// A which keeps the character standing still. + /// Brains + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/IdleState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Idle State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(IdleState))] + public sealed class IdleState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private AnimationClip _Animation; + + /************************************************************************************************************************/ + + private void OnEnable() + { + Character.Animancer.Play(_Animation, 0.25f); + } + + /************************************************************************************************************************/ + + /// + /// Constantly clears the to ensure that the character doesn't slide or get + /// pushed around too easily. + /// + /// + /// This method is kept simple for the sake of demonstrating the animation system in this example. + /// In a real game you would usually not set the velocity directly, but would instead use + /// to avoid interfering with collisions and other forces. + /// + private void FixedUpdate() + { + Character.Rigidbody.linearVelocity = default; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/IdleState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/IdleState.cs.meta new file mode 100644 index 0000000000..bf4872121a --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/IdleState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 6b474bc8db7cde2459e8ff242e05f8e5 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/LocomotionState.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/LocomotionState.cs new file mode 100644 index 0000000000..f9db01dd32 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/LocomotionState.cs @@ -0,0 +1,99 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Brains +{ + /// + /// A which moves the character according to their + /// . + /// + /// Brains + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/LocomotionState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Locomotion State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(LocomotionState))] + public sealed class LocomotionState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private LinearMixerTransition _Animation; + [SerializeField] private float _FadeSpeed = 2; + + /************************************************************************************************************************/ + + private void OnEnable() + { + Character.Animancer.Play(_Animation); + _Animation.State.Parameter = Character.Brain.IsRunning ? 1 : 0; + } + + /************************************************************************************************************************/ + + private void Update() + { + UpdateSpeed(); + UpdateTurning(); + } + + /************************************************************************************************************************/ + + private void UpdateSpeed() + { + var target = Character.Brain.IsRunning ? 1 : 0; + _Animation.State.Parameter = Mathf.MoveTowards(_Animation.State.Parameter, target, _FadeSpeed * Time.deltaTime); + } + + /************************************************************************************************************************/ + + private void UpdateTurning() + { + // Do not turn if we are not trying to move. + var movement = Character.Brain.MovementDirection; + if (movement == default) + return; + + // Determine the angle we want to turn towards. + // Without going into the maths behind it, Atan2 gives us the angle of a vector in radians. + // So we just feed in the x and z values because we want an angle around the y axis, + // then convert the result to degrees because Transform.eulerAngles uses degrees. + var targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg; + + // Determine how far we can turn this frame (in degrees). + var turnDelta = Character.Stats.TurnSpeed * Time.deltaTime; + + // Get the current rotation, move its y value towards the target, and apply it back to the Transform. + var transform = Character.Animancer.transform; + var eulerAngles = transform.eulerAngles; + eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetAngle, turnDelta); + transform.eulerAngles = eulerAngles; + } + + /************************************************************************************************************************/ + + /// + /// Constantly moves the character according to the . + /// + /// + /// This method is kept simple for the sake of demonstrating the animation system in this example. + /// In a real game you would usually not set the velocity directly, but would instead use + /// to avoid interfering with collisions and other forces. + /// + private void FixedUpdate() + { + // Get the desired direction, remove any vertical component, and limit the magnitude to 1 or less. + // Otherwise a brain could make the character travel at any speed by setting a longer vector. + var direction = Character.Brain.MovementDirection; + direction.y = 0; + direction = Vector3.ClampMagnitude(direction, 1); + + var speed = Character.Stats.GetMoveSpeed(Character.Brain.IsRunning); + + Character.Rigidbody.linearVelocity = direction * speed; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/LocomotionState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/States/LocomotionState.cs.meta new file mode 100644 index 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Brain Transplants/Brain Transplants.unity.meta new file mode 100644 index 0000000000..3303dab927 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/Brain Transplants.unity.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5cd8e07ae69612548a1355850326b3e8 +labels: +- Example +- FSM +- FiniteStateMachine +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/Documentation.URL b/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/Documentation.URL new file mode 100644 index 0000000000..4fbcaa3719 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/Documentation.URL @@ -0,0 +1,7 @@ +[InternetShortcut] +URL=https://kybernetik.com.au/animancer/docs/examples/fsm/brain-transplants/ +IDList= +HotKey=0 +IconIndex=0 +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,11 diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/Documentation.URL.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/Documentation.URL.meta new file mode 100644 index 0000000000..d076d34d93 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/Documentation.URL.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bd0051d786d921f42b5c0773716df7d2 +labels: +- Documentation +- Example +- FSM +- FiniteStateMachine +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/MouseBrain.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/MouseBrain.cs new file mode 100644 index 0000000000..8f1a985915 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/MouseBrain.cs @@ -0,0 +1,124 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using Animancer.Units; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Brains +{ + /// A which controls the character using mouse input. + /// Brain Transplants + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/MouseBrain + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Mouse Brain")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(MouseBrain))] + public sealed class MouseBrain : CharacterBrain + { + /************************************************************************************************************************/ + + [SerializeField] private CharacterState _Locomotion; + [SerializeField, Meters] private float _StopDistance = 0.2f; + [SerializeField, Meters] private float _MinRunDistance = 1; + + private Vector3? _Destination; + + /************************************************************************************************************************/ + + private void OnEnable() + { + _Destination = null; + } + + /************************************************************************************************************************/ + + private void Update() + { + UpdateInput(); + UpdateMovement(); + } + + /************************************************************************************************************************/ + + private void UpdateInput() + { + if (Input.GetMouseButton(0)) + { + var characterPosition = Character.Rigidbody.position; + + var ray = Camera.main.ScreenPointToRay(Input.mousePosition); + + if (Physics.Raycast(ray, out var raycastHit)) + { + _Destination = raycastHit.point; + Debug.DrawLine(ray.origin, raycastHit.point, Color.green); + } + else + { + // If the ray does not hit anything, just use the point where it intersects + // the XZ plane at the height the character is currently at. + _Destination = CalculateRayTargetXZ(ray, characterPosition.y); + if (_Destination != null) + Debug.DrawLine(ray.origin, _Destination.Value, Color.red); + } + + IsRunning = + _Destination != null && + Vector3.Distance(characterPosition, _Destination.Value) >= _MinRunDistance; + } + else + { + IsRunning = false; + } + } + + /************************************************************************************************************************/ + + public static Vector3? CalculateRayTargetXZ(Ray ray, float y = 0) + { + y = ray.origin.y - y; + + // If the ray starts above the target and is pointing up then it will never intersect. + // Same if it is below and pointing down or if it is perfectly horizontal. + if (ray.direction.y == 0 || SameSign(y, ray.direction.y)) + return null; + + return ray.origin - ray.direction * (y / ray.direction.y); + } + + public static bool SameSign(float x, float y) + { + if (x > 0) return y > 0; + else if (x < 0) return y < 0; + else return y == 0; + } + + /************************************************************************************************************************/ + + private void UpdateMovement() + { + if (_Destination != null) + { + var fromCurrentToDestination = _Destination.Value - Character.Rigidbody.position; + + // Vector magnitudes are calculated using Pythagoras' Theorem which involves a square root. + // Square roots are a much slower operation than simple arithmetic operations. + // Since we only need to see which is greater, we can compare the squared magnitude and stop distance. + if (fromCurrentToDestination.sqrMagnitude > _StopDistance * _StopDistance) + { + MovementDirection = fromCurrentToDestination; + _Locomotion.TryEnterState(); + Debug.DrawLine(Character.Rigidbody.position, _Destination.Value, Color.cyan); + return; + } + } + + _Destination = null; + MovementDirection = default; + Character.Idle.TryEnterState(); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/MouseBrain.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/MouseBrain.cs.meta new file mode 100644 index 0000000000..8ec257855b --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/05 Brain Transplants/MouseBrain.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 06b1bca5049a66a44b9e5dbbb64b17fc +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons.meta new file mode 100644 index 0000000000..d30d12dcbf --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d5ccd25f36a4c0540a0f1d11a35b01b7 +labels: +- Example +- FSM +- FiniteStateMachine +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackInput.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackInput.cs new file mode 100644 index 0000000000..ce98beea67 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackInput.cs @@ -0,0 +1,52 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Examples.StateMachines.Brains; +using Animancer.FSM; +using Animancer.Units; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Weapons +{ + /// Causes a to attack in response to player input. + /// + /// Normally this would be part of the , but since we want to demonstrate both + /// and in this example we have implemented it separately. + /// + /// Weapons + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Weapons/AttackInput + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Attack Input")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(AttackInput))] + public sealed class AttackInput : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private CharacterState _Attack; + [SerializeField, Seconds] private float _AttackInputTimeOut = 0.5f; + + private StateMachine.InputBuffer _InputBuffer; + + /************************************************************************************************************************/ + + private void Awake() + { + _InputBuffer = new StateMachine.InputBuffer(_Attack.Character.StateMachine); + } + + /************************************************************************************************************************/ + + private void Update() + { + if (Input.GetButtonDown("Fire2"))// Right Click by default. + { + _InputBuffer.Buffer(_Attack, _AttackInputTimeOut); + } + + _InputBuffer.Update(); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackInput.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackInput.cs.meta new file mode 100644 index 0000000000..91d03bca7b --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackInput.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 5cf1c1df53fdbf745aa0acbf1fd00819 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackState.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackState.cs new file mode 100644 index 0000000000..4a6a5bb7f0 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackState.cs @@ -0,0 +1,85 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Examples.StateMachines.Brains; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Weapons +{ + /// A which can perform in sequence. + /// Weapons + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Weapons/AttackState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Attack State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(AttackState))] + public sealed class AttackState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private EquipState _Equipment; + + private int _AttackIndex = int.MaxValue; + + /************************************************************************************************************************/ + + /// + /// Start at the beginning of the sequence by default, but if the previous attack has not faded out yet then + /// perform the next attack instead. + /// + private void OnEnable() + { + Character.Animancer.Animator.applyRootMotion = true; + + if (ShouldRestartCombo()) + { + _AttackIndex = 0; + } + else + { + _AttackIndex++; + } + + var animation = _Equipment.Weapon.AttackAnimations[_AttackIndex]; + var state = Character.Animancer.Play(animation); + state.Events.OnEnd = Character.StateMachine.ForceSetDefaultState; + } + + /************************************************************************************************************************/ + + private bool ShouldRestartCombo() + { + var attackAnimations = _Equipment.Weapon.AttackAnimations; + + if (_AttackIndex >= attackAnimations.Length - 1) + return true; + + var state = attackAnimations[_AttackIndex].State; + if (state == null || + state.Weight == 0) + return true; + + return false; + } + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + Character.Rigidbody.linearVelocity = default; + } + + /************************************************************************************************************************/ + + public override bool CanExitState => false; + + /************************************************************************************************************************/ + + private void OnDisable() + { + Character.Animancer.Animator.applyRootMotion = false; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackState.cs.meta new file mode 100644 index 0000000000..548026c2a1 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/AttackState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 8713ae8fdc5c6f8498df051397d837d1 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Documentation.URL b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Documentation.URL new file mode 100644 index 0000000000..8d225bfbca --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Documentation.URL @@ -0,0 +1,7 @@ +[InternetShortcut] +URL=https://kybernetik.com.au/animancer/docs/examples/fsm/weapons/ +IDList= +HotKey=0 +IconIndex=0 +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,11 diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Documentation.URL.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Documentation.URL.meta new file mode 100644 index 0000000000..8823b1633a --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Documentation.URL.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4f8a06db5f80c254ca2b6fc63ea67657 +labels: +- Documentation +- Example +- FSM +- FiniteStateMachine +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/EquipState.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/EquipState.cs new file mode 100644 index 0000000000..dc3c9f3e29 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/EquipState.cs @@ -0,0 +1,139 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Examples.StateMachines.Brains; +using System; +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Weapons +{ + /// A which managed the currently equipped . + /// Weapons + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Weapons/EquipState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Equip State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(EquipState))] + public sealed class EquipState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private Transform _WeaponHolder; + [SerializeField] private Weapon _Weapon; + + private Weapon _EquippingWeapon; + private Action _OnUnequipEnd; + + /************************************************************************************************************************/ + + // Called by UI Buttons. + public Weapon Weapon + { + get => _Weapon; + set + { + if (enabled) + return; + + _EquippingWeapon = value; + if (!Character.StateMachine.TrySetState(this)) + _EquippingWeapon = _Weapon; + } + } + + /************************************************************************************************************************/ + + private void Awake() + { + _EquippingWeapon = _Weapon; + _OnUnequipEnd = OnUnequipEnd; + AttachWeapon(); + } + + /************************************************************************************************************************/ + + // This state can only be entered by setting the Weapon property. + public override bool CanEnterState => _Weapon != _EquippingWeapon; + + /************************************************************************************************************************/ + + /// + /// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then + /// perform the next attack instead. + /// + private void OnEnable() + { + if (_Weapon.UnequipAnimation.IsValid) + { + var state = Character.Animancer.Play(_Weapon.UnequipAnimation); + state.Events.OnEnd = _OnUnequipEnd; + } + else + { + OnUnequipEnd(); + } + } + + /************************************************************************************************************************/ + + private void OnUnequipEnd() + { + DetachWeapon(); + _Weapon = _EquippingWeapon; + AttachWeapon(); + + if (_Weapon.EquipAnimation.IsValid) + { + var state = Character.Animancer.Play(_Weapon.EquipAnimation); + state.Events.OnEnd = Character.StateMachine.ForceSetDefaultState; + } + else + { + Character.StateMachine.ForceSetState(Character.Idle); + } + } + + /************************************************************************************************************************/ + + private void AttachWeapon() + { + if (_Weapon == null) + return; + + if (_WeaponHolder != null) + { + var transform = _Weapon.transform; + transform.parent = _WeaponHolder; + transform.localPosition = default; + transform.localRotation = Quaternion.identity; + transform.localScale = Vector3.one; + } + + _Weapon.gameObject.SetActive(true); + } + + private void DetachWeapon() + { + if (_Weapon == null) + return; + + // It might be more appropriate to reparent inactive weapons to the inventory system if you have one. + // Or you could even attach them to specific bones on the character and leave them active. + _Weapon.transform.parent = transform; + _Weapon.gameObject.SetActive(false); + } + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + Character.Rigidbody.linearVelocity = default; + } + + /************************************************************************************************************************/ + + public override bool CanExitState => false; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/EquipState.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/EquipState.cs.meta new file mode 100644 index 0000000000..80162302af --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/EquipState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: f826255ba7332fe47ba4153a4305d03c +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Read Me.txt b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Read Me.txt new file mode 100644 index 0000000000..dab99cd61c --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Read Me.txt @@ -0,0 +1,15 @@ +//////////////////////////////////////////////////////////////////////////////// +// Animancer // Weapons Example // +//////////////////////////////////////////////////////////////////////////////// + +This example is based on a character and animations downloaded from Mixamo which +unfortunately cannot be legally redistributed in their raw source form, meaning +that they cannot be directly included in Animancer. + +So instead of providing a ready-made scene, the documentation for this example +explains how to download the required assets and set them up from scratch in +Unity using the More Brains example as a base. + +https://kybernetik.com.au/animancer/docs/examples/fsm/weapons/ + +//////////////////////////////////////////////////////////////////////////////// \ No newline at end of file diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Read Me.txt.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Read Me.txt.meta new file mode 100644 index 0000000000..83dff99a61 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Read Me.txt.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e30aa9bee43a2834894820425e02375a +labels: +- Documentation +- Example +- FSM +- FiniteStateMachine +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/RootMotionRedirect.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/RootMotionRedirect.cs new file mode 100644 index 0000000000..cb4dce72c8 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/RootMotionRedirect.cs @@ -0,0 +1,38 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Weapons +{ + /// + /// Takes the root motion from the attached to the same and applies + /// it to a on a different object. + /// + /// Weapons + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Weapons/RootMotionRedirect + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Root Motion Redirect")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(RootMotionRedirect))] + public sealed class RootMotionRedirect : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private Rigidbody _Rigidbody; + [SerializeField] private Animator _Animator; + + /************************************************************************************************************************/ + + private void OnAnimatorMove() + { + if (_Animator.applyRootMotion) + { + _Rigidbody.MovePosition(_Rigidbody.position + _Animator.deltaPosition); + _Rigidbody.MoveRotation(_Rigidbody.rotation * _Animator.deltaRotation); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/RootMotionRedirect.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/RootMotionRedirect.cs.meta new file mode 100644 index 0000000000..7d3a4aaf39 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/RootMotionRedirect.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 1cce984070b750e49a412056be799094 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Weapon.cs b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Weapon.cs new file mode 100644 index 0000000000..67f2909f4f --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Weapon.cs @@ -0,0 +1,39 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.StateMachines.Weapons +{ + /// + /// Holds various animations relating to the use of a weapon. In a real game, this class might have other details + /// like damage, damage type, weapon category, etc. It could also inherit from a base Item class for things like + /// weight, cost, and description. + /// + /// Weapons + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Weapons/Weapon + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Weapon")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(Weapon))] + public sealed class Weapon : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] + private ClipTransition[] _AttackAnimations; + public ClipTransition[] AttackAnimations => _AttackAnimations; + + /************************************************************************************************************************/ + + [SerializeField] + private ClipTransition _EquipAnimation; + public ClipTransition EquipAnimation => _EquipAnimation; + + [SerializeField] + private ClipTransition _UnequipAnimation; + public ClipTransition UnequipAnimation => _UnequipAnimation; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Weapon.cs.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Weapon.cs.meta new file mode 100644 index 0000000000..4f8289914b --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/06 Weapons/Weapon.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: e88b141073e9c11499db9761c99dd5b0 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/Documentation.URL b/Assets/Plugins/Animancer/Examples/06 State Machines/Documentation.URL new file mode 100644 index 0000000000..ceb15500a1 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/Documentation.URL @@ -0,0 +1,7 @@ +[InternetShortcut] +URL=https://kybernetik.com.au/animancer/docs/examples/fsm/ +IDList= +HotKey=0 +IconIndex=0 +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,11 diff --git a/Assets/Plugins/Animancer/Examples/06 State Machines/Documentation.URL.meta b/Assets/Plugins/Animancer/Examples/06 State Machines/Documentation.URL.meta new file mode 100644 index 0000000000..7f568a6310 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/06 State Machines/Documentation.URL.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 647d3e1b536d5e843bd48cf86292f351 +labels: +- Documentation +- Example +- FSM +- FiniteStateMachine +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/07 Layers.meta b/Assets/Plugins/Animancer/Examples/07 Layers.meta new file mode 100644 index 0000000000..6ba0c66d92 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/07 Layers.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 1ae2cfc7da2a93c469fc268f328e1c25 +labels: +- Example +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/07 Layers/Documentation.URL b/Assets/Plugins/Animancer/Examples/07 Layers/Documentation.URL new file mode 100644 index 0000000000..a8c4f9c4eb --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/07 Layers/Documentation.URL @@ -0,0 +1,7 @@ +[InternetShortcut] +URL=https://kybernetik.com.au/animancer/docs/examples/layers/ +IDList= +HotKey=0 +IconIndex=0 +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,11 diff --git a/Assets/Plugins/Animancer/Examples/07 Layers/Documentation.URL.meta b/Assets/Plugins/Animancer/Examples/07 Layers/Documentation.URL.meta new file mode 100644 index 0000000000..623446fdd0 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/07 Layers/Documentation.URL.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 438a7bee0c0f879468ec0e41df8cd127 +labels: +- Documentation +- Example +- Layers +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/07 Layers/LayerExample.cs b/Assets/Plugins/Animancer/Examples/07 Layers/LayerExample.cs new file mode 100644 index 0000000000..88479a632b --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/07 Layers/LayerExample.cs @@ -0,0 +1,122 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using UnityEngine; + +namespace Animancer.Examples.Layers +{ + /// Demonstrates how to use layers to play multiple animations at once on different body parts. + /// Layers + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Layers/LayerExample + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Layers - Layer Example")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Layers) + "/" + nameof(LayerExample))] + public sealed class LayerExample : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _BasicAnimancer; + [SerializeField] private AnimancerComponent _LayeredAnimancer; + + // Not using Transitions because the End Event is completely different between the two characters. + [SerializeField] private AnimationClip _Idle; + [SerializeField] private AnimationClip _Run; + [SerializeField] private AnimationClip _Action; + + [SerializeField, Seconds] private float _FadeDuration = AnimancerPlayable.DefaultFadeDuration; + [SerializeField] private AvatarMask _ActionMask; + + /************************************************************************************************************************/ + + private const int BaseLayer = 0; + private const int ActionLayer = 1; + + /************************************************************************************************************************/ + + private void OnEnable() + { + // Idle on default layer 0. + _BasicAnimancer.Play(_Idle); + _LayeredAnimancer.Play(_Idle); + + // Set the mask for layer 1 (this automatically creates the layer). + _LayeredAnimancer.Layers[ActionLayer].SetMask(_ActionMask); + + // Since we set a mask it will use the name of the mask in the Inspector by default. But we can also + // replace it with a custom name. Either way, layer names are only used in the Inspector and any calls to + // this method will be compiled out of runtime builds. + _LayeredAnimancer.Layers[ActionLayer].SetDebugName("Action Layer"); + } + + /************************************************************************************************************************/ + + private bool _IsRunning; + + public void ToggleRunning() + { + // Swap between true and false. + _IsRunning = !_IsRunning; + + // Determine which animation to play. + var animation = _IsRunning ? _Run : _Idle; + + // Play it on the basic character. + _BasicAnimancer.Play(animation, _FadeDuration); + + // If the Action is currently playing on the layered character, move it to the appropriate layer. + var previousLayer = _IsRunning ? BaseLayer : ActionLayer; + var state = _LayeredAnimancer.Layers[previousLayer].CurrentState; + + if (state != null && + state.Weight > 0 && + state.Clip == _Action) + { + // Playing the animation on a different layer will need to create a copy of its state to let the + // original fade out properly on the previous layer. So we need to give the new state the correct time. + var time = state.Time; + state = PerformActionLayered(); + state.Time = time; + + // If the Action is now on the base layer, let it continue instead of playing the Idle or Run. + if (state.LayerIndex == BaseLayer) + return; + } + + // Otherwise just play the Idle or Run animation normally. + _LayeredAnimancer.Play(animation, _FadeDuration); + } + + /************************************************************************************************************************/ + + public void PerformAction() + { + // Basic. + var state = _BasicAnimancer.Play(_Action, _FadeDuration); + state.Events.OnEnd = () => _BasicAnimancer.Play(_IsRunning ? _Run : _Idle, _FadeDuration); + + // Layered. + PerformActionLayered(); + } + + public AnimancerState PerformActionLayered() + { + // When running, perform the action on the ActionLayer (1) then fade that layer back out. + if (_IsRunning) + { + var state = 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+#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.InverseKinematics +{ + /// Demonstrates how to use Unity's Inverse Kinematics (IK) system to move a character's limbs. + /// Puppet + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/IKPuppet + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - IK Puppet")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(IKPuppet))] + public sealed class IKPuppet : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private Transform _BodyTarget; + [SerializeField] private IKPuppetLookTarget _LookTarget; + [SerializeField] private IKPuppetTarget[] _IKTargets; + + /************************************************************************************************************************/ + + private void Awake() + { + // Tell Unity that we want it to call OnAnimatorIK for states on this layer: + _Animancer.Layers[0].ApplyAnimatorIK = true; + } + + /************************************************************************************************************************/ + + private void OnAnimatorIK(int layerIndex) + { + _Animancer.Animator.bodyPosition = _BodyTarget.position; + _Animancer.Animator.bodyRotation = _BodyTarget.rotation; + + _LookTarget.UpdateAnimatorIK(_Animancer.Animator); + + for (int i = 0; i < _IKTargets.Length; i++) + { + _IKTargets[i].UpdateAnimatorIK(_Animancer.Animator); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppet.cs.meta 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+using UnityEngine; + +namespace Animancer.Examples.InverseKinematics +{ + /// An object for a character to look at using Inverse Kinematics (IK). + /// Puppet + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/IKPuppetLookTarget + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - IK Puppet Look Target")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(IKPuppetLookTarget))] + public sealed class IKPuppetLookTarget : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField, Range(0, 1)] private float _Weight = 1; + [SerializeField, Range(0, 1)] private float _BodyWeight = 0.3f; + [SerializeField, Range(0, 1)] private float _HeadWeight = 0.6f; + [SerializeField, Range(0, 1)] private float _EyesWeight = 1; + [SerializeField, Range(0, 1)] private float _ClampWeight = 0.5f; + + /************************************************************************************************************************/ + + public void UpdateAnimatorIK(Animator animator) + { + animator.SetLookAtWeight(_Weight, _BodyWeight, _HeadWeight, _EyesWeight, _ClampWeight); + animator.SetLookAtPosition(transform.position); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetLookTarget.cs.meta b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetLookTarget.cs.meta new file mode 100644 index 0000000000..0aeed06f70 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetLookTarget.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 4a3ef06791eb10d47bfbd6fc2f3c92af +labels: +- Example +- IK +- InverseKinematics +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetTarget.cs b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetTarget.cs new file mode 100644 index 0000000000..d8926462a1 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetTarget.cs @@ -0,0 +1,36 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.InverseKinematics +{ + /// An object for one of a character's limbs to aim at using Inverse Kinematics (IK). + /// Puppet + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/IKPuppetTarget + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - IK Puppet Target")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(IKPuppetTarget))] + public sealed class IKPuppetTarget : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AvatarIKGoal _Type; + [SerializeField, Range(0, 1)] private float _PositionWeight = 1; + [SerializeField, Range(0, 1)] private float _RotationWeight = 0; + + /************************************************************************************************************************/ + + public void UpdateAnimatorIK(Animator animator) + { + animator.SetIKPositionWeight(_Type, _PositionWeight); + animator.SetIKRotationWeight(_Type, _RotationWeight); + + animator.SetIKPosition(_Type, transform.position); + animator.SetIKRotation(_Type, transform.rotation); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetTarget.cs.meta b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetTarget.cs.meta new file mode 100644 index 0000000000..8825d053f5 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetTarget.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 0f630e43895fd8444a876e955bc7d877 +labels: +- Example +- IK +- InverseKinematics +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKTarget.mat b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKTarget.mat new file mode 100644 index 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Animancer.Examples.InverseKinematics +{ + /// Allows the user to drag any object with a collider around on screen with the mouse. + /// Puppet + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/MouseDrag + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Mouse Drag")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(MouseDrag))] + public sealed class MouseDrag : MonoBehaviour + { + /************************************************************************************************************************/ + + private Transform _Dragging; + private float _Distance; + + /************************************************************************************************************************/ + + private void Update() + { + // On click, do a raycast and grab whatever it hits and calculate how far away it is. + if (Input.GetMouseButtonDown(0)) + { + var ray = Camera.main.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out var hit)) + { + _Dragging = hit.transform; + _Distance = Vector3.Distance(_Dragging.position, Camera.main.transform.position); + } + } + // While holding the button, move the object in line with the mouse ray. + else if (_Dragging != null && Input.GetMouseButton(0)) + { + var ray = Camera.main.ScreenPointToRay(Input.mousePosition); + _Dragging.position = Camera.main.transform.position + ray.direction * _Distance; + } + else + { + _Dragging = null; + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/MouseDrag.cs.meta b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/MouseDrag.cs.meta new file mode 100644 index 0000000000..57ef3f6007 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 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https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.InverseKinematics +{ + /// Records the positions and rotations of a set of objects so they can be returned later on. + /// Puppet + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/TransformResetter + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Transform Resetter")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(TransformResetter))] + public sealed class TransformResetter : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private Transform[] _Transforms; + + private Vector3[] _StartingPositions; + private Quaternion[] _StartingRotations; + + /************************************************************************************************************************/ + + private void Awake() + { + var count = _Transforms.Length; + _StartingPositions = new Vector3[count]; + _StartingRotations = new Quaternion[count]; + for (int i = 0; i < count; i++) + { + var transform = _Transforms[i]; + _StartingPositions[i] = transform.localPosition; + _StartingRotations[i] = transform.localRotation; + } + } + + /************************************************************************************************************************/ + + // Called by a UI Button. + // This method is not called Reset because that is a MonoBehaviour message (like Awake). + // That would cause Unity to call it in Edit Mode when we first add this component. + // And since the _StartingPositions would be null it would throw a NullReferenceException. + public void ReturnToStartingValues() + { + for (int i = 0; i < _Transforms.Length; i++) + { + var transform = _Transforms[i]; + transform.localPosition = _StartingPositions[i]; + transform.localRotation = _StartingRotations[i]; + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/TransformResetter.cs.meta b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/TransformResetter.cs.meta new file mode 100644 index 0000000000..c8dfd2974d --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/TransformResetter.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: e45e9d83e468d22489e5abd3b86c2e04 +labels: +- Example +- IK +- InverseKinematics +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/02 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Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer.Examples.InverseKinematics +{ + /// Spawns a bunch of obstacles and randomises them each time the target moves too far away. + /// Uneven Ground + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/ObstacleTreadmill + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Obstacle Treadmill")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(ObstacleTreadmill))] + public sealed class ObstacleTreadmill : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private float _SpawnCount = 10; + [SerializeField] private Material _ObstacleMaterial; + [SerializeField, Meters] private float _Length; + [SerializeField, Degrees] private float _RotationVariance = 45; + [SerializeField, Multiplier] private float _BaseScale = 1; + [SerializeField, Multiplier] private float _ScaleVariance = 0.1f; + [SerializeField] private Transform _Target; + + /************************************************************************************************************************/ + + private readonly List Obstacles = new List(); + + /************************************************************************************************************************/ + + private void Awake() + { + // Spawn a bunch of obstacles and randomise their layout. + for (int i = 0; i < _SpawnCount; i++) + { + var obj = GameObject.CreatePrimitive(PrimitiveType.Capsule).transform; + obj.GetComponent().sharedMaterial = _ObstacleMaterial; + obj.parent = transform; + Obstacles.Add(obj); + } + + ScrambleObjects(); + } + + /************************************************************************************************************************/ + + private void ScrambleObjects() + { + // Move and rotate each of the obstacles randomly. + for (int i = 0; i < Obstacles.Count; i++) + { + var obj = Obstacles[i]; + obj.localPosition = new Vector3(Random.Range(0, _Length), 0, 0); + obj.localRotation = Quaternion.Euler(90, Random.Range(-_RotationVariance, _RotationVariance), 0); + obj.localScale = Vector3.one * (_BaseScale + Random.Range(-_ScaleVariance, _ScaleVariance)); + } + } + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + // When the target moves too far, teleport them back and randomize the obstacles again. + var position = _Target.position; + if (position.x < transform.position.x) + { + ScrambleObjects(); + + position.x += _Length; + + // Adjust the height to make sure it is above the ground. + position.y += 5; + if (Physics.Raycast(position, Vector3.down, out var raycastHit, 10)) + position = raycastHit.point; + + _Target.position = position; + } + } + + /************************************************************************************************************************/ + + [SerializeField] + private Transform _Ground; + + public float Slope + { + get => _Ground.localEulerAngles.z; + set => _Ground.localEulerAngles = new Vector3(0, 0, value); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/02 Uneven Ground/ObstacleTreadmill.cs.meta b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/02 Uneven Ground/ObstacleTreadmill.cs.meta new file mode 100644 index 0000000000..683e40e126 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/02 Uneven Ground/ObstacleTreadmill.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 4df46527bf4157d40b8240cdede9246a +labels: +- Example +- IK +- InverseKinematics +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/02 Uneven Ground/RaycastFootIK.cs b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/02 Uneven Ground/RaycastFootIK.cs new file mode 100644 index 0000000000..97f0040416 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/02 Uneven Ground/RaycastFootIK.cs @@ -0,0 +1,115 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0414 // Field is assigned but its value is never used. +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using UnityEngine; + +namespace Animancer.Examples.InverseKinematics +{ + /// + /// Demonstrates how to use Unity's Inverse Kinematics (IK) system to adjust a character's feet according to the + /// terrain they are moving over. + /// + /// Uneven Ground + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/RaycastFootIK + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Raycast Foot IK")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(RaycastFootIK))] + public sealed class RaycastFootIK : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private AnimationClip _Animation; + [SerializeField, Meters] private float _RaycastOriginY = 0.5f; + [SerializeField, Meters] private float _RaycastEndY = -0.2f; + + /************************************************************************************************************************/ + + private Transform _LeftFoot; + private Transform _RightFoot; + + private AnimatedFloat _FootWeights; + + /************************************************************************************************************************/ + + /// Public property for a UI Toggle to enable or disable the IK. + public bool ApplyAnimatorIK + { + get => _Animancer.Layers[0].ApplyAnimatorIK; + set => _Animancer.Layers[0].ApplyAnimatorIK = value; + } + + /************************************************************************************************************************/ + + private void Awake() + { + _LeftFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.LeftFoot); + _RightFoot = _Animancer.Animator.GetBoneTransform(HumanBodyBones.RightFoot); + + _FootWeights = new AnimatedFloat(_Animancer, "LeftFootIK", "RightFootIK"); + + _Animancer.Play(_Animation); + + // Tell Unity that OnAnimatorIK needs to be called every frame. + ApplyAnimatorIK = true; + + } + + /************************************************************************************************************************/ + + // Note that due to limitations in the Playables API, Unity will always call this method with layerIndex = 0. + private void OnAnimatorIK(int layerIndex) + { + // _FootWeights[0] is the first property we specified in Awake: "LeftFootIK". + // _FootWeights[1] is the second property we specified in Awake: "RightFootIK". + UpdateFootIK(_LeftFoot, AvatarIKGoal.LeftFoot, _FootWeights[0], _Animancer.Animator.leftFeetBottomHeight); + UpdateFootIK(_RightFoot, AvatarIKGoal.RightFoot, _FootWeights[1], _Animancer.Animator.rightFeetBottomHeight); + } + + /************************************************************************************************************************/ + + private void UpdateFootIK(Transform footTransform, AvatarIKGoal goal, float weight, float footBottomHeight) + { + var animator = _Animancer.Animator; + animator.SetIKPositionWeight(goal, weight); + animator.SetIKRotationWeight(goal, weight); + + if (weight == 0) + return; + + // Get the local up direction of the foot. + var rotation = animator.GetIKRotation(goal); + var localUp = rotation * Vector3.up; + + var position = footTransform.position; + position += localUp * _RaycastOriginY; + + var distance = _RaycastOriginY - _RaycastEndY; + + if (Physics.Raycast(position, -localUp, out var hit, distance)) + { + // Use the hit point as the desired position. + position = hit.point; + position += localUp * footBottomHeight; + animator.SetIKPosition(goal, position); + + // Use the hit normal to calculate the desired rotation. + var rotAxis = Vector3.Cross(localUp, hit.normal); + var angle = Vector3.Angle(localUp, hit.normal); + rotation = Quaternion.AngleAxis(angle, rotAxis) * rotation; + + animator.SetIKRotation(goal, rotation); + } + else// Otherwise simply stretch the leg out to 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Animator Controllers/01 Hybrid Basics/Hybrid Basics.unity.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 719e1ffc1f7855f47be0a6c096acaaed +labels: +- Example +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/01 Hybrid Basics/HybridBasics.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/01 Hybrid Basics/HybridBasics.cs new file mode 100644 index 0000000000..bff55ae4e5 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/01 Hybrid Basics/HybridBasics.cs @@ -0,0 +1,87 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.AnimatorControllers +{ + /// Demonstrates how to play Animator Controllers alongside Animancer. + /// Animator Controllers + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers/HybridBasics + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Animator Controllers - Hybrid Basics")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "/" + nameof(HybridBasics))] + public sealed class HybridBasics : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private AnimationClip _SeparateAnimation; + + /************************************************************************************************************************/ + + private static readonly int MoveParameterID = Animator.StringToHash("Move"); + + // Called by a UI Toggle. + public void SetMove(bool move) + { + // Call SetBool on the HybridAnimancerComponent: + if (_Animancer is HybridAnimancerComponent hybrid) + hybrid.SetBool(MoveParameterID, move); + else// Or on the Animator: + _Animancer.Animator.SetBool(MoveParameterID, move); + } + + /************************************************************************************************************************/ + + // Called by a UI Button. + public void PlaySeparateAnimation() + { +#if UNITY_EDITOR + // Disable this warning since this example is intentionally showing the reason why the warning exists. + var warnings = OptionalWarning.NativeControllerHumanoid.DisableTemporarily(); + + _Animancer.Play(_SeparateAnimation); + + warnings.Enable(); +#else + _Animancer.Play(_SeparateAnimation); +#endif + } + + /************************************************************************************************************************/ + + // Called by a UI Button. + public void PlayAnimatorController() + { + // Play the Animator Controller on the HybridAnimancerComponent: + if (_Animancer is HybridAnimancerComponent hybrid) + hybrid.Play(hybrid.Controller, 0); + else// Or Stop the AnimancerComponent to let the native Animator Controller resume control: + _Animancer.Stop(); + } + + /************************************************************************************************************************/ + + // Called by a UI Button. + public void FadeSeparateAnimation() + { + _Animancer.Play(_SeparateAnimation, 0.25f); + } + + /************************************************************************************************************************/ + + // Called by a UI Button. + public void FadeAnimatorController() + { + // Play the Animator Controller on the HybridAnimancerComponent: + if (_Animancer is HybridAnimancerComponent hybrid) + hybrid.PlayController(); + else// Or fade out the Animancer Layer to let the native Animator Controller resume control: + _Animancer.Layers[0].StartFade(0, 0.25f); + } + + 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+guid: 36ee1f66f55090d48857df90d006ed9e +labels: +- Documentation +- Example +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 Hybrid Mini Game/GolfMiniGame.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 Hybrid Mini Game/GolfMiniGame.cs new file mode 100644 index 0000000000..079e11eed4 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 Hybrid Mini Game/GolfMiniGame.cs @@ -0,0 +1,165 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Examples.StateMachines.Brains; +using Animancer.FSM; +using UnityEngine; + +namespace Animancer.Examples.AnimatorControllers +{ + /// + /// A which allows the player to play golf using the + /// script. + /// + /// Hybrid Mini Game + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers/GolfMiniGame + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Hybrid - Golf Mini Game")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "/" + nameof(GolfMiniGame))] + public sealed class GolfMiniGame : CharacterBrain + { + /************************************************************************************************************************/ + + [SerializeField] private Events.GolfHitController _GolfHitController; + [SerializeField] private Transform _GolfClub; + [SerializeField] private Transform _ExitPoint; + [SerializeField] private GameObject _RegularControls; + [SerializeField] private GameObject _GolfControls; + + private Vector3 _GolfClubStartPosition; + private Quaternion _GolfClubStartRotation; + private CharacterBrain _PreviousBrain; + + private enum State { Entering, Turning, Playing, Exiting, } + private State _State; + + /************************************************************************************************************************/ + + private void Awake() + { + _GolfClubStartPosition = _GolfClub.localPosition; + _GolfClubStartRotation = _GolfClub.localRotation; + } + + /************************************************************************************************************************/ + + /// + /// When a enters this trigger, try to make it enter this state. + /// + private void OnTriggerEnter(Collider collider) + { + if (enabled) + return; + + var character = collider.GetComponent(); + if (character == null || + !character.Idle.TryEnterState()) + return; + + _State = State.Entering; + _PreviousBrain = character.Brain; + Character = character; + } + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + switch (_State) + { + case State.Entering: + if (MoveTowards(_GolfHitController.transform.position)) + StartTurning(); + break; + + case State.Turning: + if (Quaternion.Angle(Character.Animancer.transform.rotation, _GolfHitController.transform.rotation) < 1) + StartPlaying(); + break; + + case State.Playing: + break; + + case State.Exiting: + if (MoveTowards(_ExitPoint.position)) + Character.Brain = _PreviousBrain; + break; + } + } + + /************************************************************************************************************************/ + + private bool MoveTowards(Vector3 destination) + { + var step = Character.Stats.GetMoveSpeed(false) * Time.deltaTime; + var direction = destination - Character.Rigidbody.position; + var distance = direction.magnitude; + MovementDirection = direction / distance;// Normalize. + return distance <= step; + } + + /************************************************************************************************************************/ + + private void StartTurning() + { + _State = State.Turning; + MovementDirection = _GolfHitController.transform.forward; + + // Disable the Character's movement and move them next to the golf ball. + Character.Rigidbody.linearVelocity = default; + Character.Rigidbody.isKinematic = true; + Character.Rigidbody.position = _GolfHitController.transform.position; + } + + /************************************************************************************************************************/ + + private void StartPlaying() + { + _State = State.Playing; + + // Put the GolfClub in their hand, specifically as a child of the "RightHandHolder" object which is positioned + // correctly for holding objects. + const string HolderName = "RightHandHolder"; + var rightHand = Character.Animancer.Animator.GetBoneTransform(HumanBodyBones.RightHand); + rightHand = rightHand.Find(HolderName); + Debug.Assert(rightHand != null, "Unable to find " + HolderName); + + _GolfClub.parent = rightHand; + _GolfClub.localPosition = default; + _GolfClub.localRotation = Quaternion.identity; + + // Activate the GolfHitController so it can now take control of the character. + _GolfHitController.gameObject.SetActive(true); + + // Swap the displayed controls. + _RegularControls.SetActive(false); + _GolfControls.SetActive(true); + } + + /************************************************************************************************************************/ + + public void Quit() + { + // Basically just undo everything StartTurning and StartPlaying did. + + _State = State.Exiting; + + _GolfHitController.gameObject.SetActive(false); + _RegularControls.SetActive(true); + _GolfControls.SetActive(false); + + _GolfClub.parent = transform; + _GolfClub.localPosition = _GolfClubStartPosition; + _GolfClub.localRotation = _GolfClubStartRotation; + + Character.Rigidbody.isKinematic = false; + + // The character will still be in the Idle state from when the mini game started. + // But it only plays its animation when first entered so we force 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--git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 Hybrid Mini Game/LocomotionState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 Hybrid Mini Game/LocomotionState.cs new file mode 100644 index 0000000000..4fa84a25f1 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 Hybrid Mini Game/LocomotionState.cs @@ -0,0 +1,126 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using Animancer.Examples.StateMachines.Brains; +using Animancer.Units; +using UnityEngine; + +namespace Animancer.Examples.AnimatorControllers +{ + /// + /// A which moves the character according to their + /// . + /// + /// + /// + /// This class is very similar to , except that it manages a + /// Blend Tree instead of individual s. + /// + /// + /// Hybrid Mini Game + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers/LocomotionState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Hybrid - Locomotion State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "/" + nameof(LocomotionState))] + public sealed class LocomotionState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField, MetersPerSecondPerSecond] private float _Acceleration = 3; + + private float _MoveBlend; + + /************************************************************************************************************************/ + + private void OnEnable() + { + Animancer.PlayController(); + _MoveBlend = 0; + } + + /************************************************************************************************************************/ + + private void Update() + { + UpdateAnimation(); + UpdateTurning(); + } + + /************************************************************************************************************************/ + + /// + /// This method is similar to the "PlayMove" method in , but instead + /// of checking to determine whether or not to run we are checking if the + /// says it wants to run. + /// + private void UpdateAnimation() + { + float targetBlend; + if (Character.Brain.MovementDirection == default) + targetBlend = 0; + else if (Character.Brain.IsRunning) + targetBlend = 1; + else + targetBlend = 0.5f; + + _MoveBlend = Mathf.MoveTowards(_MoveBlend, targetBlend, _Acceleration * Time.deltaTime); + Animancer.SetFloat("MoveBlend", _MoveBlend); + } + + /************************************************************************************************************************/ + + /// + /// This method is identical to the same method in . + /// + private void UpdateTurning() + { + var movement = Character.Brain.MovementDirection; + if (movement == default) + return; + + var targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg; + var turnDelta = Character.Stats.TurnSpeed * Time.deltaTime; + + var transform = Character.Animancer.transform; + var eulerAngles = transform.eulerAngles; + eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetAngle, turnDelta); + transform.eulerAngles = eulerAngles; + } + + /************************************************************************************************************************/ + + /// + /// Constantly moves the character according to the . + /// + /// + /// This method is kept simple for the sake of demonstrating the animation system in this example. + /// In a real game you would usually not set the velocity directly, but would instead use + /// to avoid interfering with collisions and other forces. + /// + /// This method is identical to the same method in . + /// + private void FixedUpdate() + { + // Get the desired direction, remove any vertical component, and limit the magnitude to 1 or less. + // Otherwise a brain could make the character travel at any speed by setting a longer vector. + var direction = Character.Brain.MovementDirection; + direction.y = 0; + direction = Vector3.ClampMagnitude(direction, 1); + + var speed = Character.Stats.GetMoveSpeed(Character.Brain.IsRunning); + + Character.Rigidbody.linearVelocity = direction * speed; + } + + /************************************************************************************************************************/ + + /// + /// Normally the class would have a reference to the specific type of + /// we want, but for the sake of reusing code from the earlier example, we + /// just use a type cast here. + /// + private HybridAnimancerComponent Animancer => (HybridAnimancerComponent)Character.Animancer; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 Hybrid Mini 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Kit/3D Game Kit (check the Read Me first).unity.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/3D Game Kit (check the Read Me first).unity.meta new file mode 100644 index 0000000000..0b53a2bab0 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/3D Game Kit (check the Read Me first).unity.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5c9cda041e9dd444a8470d4e2b9c5e62 +labels: +- Example +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters.meta new file mode 100644 index 0000000000..b0b01c0cf1 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 741249036273ebb4083f510de01b5a6d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/Character.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/Character.cs new file mode 100644 index 0000000000..4caaf0e222 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/Character.cs @@ -0,0 +1,291 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using System; +using UnityEngine; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// + /// A centralised group of references to the common parts of a character and a state machine for their actions. + /// + /// 3D Game Kit + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/Character + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Character")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(Character))] + public sealed class Character : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] + private AnimancerComponent _Animancer; + public AnimancerComponent Animancer => _Animancer; + + [SerializeField] + private CharacterController _CharacterController; + public CharacterController CharacterController => _CharacterController; + + [SerializeField] + private CharacterBrain _Brain; + public CharacterBrain Brain + { + get => _Brain; + set + { + if (_Brain == value) + return; + + var oldBrain = _Brain; + _Brain = value; + + // Make sure the old brain doesn't still reference this character. + if (oldBrain != null) + oldBrain.Character = null; + + // Give the new brain a reference to this character. + if (value != null) + value.Character = this; + } + } + + /// Inspector toggle so you can easily compare raw root motion with controlled motion. + [SerializeField] + private bool _FullMovementControl = true; + + [SerializeField] + private CharacterStats _Stats; + public CharacterStats Stats => _Stats; + + /************************************************************************************************************************/ + + [Header("States")] + [SerializeField] + private CharacterState _Respawn; + public CharacterState Respawn => _Respawn; + + [SerializeField] + private CharacterState _Idle; + public CharacterState Idle => _Idle; + + [SerializeField] + private CharacterState _Locomotion; + public CharacterState Locomotion => _Locomotion; + + [SerializeField] + private AirborneState _Airborne; + public AirborneState Airborne => _Airborne; + + /************************************************************************************************************************/ + + public float ForwardSpeed { get; set; } + public float DesiredForwardSpeed { get; set; } + public float VerticalSpeed { get; set; } + + public bool IsGrounded { get; private set; } + public Material GroundMaterial { get; private set; } + + /************************************************************************************************************************/ + + /// The Finite State Machine that manages the actions of this character. + public readonly StateMachine.WithDefault + StateMachine = new StateMachine.WithDefault(); + + private void Awake() + { + StateMachine.DefaultState = _Respawn;// Start in the Respawn state if there is one. + StateMachine.DefaultState = _Idle;// But the actual default state is Idle. + } + + /************************************************************************************************************************/ + #region Motion + /************************************************************************************************************************/ + + /// + /// Check if this should enter the Idle, Locomotion, or Airborne states depending on + /// whether it is grounded and the movement input from the . + /// + /// + /// We could add some null checks to this method to support characters that don't have all the standard states, + /// such as a character that can't move or a flying character that never lands. + /// + public bool CheckMotionState() + { + CharacterState state; + if (IsGrounded) + { + state = _Brain.Movement == default ? _Idle : _Locomotion; + } + else + { + state = _Airborne; + } + + return + state != StateMachine.CurrentState && + StateMachine.TryResetState(state); + } + + /************************************************************************************************************************/ + + public void UpdateSpeedControl() + { + var movement = _Brain.Movement; + movement = Vector3.ClampMagnitude(movement, 1); + + DesiredForwardSpeed = movement.magnitude * _Stats.MaxSpeed; + + var deltaSpeed = movement != default ? _Stats.Acceleration : _Stats.Deceleration; + ForwardSpeed = Mathf.MoveTowards(ForwardSpeed, DesiredForwardSpeed, deltaSpeed * Time.deltaTime); + } + + /************************************************************************************************************************/ + + public float CurrentTurnSpeed + { + get + { + return Mathf.Lerp( + _Stats.MaxTurnSpeed, + _Stats.MinTurnSpeed, + ForwardSpeed / DesiredForwardSpeed); + } + } + + /************************************************************************************************************************/ + + public bool GetTurnAngles(Vector3 direction, out float currentAngle, out float targetAngle) + { + if (direction == default) + { + currentAngle = float.NaN; + targetAngle = float.NaN; + return false; + } + + var transform = this.transform; + currentAngle = transform.eulerAngles.y; + targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg; + return true; + } + + /************************************************************************************************************************/ + + public void TurnTowards(float currentAngle, float targetAngle, float speed) + { + currentAngle = Mathf.MoveTowardsAngle(currentAngle, targetAngle, speed * Time.deltaTime); + + transform.eulerAngles = new Vector3(0, currentAngle, 0); + } + + public void TurnTowards(Vector3 direction, float speed) + { + if (GetTurnAngles(direction, out var currentAngle, out var targetAngle)) + TurnTowards(currentAngle, targetAngle, speed); + } + + /************************************************************************************************************************/ + + public void OnAnimatorMove() + { + var movement = GetRootMotion(); + CheckGround(ref movement); + UpdateGravity(ref movement); + _CharacterController.Move(movement); + IsGrounded = _CharacterController.isGrounded; + + transform.rotation *= _Animancer.Animator.deltaRotation; + } + + /************************************************************************************************************************/ + + private Vector3 GetRootMotion() + { + var motion = StateMachine.CurrentState.RootMotion; + + if (!_FullMovementControl ||// If Full Movement Control is disabled in the Inspector. + !StateMachine.CurrentState.FullMovementControl)// Or the current state does not want it. + return motion;// Return the raw Root Motion. + + // If the Brain is not trying to move, we do not move. + var direction = _Brain.Movement; + direction.y = 0; + if (direction == default) + return default; + + // Otherwise calculate the Root Motion only in the specified direction. + direction.Normalize(); + var magnitude = Vector3.Dot(direction, motion); + return direction * magnitude; + } + + /************************************************************************************************************************/ + + private void CheckGround(ref Vector3 movement) + { + if (!CharacterController.isGrounded) + return; + + const float GroundedRayDistance = 1f; + + var ray = new Ray(transform.position + GroundedRayDistance * 0.5f * Vector3.up, -Vector3.up); + if (Physics.Raycast(ray, out var hit, GroundedRayDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) + { + // Rotate the movement to lie along the ground vector. + movement = Vector3.ProjectOnPlane(movement, hit.normal); + + // Store the current walking surface so the correct audio is played. + var groundRenderer = hit.collider.GetComponentInChildren(); + GroundMaterial = groundRenderer ? groundRenderer.sharedMaterial : null; + } + else + { + GroundMaterial = null; + } + } + + /************************************************************************************************************************/ + + private void UpdateGravity(ref Vector3 movement) + { + if (CharacterController.isGrounded && StateMachine.CurrentState.StickToGround) + VerticalSpeed = -_Stats.Gravity * _Stats.StickingGravityProportion; + else + VerticalSpeed -= _Stats.Gravity * Time.deltaTime; + + movement.y += VerticalSpeed * Time.deltaTime; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Inspector Gadgets Pro calls this method after drawing the regular Inspector GUI, allowing this script to + /// display its current state in Play Mode. + /// + /// + /// Inspector Gadgets Pro allows you to + /// easily customise the Inspector without writing a full custom Inspector class by simply adding a method with + /// this name. Without Inspector Gadgets, this method will do nothing. + /// + private void AfterInspectorGUI() + { + if (UnityEditor.EditorApplication.isPlaying) + { + using (new UnityEditor.EditorGUI.DisabledScope(true)) + UnityEditor.EditorGUILayout.ObjectField("Current State", StateMachine.CurrentState, typeof(CharacterState), true); + + VerticalSpeed = UnityEditor.EditorGUILayout.FloatField("Vertical Speed", VerticalSpeed); + } + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/Character.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/Character.cs.meta new file mode 100644 index 0000000000..9e177262a0 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/Character.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 41084008bef594f4e9b0a263f1e37187 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterBrain.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterBrain.cs new file mode 100644 index 0000000000..2f26098725 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterBrain.cs @@ -0,0 +1,48 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// Base class for controlling the actions of a . + /// 3D Game Kit + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/CharacterBrain + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Character Brain")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(CharacterBrain))] + public abstract class CharacterBrain : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] + private Character _Character; + public Character Character + { + get => _Character; + set + { + if (_Character == value) + return; + + var oldCharacter = _Character; + _Character = value; + + // Make sure the old character doesn't still reference this brain. + if (oldCharacter != null) + oldCharacter.Brain = null; + + // Give the new character a reference to this brain. + if (value != null) + value.Brain = this; + } + } + + /************************************************************************************************************************/ + + public Vector3 Movement { get; protected set; } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterBrain.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterBrain.cs.meta new file mode 100644 index 0000000000..b4fd2913b5 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterBrain.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 901bf1a375eb6094c8b2d9cb5a72f5d1 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterSelector.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterSelector.cs new file mode 100644 index 0000000000..c7da5e3f12 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterSelector.cs @@ -0,0 +1,72 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; +using UnityEngine.UI; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// A simple system for selecting characters. + /// 3D Game Kit + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/CharacterSelector + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Character Selector")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(CharacterSelector))] + public sealed class CharacterSelector : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private Text _Text; + [SerializeField] private GameObject[] _Characters; + + /************************************************************************************************************************/ + + private void Awake() + { + SelectCharacter(0); + } + + /************************************************************************************************************************/ + + private void Update() + { + for (int i = 0; i < _Characters.Length; i++) + { + var key = KeyCode.Alpha1 + i; + if (Input.GetKeyUp(key)) + SelectCharacter(i); + } + } + + /************************************************************************************************************************/ + + private void SelectCharacter(int index) + { + var text = ObjectPool.AcquireStringBuilder(); + + for (int i = 0; i < _Characters.Length; i++) + { + var active = i == index; + _Characters[i].SetActive(active); + + if (i > 0) + text.AppendLine(); + + if (active) + text.Append(""); + + text.Append(1 + i) + .Append(" = ") + .Append(_Characters[i].name); + + if (active) + text.Append(""); + } + + _Text.text = text.ReleaseToString(); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterSelector.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterSelector.cs.meta new file mode 100644 index 0000000000..047892c01e --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterSelector.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 20c1a42d5ec748f4192df1f419398554 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterStats.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterStats.cs new file mode 100644 index 0000000000..32b28747af --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterStats.cs @@ -0,0 +1,51 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using System; +using UnityEngine; +using static Animancer.Validate; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// The numerical details of a . + /// 3D Game Kit + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/CharacterStats + /// + [Serializable] + public sealed class CharacterStats + { + /************************************************************************************************************************/ + + [SerializeField, MetersPerSecond(Rule = Value.IsNotNegative)] + private float _MaxSpeed = 8; + public float MaxSpeed => _MaxSpeed; + + [SerializeField, MetersPerSecondPerSecond(Rule = Value.IsNotNegative)] + private float _Acceleration = 20; + public float Acceleration => _Acceleration; + + [SerializeField, MetersPerSecondPerSecond(Rule = Value.IsNotNegative)] + private float _Deceleration = 25; + public float Deceleration => _Deceleration; + + [SerializeField, DegreesPerSecond(Rule = Value.IsNotNegative)] + private float _MinTurnSpeed = 400; + public float MinTurnSpeed => _MinTurnSpeed; + + [SerializeField, DegreesPerSecond(Rule = Value.IsNotNegative)] + private float _MaxTurnSpeed = 1200; + public float MaxTurnSpeed => _MaxTurnSpeed; + + [SerializeField, MetersPerSecondPerSecond(Rule = Value.IsNotNegative)] + private float _Gravity = 20; + public float Gravity => _Gravity; + + [SerializeField, Multiplier(Rule = Value.IsNotNegative)] + private float _StickingGravityProportion = 0.3f; + public float StickingGravityProportion => _StickingGravityProportion; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterStats.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterStats.cs.meta new file mode 100644 index 0000000000..f6eb6a5a34 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/CharacterStats.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 00be115bdf29fe0468b38c41583eac58 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/KeyboardAndMouseBrain.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/KeyboardAndMouseBrain.cs new file mode 100644 index 0000000000..1c789e75ac --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/KeyboardAndMouseBrain.cs @@ -0,0 +1,100 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using Animancer.Units; +using UnityEngine; +using static Animancer.Validate; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// A which controls the character using keyboard input. + /// This class serves the same purpose as PlayerInput from the 3D Game Kit. + /// 3D Game Kit + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/KeyboardAndMouseBrain + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Keyboard And Mouse Brain")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(KeyboardAndMouseBrain))] + public sealed class KeyboardAndMouseBrain : CharacterBrain + { + /************************************************************************************************************************/ + + [SerializeField] + private CharacterState _Attack; + + [SerializeField] + [Seconds(Rule = Value.IsNotNegative)] + private float _AttackInputTimeOut = 0.5f; + + private StateMachine.InputBuffer _InputBuffer; + + /************************************************************************************************************************/ + + private void Awake() + { + _InputBuffer = new StateMachine.InputBuffer(Character.StateMachine); + } + + /************************************************************************************************************************/ + + private void Update() + { + UpdateMovement(); + UpdateActions(); + } + + /************************************************************************************************************************/ + + private void UpdateMovement() + { + var input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); + if (input == default) + { + Movement = default; + return; + } + + // Get the camera's forward and right vectors and flatten them onto the XZ plane. + var camera = Camera.main.transform; + + var forward = camera.forward; + forward.y = 0; + forward.Normalize(); + + var right = camera.right; + right.y = 0; + right.Normalize(); + + // Build the movement vector by multiplying the input by those axes. + Movement = + right * input.x + + forward * input.y; + Movement = Vector3.ClampMagnitude(Movement, 1); + } + + /************************************************************************************************************************/ + + private void UpdateActions() + { + // Jump gets priority for better platforming. + if (Input.GetButtonDown("Jump")) + { + Character.Airborne.TryJump(); + } + else if (Input.GetButtonUp("Jump")) + { + Character.Airborne.CancelJump(); + } + + if (Input.GetButtonDown("Fire1")) + { + _InputBuffer.Buffer(_Attack, _AttackInputTimeOut); + } + + _InputBuffer.Update(); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/KeyboardAndMouseBrain.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/KeyboardAndMouseBrain.cs.meta new file mode 100644 index 0000000000..5d742f6c63 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/KeyboardAndMouseBrain.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: bba834b661d6f65429aac39e417e2871 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/RootMotionRedirect.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/RootMotionRedirect.cs new file mode 100644 index 0000000000..74e9c16195 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/RootMotionRedirect.cs @@ -0,0 +1,42 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// + /// Takes the root motion from the attached to the same and applies + /// it to a on a different object. + /// + /// 3D Game Kit + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/RootMotionRedirect + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Root Motion Redirect")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(RootMotionRedirect))] + public sealed class RootMotionRedirect : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] + private Character _Character; + + /************************************************************************************************************************/ + + private void OnAnimatorMove() + { + _Character.OnAnimatorMove(); + } + + /************************************************************************************************************************/ + + // Ignore these Animation Events because the attack animations will only start when we tell them to, so it + // would be silly to use additional events for something we already directly caused. That sort of thing is only + // necessary in Animator Controllers because they run their own logic to decide what they want to do. + private void MeleeAttackStart(int throwing = 0) { } + private void MeleeAttackEnd() { } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/RootMotionRedirect.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/RootMotionRedirect.cs.meta new file mode 100644 index 0000000000..2434670676 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/RootMotionRedirect.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 85e91d7ff498c0f4ca6e5e61ba13dbdc +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Documentation.URL b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Documentation.URL new file mode 100644 index 0000000000..38732bf072 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Documentation.URL @@ -0,0 +1,7 @@ +[InternetShortcut] +URL=https://kybernetik.com.au/animancer/docs/examples/animator-controllers/3d-game-kit/ +IDList= +HotKey=0 +IconIndex=0 +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,11 diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Documentation.URL.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Documentation.URL.meta new file mode 100644 index 0000000000..0b1025f464 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Documentation.URL.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 7b0ee8fdcea4de44e836fd5544a10307 +labels: +- Documentation +- Example +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Fake Enemy.mat b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Fake Enemy.mat new file mode 100644 index 0000000000..71325e7159 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Fake Enemy.mat @@ -0,0 +1,78 @@ +%YAML 1.1 +%TAG !u! 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Create a new Unity project using Unity 2019.3+. + - Older versions of Unity may also work. +2. Import the 3D Game Kit Lite. +3. Fix any compiler errors you get from the packages it sets up. + - Often you can just open the Window/Package Manager and update anything causing errors. + - But you may need to search the errors online to see how other people solve them. +4. Import Animancer. + +The full documentation for this example is located at: +https://kybernetik.com.au/animancer/docs/examples/animator-controllers/3d-game-kit/ + +//////////////////////////////////////////////////////////////////////////////// + +In order to avoid causing errors when the 3D Game Kit Lite is not in your project, the scripts in this example cannot directly reference any of the scripts from the 3D Game Kit Lite. + +So to avoid needing identical copies of all those scripts, this example uses UnityEvents where interaction between systems is required even though you would probably not want to set it up like that in a real project. + +This mostly applies to scripts that want to play sounds using the RandomAudioPlayer script, so instead of: + +[SerializeField] +private RandomAudioPlayer _SomeSound; + +_SomeSound.PlayRandomClip(); + +These scripts instead use: + +[SerializeField] +private UnityEvent _SomeSound; + +_SomeSound.Invoke(); + +So that the event can be configured to call the correct method in the Inspector without the script actually referencing RandomAudioPlayer. + +//////////////////////////////////////////////////////////////////////////////// \ No newline at end of file diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Read Me.txt.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Read Me.txt.meta new file mode 100644 index 0000000000..e21e2b96d7 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Read Me.txt.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f89889adbc9006340aae0c091429408e +labels: +- Documentation +- Example +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States.meta new file mode 100644 index 0000000000..70e37bc2b6 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b14374dc6593a5a449dad41ba6f5e7d2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AirborneState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AirborneState.cs new file mode 100644 index 0000000000..787817e0e3 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AirborneState.cs @@ -0,0 +1,124 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using UnityEngine; +using UnityEngine.Events; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// A which plays an "airborne" animation. + /// 3D Game Kit/Airborne + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/AirborneState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Airborne State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(AirborneState))] + public sealed class AirborneState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private LinearMixerTransition _Animations; + [SerializeField, MetersPerSecond] private float _JumpSpeed = 10; + [SerializeField, MetersPerSecond] private float _JumpAbortSpeed = 10; + [SerializeField, Multiplier] private float _TurnSpeedProportion = 5.4f; + [SerializeField] private LandingState _LandingState; + [SerializeField] private UnityEvent _PlayAudio;// See the Read Me. + + private bool _IsJumping; + + /************************************************************************************************************************/ + + private void OnEnable() + { + _IsJumping = false; + Character.Animancer.Play(_Animations); + } + + /************************************************************************************************************************/ + + public override bool StickToGround => false; + + /************************************************************************************************************************/ + + /// + /// The airborne animations do not have root motion, so we just let the brain determine which way to go. + /// + public override Vector3 RootMotion => Character.Brain.Movement * (Character.ForwardSpeed * Time.deltaTime); + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + // When you jump, do not start checking if you have landed until you stop going up. + if (_IsJumping) + { + if (Character.VerticalSpeed <= 0) + _IsJumping = false; + } + else + { + // If we have a landing state, try to enter it. + if (_LandingState != null) + { + if (Character.StateMachine.TrySetState(_LandingState)) + return; + } + else// Otherwise check the default transitions to Idle or Locomotion. + { + if (Character.CheckMotionState()) + return; + } + + // If the jump was cancelled but we are still going up, apply some extra downwards acceleration in + // addition to the regular graivty applied in Character.OnAnimatorMove. + if (Character.VerticalSpeed > 0) + Character.VerticalSpeed -= _JumpAbortSpeed * Time.deltaTime; + } + + _Animations.State.Parameter = Character.VerticalSpeed; + + Character.UpdateSpeedControl(); + + var input = Character.Brain.Movement; + + // Since we do not have quick turn animations like the LocomotionState, we just increase the turn speed + // when the direction we want to go is further away from the direction we are currently facing. + var turnSpeed = Vector3.Angle(Character.transform.forward, input) * (1f / 180) * + _TurnSpeedProportion * + Character.CurrentTurnSpeed; + + Character.TurnTowards(input, turnSpeed); + } + + /************************************************************************************************************************/ + + public bool TryJump() + { + // We did not override CanEnterState to check if the Character is grounded because this state is also used + // if you walk off a ledge, so instead we check that condition here when specifically attempting to jump. + if (Character.IsGrounded && + Character.StateMachine.TryResetState(this)) + { + // Entering this state would have called OnEnable. + + _IsJumping = true; + Character.VerticalSpeed = _JumpSpeed; + + // In the 3D Game Kit the jump sound is actually triggered whenever you have a positive VerticalSpeed + // when you become airborne, which could happen if you go up a ramp for example. + _PlayAudio.Invoke(); + + return true; + } + + return false; + } + + /************************************************************************************************************************/ + + public void CancelJump() => _IsJumping = false; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AirborneState.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AirborneState.cs.meta new file mode 100644 index 0000000000..04cefe102b --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AirborneState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 04e1742d1c92bd44985dd7ee45e66318 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AttackState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AttackState.cs new file mode 100644 index 0000000000..4b22e697ec --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AttackState.cs @@ -0,0 +1,101 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using UnityEngine; +using UnityEngine.Events; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// A which plays a series of "attack" animations. + /// 3D Game Kit/Attack + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/AttackState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Attack State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(AttackState))] + public sealed class AttackState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField, DegreesPerSecond] private float _TurnSpeed = 400; + [SerializeField] private UnityEvent _SetWeaponOwner;// See the Read Me. + [SerializeField] private UnityEvent _OnStart;// See the Read Me. + [SerializeField] private UnityEvent _OnEnd;// See the Read Me. + [SerializeField] private ClipTransition[] _Animations; + + private int _AttackIndex = int.MaxValue; + private ClipTransition _Attack; + + /************************************************************************************************************************/ + + private void Awake() + { + _SetWeaponOwner.Invoke(); + } + + /************************************************************************************************************************/ + + public override bool CanEnterState => Character.IsGrounded; + + /************************************************************************************************************************/ + + /// + /// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then + /// perform the next attack instead. + /// + private void OnEnable() + { + if (_AttackIndex >= _Animations.Length - 1 || + _Animations[_AttackIndex].State.Weight == 0) + { + _AttackIndex = 0; + } + else + { + _AttackIndex++; + } + + _Attack = _Animations[_AttackIndex]; + Character.Animancer.Play(_Attack); + Character.ForwardSpeed = 0; + _OnStart.Invoke(); + } + + /************************************************************************************************************************/ + + private void OnDisable() + { + _OnEnd.Invoke(); + } + + /************************************************************************************************************************/ + + public override bool FullMovementControl => false; + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + if (Character.CheckMotionState()) + return; + + Character.TurnTowards(Character.Brain.Movement, _TurnSpeed); + } + + /************************************************************************************************************************/ + + // Use the End Event time to determine when this state is alowed to exit. + + // We cannot simply have this method return false and set the End Event to call Character.CheckMotionState + // because it uses TrySetState (instead of ForceSetState) which would be prevented if this returned false. + + // And we cannot have this method return true because that would allow other actions like jumping in the + // middle of an attack. + + public override bool CanExitState + => _Attack.State.NormalizedTime >= _Attack.State.Events.NormalizedEndTime; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AttackState.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AttackState.cs.meta new file mode 100644 index 0000000000..6c2f816e15 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/AttackState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 763b7511f57bd2b489b054ba6d57559e +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/CharacterState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/CharacterState.cs new file mode 100644 index 0000000000..ec7771d94f --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/CharacterState.cs @@ -0,0 +1,63 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using UnityEngine; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// + /// Base class for the various states a can be in and actions they can perform. + /// + /// 3D Game Kit + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/CharacterState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Character State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(CharacterState))] + public abstract class CharacterState : StateBehaviour, IOwnedState + { + /************************************************************************************************************************/ + + [SerializeField] + private Character _Character; + + /// The that owns this state. + public Character Character => _Character; + +#if UNITY_EDITOR + protected void Reset() + { + _Character = gameObject.GetComponentInParentOrChildren(); + } +#endif + + /************************************************************************************************************************/ + + public StateMachine OwnerStateMachine => _Character.StateMachine; + + /************************************************************************************************************************/ + + /// + /// Jumping enters the , but doesn't + /// become false until after the first update, so we want to make sure the won't stick + /// to the ground during that update. + /// + public virtual bool StickToGround => true; + + /// + /// Some states (such as ) will want to apply their own source of root motion, but + /// most will just use the root motion from the animations. + /// + public virtual Vector3 RootMotion => _Character.Animancer.Animator.deltaPosition; + + /// + /// Indicates whether the root motion applied each frame while this state is active should be constrained to + /// only move in the specified . Otherwise the root motion can + /// move the in any direction. Default is true. + /// + public virtual bool FullMovementControl => true; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/CharacterState.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/CharacterState.cs.meta new file mode 100644 index 0000000000..4bc05440fe --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/CharacterState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: ecf42b9094928714aae7ba2cc1fba01c +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/DieState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/DieState.cs new file mode 100644 index 0000000000..5183a19353 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/DieState.cs @@ -0,0 +1,66 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.FSM; +using UnityEngine; +using UnityEngine.Events; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// A which plays a "dying" animation. + /// 3D Game Kit/Die + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/DieState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Die State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(DieState))] + public sealed class DieState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private ClipTransition _Animation; + [SerializeField] private UnityEvent _OnEnterState;// See the Read Me. + [SerializeField] private UnityEvent _OnExitState;// See the Read Me. + + /************************************************************************************************************************/ + + private void Awake() + { + // Respawn immediately when the animation ends. + _Animation.Events.OnEnd = Character.Respawn.ForceEnterState; + } + + /************************************************************************************************************************/ + + public void OnDeath() + { + Character.StateMachine.ForceSetState(this); + } + + /************************************************************************************************************************/ + + private void OnEnable() + { + Character.Animancer.Play(_Animation); + Character.ForwardSpeed = 0; + _OnEnterState.Invoke(); + } + + /************************************************************************************************************************/ + + private void OnDisable() + { + _OnExitState.Invoke(); + } + + /************************************************************************************************************************/ + + public override bool FullMovementControl => false; + + /************************************************************************************************************************/ + + public override bool CanExitState => false; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/DieState.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/DieState.cs.meta new file mode 100644 index 0000000000..8bd2f1cf63 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/DieState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: aa377e41c318ebe4d819c2ea74e8d229 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/FlinchState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/FlinchState.cs new file mode 100644 index 0000000000..4dcaeaab50 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/FlinchState.cs @@ -0,0 +1,92 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using UnityEngine; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// A which plays a "getting hit" animation. + /// 3D Game Kit/Flinch + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/FlinchState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Flinch State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(FlinchState))] + public sealed class FlinchState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private MixerTransition2D _Animation; + [SerializeField] private LayerMask _EnemyLayers; + [SerializeField, Meters] private float _EnemyCheckRadius = 1; + + /************************************************************************************************************************/ + + private void Awake() + { + _Animation.Events.OnEnd = Character.StateMachine.ForceSetDefaultState; + } + + /************************************************************************************************************************/ + + public void OnDamageReceived() => Character.StateMachine.ForceSetState(this); + + /************************************************************************************************************************/ + + private void OnEnable() + { + Character.ForwardSpeed = 0; + Character.Animancer.Play(_Animation); + + var direction = DetermineHitDirection(); + + // Once we know which direction the hit came from, we need to convert it to be relative to the model. + // The Parameter X represents left/right so we project the direction onto the right vector. + // The Parameter Y represents forward/back so we project the direction onto the forward vector. + _Animation.State.Parameter = new Vector2( + Vector3.Dot(Character.Animancer.transform.right, direction), + Vector3.Dot(Character.Animancer.transform.forward, direction)); + } + + /************************************************************************************************************************/ + + /// + /// Since Animancer does not actually depend on the 3D Game Kit (except for this example), we cannot reference + /// any of its scripts from here so we cannot use their IMessageReceiver system which informs the + /// defending character where the incoming hit came from. + /// + /// So instead we just find the closest enemy and use that as the direction. + /// + private Vector3 DetermineHitDirection() + { + var position = Character.transform.position; + var closestEnemySquaredDistance = float.PositiveInfinity; + var closestEnemyDirection = default(Vector3); + + var enemies = Physics.OverlapSphere(position, _EnemyCheckRadius, _EnemyLayers); + for (int i = 0; i < enemies.Length; i++) + { + var direction = enemies[i].transform.position - position; + var squaredDistance = direction.magnitude; + if (closestEnemySquaredDistance > squaredDistance) + { + closestEnemySquaredDistance = squaredDistance; + closestEnemyDirection = direction; + } + } + + return closestEnemyDirection.normalized; + } + + /************************************************************************************************************************/ + + public override bool FullMovementControl => false; + + /************************************************************************************************************************/ + + public override bool CanExitState => false; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/FlinchState.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/FlinchState.cs.meta new file mode 100644 index 0000000000..8ae5a59e20 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/FlinchState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: ab989c2facd8d4148b4f44721ad09ec3 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/IdleState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/IdleState.cs new file mode 100644 index 0000000000..e21e990887 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/IdleState.cs @@ -0,0 +1,99 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using System; +using UnityEngine; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// + /// A which keeps the character standing still and occasionally plays alternate + /// animations if it remains active for long enough. + /// + /// 3D Game Kit/Idle + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/IdleState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Idle State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(IdleState))] + public sealed class IdleState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private ClipTransition _MainAnimation; + [SerializeField, Seconds] private float _FirstRandomizeDelay = 5; + [SerializeField, Seconds] private float _MinRandomizeInterval = 0; + [SerializeField, Seconds] private float _MaxRandomizeInterval = 20; + [SerializeField] private ClipTransition[] _RandomAnimations; + + private float _RandomizeTime; + + // _RandomizeDelay was originally handled by the PlayerController (Idle Timeout). + // The min and max interval were handled by the RandomStateSMB on the Idle state in IdleSM. + + /************************************************************************************************************************/ + + private void Awake() + { + Action onEnd = PlayMainAnimation; + for (int i = 0; i < _RandomAnimations.Length; i++) + { + _RandomAnimations[i].Events.OnEnd = onEnd; + + // We could just do `...OnEnd = PlayMainAnimation` instead of declaring the delegate first, but that + // assignment is actually shorthand for `new Action(PlayMainAnimation)` which would create a new + // delegate object for each animation. This way all animations just share the same object. + } + } + + /************************************************************************************************************************/ + + public override bool CanEnterState => Character.IsGrounded; + + /************************************************************************************************************************/ + + private void OnEnable() + { + PlayMainAnimation(); + _RandomizeTime += _FirstRandomizeDelay; + } + + private void PlayMainAnimation() + { + _RandomizeTime = UnityEngine.Random.Range(_MinRandomizeInterval, _MaxRandomizeInterval); + Character.Animancer.Play(_MainAnimation); + } + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + if (Character.CheckMotionState()) + return; + + Character.UpdateSpeedControl(); + + // We use time where Mecanim used normalized time because choosing a number of seconds is much simpler than + // finding out how long the animation is and working with multiples of that value. + var state = Character.Animancer.States.Current; + if (state == _MainAnimation.State && + state.Time >= _RandomizeTime) + { + PlayRandomAnimation(); + } + } + + /************************************************************************************************************************/ + + private void PlayRandomAnimation() + { + var index = UnityEngine.Random.Range(0, _RandomAnimations.Length); + var animation = _RandomAnimations[index]; + Character.Animancer.Play(animation); + CustomFade.Apply(Character.Animancer, Easing.Function.SineInOut); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/IdleState.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/IdleState.cs.meta new file mode 100644 index 0000000000..55abc830d0 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/IdleState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 63f1074c673e82e4c8e8d833d5411c80 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LandingState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LandingState.cs new file mode 100644 index 0000000000..2e5a5d5c07 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LandingState.cs @@ -0,0 +1,95 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using UnityEngine; +using UnityEngine.Events; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// A which plays a "landing on the ground" animation. + /// 3D Game Kit/Landing + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/LandingState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Landing State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(LandingState))] + public sealed class LandingState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private MixerTransition2D _SoftLanding; + [SerializeField] private ClipTransition _HardLanding; + [SerializeField, MetersPerSecond] private float _HardLandingForwardSpeed = 5; + [SerializeField, MetersPerSecond] private float _HardLandingVerticalSpeed = -10; + [SerializeField] private UnityEvent _PlayAudio;// See the Read Me. + + private bool _IsSoftLanding; + + /************************************************************************************************************************/ + + private void Awake() + { + _SoftLanding.Events.OnEnd = + _HardLanding.Events.OnEnd = + () => Character.CheckMotionState(); + } + + /************************************************************************************************************************/ + + public override bool CanEnterState => Character.IsGrounded; + + /************************************************************************************************************************/ + + /// + /// Performs either a hard or soft landing depending on the current speed (both horizontal and vertical). + /// + private void OnEnable() + { + Character.ForwardSpeed = Character.DesiredForwardSpeed; + + if (Character.VerticalSpeed <= _HardLandingVerticalSpeed && + Character.ForwardSpeed >= _HardLandingForwardSpeed) + { + _IsSoftLanding = false; + Character.Animancer.Play(_HardLanding); + } + else + { + _IsSoftLanding = true; + Character.Animancer.Play(_SoftLanding); + _SoftLanding.State.Parameter = new Vector2(Character.ForwardSpeed, Character.VerticalSpeed); + } + + // The landing sounds in the full 3D Game Kit have different variations based on the ground material, just + // like the footstep sounds as discussed in the LocomotionState. + + _PlayAudio.Invoke(); + } + + /************************************************************************************************************************/ + + public override bool FullMovementControl => _IsSoftLanding; + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + if (!Character.IsGrounded && + Character.StateMachine.TrySetState(Character.Airborne)) + return; + + Character.UpdateSpeedControl(); + + if (_IsSoftLanding) + { + // Update the horizontal speed but keep the initial vertical speed from when you first landed. + var parameter = _SoftLanding.State.Parameter; + parameter.x = Character.ForwardSpeed; + _SoftLanding.State.Parameter = parameter; + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LandingState.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LandingState.cs.meta new file mode 100644 index 0000000000..f3efa42c5a --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LandingState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 122b690cc1c86d1408f68b5450c88c73 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LocomotionState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LocomotionState.cs new file mode 100644 index 0000000000..47796a29d4 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LocomotionState.cs @@ -0,0 +1,146 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using UnityEngine; +using UnityEngine.Events; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// + /// A which moves the character according to their + /// . + /// + /// 3D Game Kit/Locomotion + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/LocomotionState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Locomotion State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(LocomotionState))] + public sealed class LocomotionState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private LinearMixerTransition _LocomotionMixer; + [SerializeField] private ClipTransition _QuickTurnLeft; + [SerializeField] private ClipTransition _QuickTurnRight; + [SerializeField, MetersPerSecond] private float _QuickTurnMoveSpeed = 2; + [SerializeField, Degrees] private float _QuickTurnAngle = 145; + + private AnimatedFloat _FootFall; + + /************************************************************************************************************************/ + + private void Awake() + { + _QuickTurnLeft.Events.OnEnd = + _QuickTurnRight.Events.OnEnd = + () => Character.Animancer.Play(_LocomotionMixer); + + _FootFall = new AnimatedFloat(Character.Animancer, "FootFall"); + } + + /************************************************************************************************************************/ + + public override bool CanEnterState => Character.IsGrounded; + + /************************************************************************************************************************/ + + private void OnEnable() + { + Character.Animancer.Play(_LocomotionMixer); + } + + /************************************************************************************************************************/ + + private void FixedUpdate() + { + if (Character.CheckMotionState()) + return; + + Character.UpdateSpeedControl(); + _LocomotionMixer.State.Parameter = Character.ForwardSpeed; + + UpdateRotation(); + UpdateAudio(); + } + + /************************************************************************************************************************/ + + private void UpdateRotation() + { + // If the default locomotion state is not active we must be performing a quick turn. + // Those animations use root motion to perform the turn so we don't want any scripted rotation during them. + if (!_LocomotionMixer.State.IsActive) + return; + + if (!Character.GetTurnAngles(Character.Brain.Movement, out var currentAngle, out var targetAngle)) + return; + + // Check if we should play a quick turn animation: + + // If we are moving fast enough. + if (Character.ForwardSpeed > _QuickTurnMoveSpeed) + { + // And turning sharp enough. + var deltaAngle = Mathf.DeltaAngle(currentAngle, targetAngle); + if (Mathf.Abs(deltaAngle) > _QuickTurnAngle) + { + // Determine which way we are turning. + var turn = deltaAngle < 0 ? _QuickTurnLeft : _QuickTurnRight; + + // Make sure the desired turn is not already active so we don't keep using it repeatedly. + if (turn.State == null || turn.State.Weight == 0) + { + Character.Animancer.Play(turn); + + // Now that we are quick turning, we don't want to apply the scripted turning below. + return; + } + } + } + + Character.TurnTowards(currentAngle, targetAngle, Character.CurrentTurnSpeed); + } + + /************************************************************************************************************************/ + + [SerializeField] private UnityEvent _PlayFootstepAudio;// See the Read Me. + private bool _CanPlayAudio; + private bool _IsPlayingAudio; + + /// + /// This is the same logic used for locomotion audio in the original PlayerController. + /// + private void UpdateAudio() + { + const float Threshold = 0.01f; + + var footFallCurve = _FootFall.Value; + if (footFallCurve > Threshold && !_IsPlayingAudio && _CanPlayAudio) + { + _IsPlayingAudio = true; + _CanPlayAudio = false; + + // The full 3D Game Kit has different footstep sounds depending on the ground material and your speed + // so it calls RandomAudioPlayer.PlayRandomClip with those parameters: + //_FootstepAudio.PlayRandomClip(Character.GroundMaterial, Character.ForwardSpeed < 4 ? 0 : 1); + + // Unfortunately UnityEvents cannot call methods with multiple parameters (UltEvents can), but it does + // not realy matter because the 3D Game Kit Lite only has one set of footstep sounds anyway. + + _PlayFootstepAudio.Invoke(); + } + else if (_IsPlayingAudio) + { + _IsPlayingAudio = false; + } + else if (footFallCurve < Threshold && !_CanPlayAudio) + { + _CanPlayAudio = true; + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LocomotionState.cs.meta b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LocomotionState.cs.meta new file mode 100644 index 0000000000..a2612f79a8 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LocomotionState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 158ab36da7ed9dd449fd0093d07064d6 +labels: +- Example +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/RespawnState.cs b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/RespawnState.cs new file mode 100644 index 0000000000..1c495a2b26 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/RespawnState.cs @@ -0,0 +1,59 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; +using UnityEngine.Events; + +namespace Animancer.Examples.AnimatorControllers.GameKit +{ + /// + /// A which teleports back to the starting position, plays an animation then returns + /// to the state. + /// + /// 3D Game Kit/Respawn + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/RespawnState + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Respawn State")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(RespawnState))] + public sealed class RespawnState : CharacterState + { + /************************************************************************************************************************/ + + [SerializeField] private ClipTransition _Animation; + [SerializeField] private UnityEvent _OnEnterState;// See the Read Me. + [SerializeField] private UnityEvent _OnExitState;// See the Read Me. + + private Vector3 _StartingPosition; + + /************************************************************************************************************************/ + + private void Awake() + { + _Animation.Events.OnEnd = Character.StateMachine.ForceSetDefaultState; + _StartingPosition = transform.position; + } + + /************************************************************************************************************************/ + + private void OnEnable() + { + Character.Animancer.Play(_Animation); + Character.transform.position = _StartingPosition; + _OnEnterState.Invoke(); + } + + /************************************************************************************************************************/ + + private void OnDisable() + { + _OnExitState.Invoke(); + } + + /************************************************************************************************************************/ + 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IK/Two Bone IK.unity.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 78d8f7266fff42e488c6bdc105f65b0a +labels: +- Example +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIK.cs b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIK.cs new file mode 100644 index 0000000000..f4881545e4 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIK.cs @@ -0,0 +1,63 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // +// Compare to the original script: https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Samples/Scripts/TwoBoneIK/TwoBoneIK.cs + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Jobs +{ + /// + /// An example of how to use Animation Jobs in Animancer to apply simple two bone Inverse Kinematics, even to + /// Generic Rigs which are not supported by Unity's inbuilt IK system. + /// + /// + /// + /// This example is based on Unity's + /// Animation Jobs Samples. + /// + /// This script sets up the job in place of + /// + /// TwoBoneIK.cs. + /// + /// The script is almost identical to the original + /// + /// TwoBoneIKJob.cs. + /// + /// The Animation Rigging package + /// has an IK system which is much better than this example. + /// + /// + /// Two Bone IK + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Jobs/TwoBoneIK + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Jobs - Two Bone IK")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Jobs) + "/" + nameof(TwoBoneIK))] + public class TwoBoneIK : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private Transform _EndBone; + [SerializeField] private Transform _Target; + + /************************************************************************************************************************/ + + private void Awake() + { + // Get the bones we want to affect. + var midBone = _EndBone.parent; + var topBone = midBone.parent; + + // Create the job and setup its details. + var twoBoneIKJob = new TwoBoneIKJob(); + twoBoneIKJob.Setup(_Animancer.Animator, topBone, midBone, _EndBone, _Target); + + // Add it to Animancer's output. + _Animancer.Playable.InsertOutputJob(twoBoneIKJob); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIK.cs.meta b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIK.cs.meta new file mode 100644 index 0000000000..ab07ef6550 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIK.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4644e20664c69c341983191f5c1fd51c +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIKJob.cs b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIKJob.cs new file mode 100644 index 0000000000..d5c124b7f4 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIKJob.cs @@ -0,0 +1,88 @@ +// Copyright Unity Technologies 2019 // https://github.com/Unity-Technologies/animation-jobs-samples // +// This file has not been modified other to put it in the Animancer.Examples.Jobs namespace and add this message and the comment on the struct. + +using UnityEngine; +using UnityEngine.Animations; + +namespace Animancer.Examples.Jobs +{ + /// Two Bone IK + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Jobs/TwoBoneIKJob + /// + public struct TwoBoneIKJob : IAnimationJob + { + public TransformSceneHandle effector; + + public TransformStreamHandle top; + public TransformStreamHandle mid; + public TransformStreamHandle low; + + public void Setup(Animator animator, Transform topX, Transform midX, Transform lowX, Transform effectorX) + { + top = animator.BindStreamTransform(topX); + mid = animator.BindStreamTransform(midX); + low = animator.BindStreamTransform(lowX); + + effector = animator.BindSceneTransform(effectorX); + } + + public void ProcessRootMotion(AnimationStream stream) + { + } + + public void ProcessAnimation(AnimationStream stream) + { + Solve(stream, top, mid, low, effector); + } + + /// + /// Returns the angle needed between v1 and v2 so that their extremities are + /// spaced with a specific length. + /// + /// The angle between v1 and v2. + /// The desired length between the extremities of v1 and v2. + /// First triangle edge. + /// Second triangle edge. + private static float TriangleAngle(float aLen, Vector3 v1, Vector3 v2) + { + float aLen1 = v1.magnitude; + float aLen2 = v2.magnitude; + float c = Mathf.Clamp((aLen1 * aLen1 + aLen2 * aLen2 - aLen * aLen) / (aLen1 * aLen2) / 2.0f, -1.0f, 1.0f); + return Mathf.Acos(c); + } + + private static void Solve(AnimationStream stream, TransformStreamHandle topHandle, TransformStreamHandle midHandle, TransformStreamHandle lowHandle, TransformSceneHandle effectorHandle) + { + Quaternion aRotation = topHandle.GetRotation(stream); + Quaternion bRotation = midHandle.GetRotation(stream); + Quaternion eRotation = effectorHandle.GetRotation(stream); + + Vector3 aPosition = topHandle.GetPosition(stream); + Vector3 bPosition = midHandle.GetPosition(stream); + Vector3 cPosition = lowHandle.GetPosition(stream); + Vector3 ePosition = effectorHandle.GetPosition(stream); + + Vector3 ab = bPosition - aPosition; + Vector3 bc = cPosition - bPosition; + Vector3 ac = cPosition - aPosition; + Vector3 ae = ePosition - aPosition; + + float abcAngle = TriangleAngle(ac.magnitude, ab, bc); + float abeAngle = TriangleAngle(ae.magnitude, ab, bc); + float angle = (abcAngle - abeAngle) * Mathf.Rad2Deg; + Vector3 axis = Vector3.Cross(ab, bc).normalized; + + Quaternion fromToRotation = Quaternion.AngleAxis(angle, axis); + + Quaternion worldQ = fromToRotation * bRotation; + midHandle.SetRotation(stream, worldQ); + + cPosition = lowHandle.GetPosition(stream); + ac = cPosition - aPosition; + Quaternion fromTo = Quaternion.FromToRotation(ac, ae); + topHandle.SetRotation(stream, fromTo * aRotation); + + lowHandle.SetRotation(stream, eRotation); + } + } +} diff --git a/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIKJob.cs.meta b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/01 Two Bone 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a/Assets/Plugins/Animancer/Examples/10 Animation Jobs/02 Damping/Damping.cs b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/02 Damping/Damping.cs new file mode 100644 index 0000000000..1aa013a231 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/02 Damping/Damping.cs @@ -0,0 +1,131 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Unity.Collections; +using UnityEngine; +using UnityEngine.Animations; + +namespace Animancer.Examples.Jobs +{ + /// An example of how to use Animation Jobs in Animancer to apply physics based damping to certain bones. + /// + /// + /// This example is based on Unity's + /// Animation Jobs Samples. + /// + /// This script sets up the job in place of + /// + /// Damping.cs. + /// + /// The script is almost identical to the original + /// + /// DampingJob.cs. + /// + /// The Animation Rigging package + /// has a damping system which is likely better than this example. + /// + /// + /// Damping + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Jobs/Damping + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Jobs - Damping")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Jobs) + "/" + nameof(Damping))] + public class Damping : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private AnimancerComponent _Animancer; + [SerializeField] private Transform _EndBone; + [SerializeField] private int _BoneCount = 1; + + /************************************************************************************************************************/ + + private void Awake() + { + // Create the job and initialize all its arrays. + // They are all Persistent because we want them to last for the full lifetime of the job. + // Most of them can use UninitializedMemory which is faster because we will be immediately filling them. + // But the velocities will use the default ClearMemory to make sure all the values start at zero. + + // Since we are about to use these values several times, we can shorten the following lines a bit by using constants: + const Allocator Persistent = Allocator.Persistent; + const NativeArrayOptions UninitializedMemory = NativeArrayOptions.UninitializedMemory; + + var job = new DampingJob() + { + jointHandles = new NativeArray(_BoneCount, Persistent, UninitializedMemory), + localPositions = new NativeArray(_BoneCount, Persistent, UninitializedMemory), + localRotations = new NativeArray(_BoneCount, Persistent, UninitializedMemory), + positions = new NativeArray(_BoneCount, Persistent, UninitializedMemory), + velocities = new NativeArray(_BoneCount, Persistent), + }; + + // Initialize the contents of the arrays for each bone. + var animator = _Animancer.Animator; + var bone = _EndBone; + for (int i = _BoneCount - 1; i >= 0; i--) + { + job.jointHandles[i] = animator.BindStreamTransform(bone); + job.localPositions[i] = bone.localPosition; + job.localRotations[i] = bone.localRotation; + job.positions[i] = bone.position; + + bone = bone.parent; + } + + job.rootHandle = animator.BindStreamTransform(bone); + + // Add the job to Animancer's output. + _Animancer.Playable.InsertOutputJob(job); + + // Make sure Animancer disposes the Native Arrays when it is destroyed so we don't leak memory. + // If we were writing our own job rather than just using the sample, we could have it implement the + // IDisposable interface to dispose its arrays so that we would only have to call ...Add(_Job); here. + _Animancer.Playable.Disposables.Add(job.jointHandles); + _Animancer.Playable.Disposables.Add(job.localPositions); + _Animancer.Playable.Disposables.Add(job.localRotations); + _Animancer.Playable.Disposables.Add(job.positions); + _Animancer.Playable.Disposables.Add(job.velocities); + } + + /************************************************************************************************************************/ + + /// + /// Ensures that the is positive and not larger than the number of bones between the + /// and the . + /// + /// Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector. + private void OnValidate() + { + if (_BoneCount < 1) + { + _BoneCount = 1; + } + else if (_EndBone != null && _Animancer != null && _Animancer.Animator != null) + { + var root = _Animancer.Animator.transform; + + var bone = _EndBone; + for (int i = 0; i < _BoneCount; i++) + { + bone = bone.parent; + if (bone == root) + { + _BoneCount = i + 1; + break; + } + else if (bone == null) + { + _EndBone = null; + Debug.LogWarning("The End Bone must be a child of the Animator."); + break; + } + } + } + } + + /************************************************************************************************************************/ + } +} diff --git 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userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/10 Animation Jobs/02 Damping/DampingJob.cs b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/02 Damping/DampingJob.cs new file mode 100644 index 0000000000..842ee3e24d --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/02 Damping/DampingJob.cs @@ -0,0 +1,147 @@ +// Copyright Unity Technologies 2019 // https://github.com/Unity-Technologies/animation-jobs-samples // +// The original file can be downloaded from https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Runtime/AnimationJobs/DampingJob.cs +// This file has been modified: +// - Moved into the Animancer.Examples.Jobs namespace. +// - Removed the contents of ProcessRootMotion since it is unnecessary. + +#pragma warning disable IDE0054 // Use compound assignment + +using Unity.Collections; +using UnityEngine; +using UnityEngine.Animations; + +namespace Animancer.Examples.Jobs +{ + /// Damping + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Jobs/DampingJob + /// + public struct DampingJob : IAnimationJob + { + public TransformStreamHandle rootHandle; + public NativeArray jointHandles; + public NativeArray localPositions; + public NativeArray localRotations; + public NativeArray positions; + public NativeArray velocities; + + /// + /// Transfer the root position and rotation through the graph. + /// + /// The animation stream + public void ProcessRootMotion(AnimationStream stream) + { + // This was in the original sample, but it causes problems if the character is a child of a moving object. + // There is no need for this method to do anything in order to support root motion. + + //// Get root position and rotation. + //var rootPosition = rootHandle.GetPosition(stream); + //var rootRotation = rootHandle.GetRotation(stream); + + //// The root always follow the given position and rotation. + //rootHandle.SetPosition(stream, rootPosition); + //rootHandle.SetRotation(stream, rootRotation); + } + + /// + /// Procedurally generate the joints rotation. + /// + /// The animation stream + public void ProcessAnimation(AnimationStream stream) + { + if (jointHandles.Length < 2) + return; + + ComputeDampedPositions(stream); + ComputeJointLocalRotations(stream); + } + + /// + /// Compute the new global positions of the joints. + /// + /// The position of the first joint is driven by the root's position, and + /// then the other joints positions are recomputed in order to follow their + /// initial local positions, smoothly. + /// + /// Algorithm breakdown: + /// 1. Compute the target position; + /// 2. Damp this target position based on the current position; + /// 3. Constrain the damped position to the joint initial length; + /// 4. Iterate on the next joint. + /// + /// The animation stream + private void ComputeDampedPositions(AnimationStream stream) + { + // Get root position and rotation. + var rootPosition = rootHandle.GetPosition(stream); + var rootRotation = rootHandle.GetRotation(stream); + + // The first non-root joint follows the root position, + // but its rotation is damped (see ComputeJointLocalRotations). + var parentPosition = rootPosition + rootRotation * localPositions[0]; + var parentRotation = rootRotation * localRotations[0]; + positions[0] = parentPosition; + for (var i = 1; i < jointHandles.Length; ++i) + { + // The target position is the global position, without damping. + var newPosition = parentPosition + (parentRotation * localPositions[i]); + + // Apply damping on this target. + var velocity = velocities[i]; + newPosition = Vector3.SmoothDamp(positions[i], newPosition, ref velocity, 0.15f, Mathf.Infinity, stream.deltaTime); + + // Apply constraint: keep original length between joints. + newPosition = parentPosition + (newPosition - parentPosition).normalized * localPositions[i].magnitude; + + // Save new velocity and position for next frame. + velocities[i] = velocity; + positions[i] = newPosition; + + // Current joint is now the parent of the next joint. + parentPosition = newPosition; + parentRotation = parentRotation * localRotations[i]; + } + } + + /// + /// Compute the new local rotations of the joints. + /// + /// Based on the global positions computed in ComputeDampedPositions, + /// recompute the local rotation of each joint. + /// + /// Algorithm breakdown: + /// 1. Compute the rotation between the current and new directions of the joint; + /// 2. Apply this rotation on the current joint rotation; + /// 3. Compute the local rotation and set it in the stream; + /// 4. Iterate on the next joint. + /// + /// The animation stream + private void ComputeJointLocalRotations(AnimationStream stream) + { + var parentRotation = rootHandle.GetRotation(stream); + for (var i = 0; i < jointHandles.Length - 1; ++i) + { + // Get the current joint rotation. + var rotation = parentRotation * localRotations[i]; + + // Get the current joint direction. + var direction = (rotation * localPositions[i + 1]).normalized; + + // Get the wanted joint direction. + var newDirection = (positions[i + 1] - positions[i]).normalized; + + // Compute the rotation from the current direction to the new direction. + var currentToNewRotation = Quaternion.FromToRotation(direction, newDirection); + + // Pre-rotate the current rotation, to get the new global rotation. + rotation = currentToNewRotation * rotation; + + // Set the new local rotation. + var newLocalRotation = Quaternion.Inverse(parentRotation) * rotation; + jointHandles[i].SetLocalRotation(stream, newLocalRotation); + + // Set 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2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using Unity.Collections; +using UnityEngine; +using UnityEngine.Animations; + +namespace Animancer.Examples.Jobs +{ + /// + /// A wrapper that manages an Animation Job (the struct nested inside this class) which rotates a + /// set of bones to allow the character to dynamically lean over independantly of their animations. + /// + /// + /// + /// The axis around which the bones are rotated can be set to achieve several different effects: + /// + /// The right axis allows bending forwards and backwards. + /// The up axis allows turning to either side. + /// The forward axis allows leaning to either side. + /// + /// + /// This script is based on an implementation by ted-hou on GitHub. + /// + /// + /// Lean + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Jobs/SimpleLean + /// + public sealed class SimpleLean : AnimancerJob, IDisposable + { + /************************************************************************************************************************/ + #region Initialisation + /************************************************************************************************************************/ + + public SimpleLean(AnimancerPlayable animancer, Vector3 axis, NativeArray leanBones) + { + var animator = animancer.Component.Animator; + + _Job = new Job + { + root = animator.BindStreamTransform(animator.transform), + bones = leanBones, + axis = axis, + angle = AnimancerUtilities.CreateNativeReference(), + }; + + CreatePlayable(animancer); + + animancer.Disposables.Add(this); + } + + /************************************************************************************************************************/ + + public SimpleLean(AnimancerPlayable animancer) + : this(animancer, Vector3.forward, GetDefaultHumanoidLeanBones(animancer.Component.Animator)) + { } + + /************************************************************************************************************************/ + + public static NativeArray GetDefaultHumanoidLeanBones(Animator animator) + { + var leanBones = new NativeArray(2, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); + leanBones[0] = animator.BindStreamTransform(animator.GetBoneTransform(HumanBodyBones.Spine)); + leanBones[1] = animator.BindStreamTransform(animator.GetBoneTransform(HumanBodyBones.Chest)); + return leanBones; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Control + /************************************************************************************************************************/ + // The Axis probably won't change often so the setter can just get the job data and change it. + /************************************************************************************************************************/ + + public Vector3 Axis + { + get => _Job.axis; + set + { + if (_Job.axis == value) + return; + + _Job.axis = value; + _Playable.SetJobData(_Job); + } + } + + /************************************************************************************************************************/ + // But since the Angle could change all the time, we can exploit the fact that arrays are actualy references to avoid + // copying the entire struct out of the job playable then back in every time. + /************************************************************************************************************************/ + + public float Angle + { + get => _Job.angle[0]; + set => _Job.angle[0] = value; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Clean Up + /************************************************************************************************************************/ + + void IDisposable.Dispose() => Dispose(); + + /// Cleans up the s. + /// Called by . + private void Dispose() + { + if (_Job.angle.IsCreated) + _Job.angle.Dispose(); + + if (_Job.bones.IsCreated) + _Job.bones.Dispose(); + } + + /// Destroys the and restores the graph connection it was intercepting. + public override void Destroy() + { + Dispose(); + base.Destroy(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Job + /************************************************************************************************************************/ + + /// An that applies a lean effect to an . + /// Lean + public struct Job : IAnimationJob + { + /************************************************************************************************************************/ + + public TransformStreamHandle root; + public NativeArray bones; + public Vector3 axis; + public NativeArray angle; + + /************************************************************************************************************************/ + + public void ProcessRootMotion(AnimationStream stream) { } + + /************************************************************************************************************************/ + + public void ProcessAnimation(AnimationStream stream) + { + var angle = this.angle[0] / bones.Length; + var worldAxis = root.GetRotation(stream) * axis; + var offset = Quaternion.AngleAxis(angle, worldAxis); + + for (int i = bones.Length - 1; i >= 0; i--) + { + var bone = bones[i]; + bone.SetRotation(stream, offset * bone.GetRotation(stream)); + } + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/10 Animation Jobs/03 Lean/SimpleLean.cs.meta b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/03 Lean/SimpleLean.cs.meta new file mode 100644 index 0000000000..8a2ff80e36 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/03 Lean/SimpleLean.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c3b17a80d9a4dd8419d3a49b0087b73b +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/10 Animation Jobs/03 Lean/SimpleLeanComponent.cs b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/03 Lean/SimpleLeanComponent.cs new file mode 100644 index 0000000000..21fb557981 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/03 Lean/SimpleLeanComponent.cs @@ -0,0 +1,64 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEngine; + +namespace Animancer.Examples.Jobs +{ + /// + /// An example component that demonstrates how to use . + /// + /// + /// + /// Since is not a component, we need this script to + /// demonstrate its use. However, in a real project you might simply integrate the contents of this class into one + /// of your existing classes. + /// + /// + /// Lean + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Jobs/SimpleLeanComponent + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Jobs - Simple Lean")] + [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Jobs) + "/" + nameof(SimpleLeanComponent))] + public sealed class SimpleLeanComponent : MonoBehaviour + { + /************************************************************************************************************************/ + // Initialisation. + /************************************************************************************************************************/ + + [SerializeField] + private AnimancerComponent _Animancer; + + private SimpleLean _Lean; + + private void Awake() + { + _Lean = new SimpleLean(_Animancer.Playable); + } + + /************************************************************************************************************************/ + // Usage. + /************************************************************************************************************************/ + + // Set by a UI Slider. + public float Angle + { + get => _Lean.Angle; + set => _Lean.Angle = value; + } + + /************************************************************************************************************************/ + + [SerializeField] + private Transform _Axis; + + private void Update() + { + _Lean.Axis = _Axis.forward; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/10 Animation Jobs/03 Lean/SimpleLeanComponent.cs.meta b/Assets/Plugins/Animancer/Examples/10 Animation Jobs/03 Lean/SimpleLeanComponent.cs.meta new file mode 100644 index 0000000000..64992174a5 --- /dev/null +++ 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System.Reflection; + +[assembly: AssemblyTitle("Animancer.Examples")] +[assembly: AssemblyDescription("Examples for Animancer.")] +[assembly: AssemblyProduct("Animancer")] +[assembly: AssemblyCompany("Kybernetik")] +[assembly: AssemblyCopyright("Copyright © Kybernetik 2021")] +[assembly: AssemblyVersion("7.2.0.0")] + +#if UNITY_EDITOR + +[assembly: SuppressMessage("Style", "IDE0016:Use 'throw' expression", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0019:Use pattern matching", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0039:Use local function", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0044:Make field readonly", + Justification = "Using the [SerializeField] attribute on a private field means Unity will set it from serialized data.")] +[assembly: SuppressMessage("Code Quality", "IDE0051:Remove unused private members", + Justification = "Unity messages can be private, but the IDE will not know that Unity can still call them.")] +[assembly: SuppressMessage("Code Quality", "IDE0052:Remove unread private members", + Justification = "Unity messages can be private and don't need to be called manually.")] +[assembly: SuppressMessage("Style", "IDE0060:Remove unused parameter", + Justification = "Unity messages sometimes need specific signatures, even if you don't use all the parameters.")] +[assembly: SuppressMessage("Style", "IDE0063:Use simple 'using' statement", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0066:Convert switch statement to expression", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Code Quality", "IDE0067:Dispose objects before losing scope", + Justification = "Not always relevant.")] +[assembly: SuppressMessage("Code Quality", "IDE0068:Use recommended dispose pattern", + Justification = "Not always relevant.")] +[assembly: SuppressMessage("Code Quality", "IDE0069:Disposable fields should be disposed", + Justification = "Not always relevant.")] +[assembly: SuppressMessage("Style", "IDE0083:Use pattern matching", + Justification = "Not supported by older Unity versions")] +[assembly: SuppressMessage("Style", "IDE0090:Use 'new(...)'", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("CodeQuality", "IDE0079:Remove unnecessary suppression", + Justification = "Don't give code style advice in publically released code.")] +[assembly: SuppressMessage("Style", "IDE1006:Naming Styles", + Justification = "Don't give code style advice in publically released code.")] + +[assembly: SuppressMessage("Correctness", "UNT0005:Suspicious Time.deltaTime usage", + Justification = "Time.deltaTime is not suspicious in FixedUpdate, it has the same value as Time.fixedDeltaTime")] + +[assembly: SuppressMessage("Code Quality", "CS0649:Field is never assigned to, and will always have its default value", + Justification = "Using the [SerializeField] attribute on a private field means Unity will set it from serialized data.")] + +[assembly: SuppressMessage("Microsoft.Design", "CA1001:TypesThatOwnDisposableFieldsShouldBeDisposable", + Justification = "Having a field doesn't mean you are responsible for creating and destroying it.")] +[assembly: SuppressMessage("Microsoft.Design", "CA1009:DeclareEventHandlersCorrectly", + Justification = "Not all events need to care about the sender.")] +[assembly: SuppressMessage("Microsoft.Design", "CA1033:InterfaceMethodsShouldBeCallableByChildTypes", + Justification = "No need to pollute the member list of implementing types.")] +[assembly: SuppressMessage("Microsoft.Design", "CA1063:ImplementIDisposableCorrectly", + Justification = "No need to pollute the member list of implementing types.")] +[assembly: SuppressMessage("Microsoft.Usage", "CA2235:MarkAllNonSerializableFields", + Justification = "UnityEngine.Object is serializable by Unity.")] + +#endif diff --git a/Assets/Plugins/Animancer/Examples/Code/AssemblyInfo.cs.meta b/Assets/Plugins/Animancer/Examples/Code/AssemblyInfo.cs.meta new file mode 100644 index 0000000000..59de475c98 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/Code/AssemblyInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8545b522635585b4391e3132c7918e98 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/Code/OrbitControls.cs b/Assets/Plugins/Animancer/Examples/Code/OrbitControls.cs new file mode 100644 index 0000000000..999d6eeb9e --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/Code/OrbitControls.cs @@ -0,0 +1,104 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer.Examples +{ + /// Simple mouse controls for orbiting the camera around a focal point. + /// + /// Documentation: Orbit Controls + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Examples/OrbitControls + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Orbit Controls")] + [HelpURL(Strings.DocsURLs.APIDocumentation + "." + nameof(Examples) + "/" + nameof(OrbitControls))] + [ExecuteAlways] + public sealed class OrbitControls : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] private Vector3 _FocalPoint = new Vector3(0, 1, 0); + [SerializeField] private MouseButton _MouseButton = MouseButton.Right; + [SerializeField] private Vector3 _Sensitivity = new Vector3(15, -10, -0.1f); + + private float _Distance; + + /************************************************************************************************************************/ + + public enum MouseButton + { + Automatic = -1, + Left = 0, + Right = 1, + Middle = 2, + } + + /************************************************************************************************************************/ + + private void Awake() + { + _Distance = Vector3.Distance(_FocalPoint, transform.position); + + transform.LookAt(_FocalPoint); + } + + /************************************************************************************************************************/ + + private void Update() + { +#if UNITY_EDITOR + if (!UnityEditor.EditorApplication.isPlaying) + { + transform.LookAt(_FocalPoint); + return; + } +#endif + + if (_MouseButton == MouseButton.Automatic || Input.GetMouseButton((int)_MouseButton)) + { + var movement = new Vector2( + Input.GetAxis("Mouse X"), + Input.GetAxis("Mouse Y")); + + if (movement != default) + { + var euler = transform.localEulerAngles; + euler.y += movement.x * _Sensitivity.x; + euler.x += movement.y * _Sensitivity.y; + if (euler.x > 180) + euler.x -= 360; + euler.x = Mathf.Clamp(euler.x, -80, 80); + transform.localEulerAngles = euler; + } + } + + var zoom = Input.mouseScrollDelta.y * _Sensitivity.z; + if (zoom != 0 && + Input.mousePosition.x >= 0 && Input.mousePosition.x <= Screen.width && + Input.mousePosition.y >= 0 && Input.mousePosition.y <= Screen.height) + { + _Distance *= 1 + zoom; + } + + // Always update position even with no input in case the target is moving. + UpdatePosition(); + } + + /************************************************************************************************************************/ + + private void UpdatePosition() + { + transform.position = _FocalPoint - transform.forward * _Distance; + } + + /************************************************************************************************************************/ + + private void OnDrawGizmosSelected() + { + Gizmos.color = new Color(0.5f, 1, 0.5f, 1); + Gizmos.DrawLine(transform.position, _FocalPoint); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/Code/OrbitControls.cs.meta b/Assets/Plugins/Animancer/Examples/Code/OrbitControls.cs.meta new file mode 100644 index 0000000000..c68d9e7f47 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/Code/OrbitControls.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: d1ae14bf1f98371428ee080a75de9aa0 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/Code/TimeScale.cs b/Assets/Plugins/Animancer/Examples/Code/TimeScale.cs new file mode 100644 index 0000000000..f64c413b27 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/Code/TimeScale.cs @@ -0,0 +1,54 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer.Examples +{ + /// A simple Inspector slider to control . + /// + /// Documentation: Time Scale + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Examples/TimeScale + /// + [AddComponentMenu(Strings.ExamplesMenuPrefix + "Time Scale")] + [HelpURL(Strings.DocsURLs.APIDocumentation + "." + nameof(Examples) + "/" + nameof(TimeScale))] + public sealed class TimeScale : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField, Range(0, 1)] + private float _Value = 0.5f; + + public float Value + { + get => _Value; + set + { + _Value = value; + +#if UNITY_EDITOR + if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) + return; +#endif + + Time.timeScale = _Value; + } + } + + /************************************************************************************************************************/ + + private void Awake() + { + Value = _Value; + } + + /************************************************************************************************************************/ + + private void OnValidate() + { + Value = _Value; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Examples/Code/TimeScale.cs.meta b/Assets/Plugins/Animancer/Examples/Code/TimeScale.cs.meta new file mode 100644 index 0000000000..eb77fa11d6 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/Code/TimeScale.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 0d21b2e4286e186458c3c5d539dd166b +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/Documentation.URL b/Assets/Plugins/Animancer/Examples/Documentation.URL new file mode 100644 index 0000000000..bbef73ec3e --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/Documentation.URL @@ -0,0 +1,7 @@ +[InternetShortcut] +URL=https://kybernetik.com.au/animancer/docs/examples/ +IDList= +HotKey=0 +IconIndex=0 +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,2 diff --git a/Assets/Plugins/Animancer/Examples/Documentation.URL.meta b/Assets/Plugins/Animancer/Examples/Documentation.URL.meta new file mode 100644 index 0000000000..629aa392f2 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/Documentation.URL.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ecc9f98517a290c44835f236ac9770ef +labels: +- Documentation +- Example +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Examples/Platformer Game Kit.URL b/Assets/Plugins/Animancer/Examples/Platformer Game Kit.URL new file mode 100644 index 0000000000..fb291fa844 --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/Platformer Game Kit.URL @@ -0,0 +1,7 @@ +[InternetShortcut] +URL=https://kybernetik.com.au/platformer/ +IDList= +HotKey=0 +IconIndex=0 +[{000214A0-0000-0000-C000-000000000046}] +Prop3=19,11 diff --git a/Assets/Plugins/Animancer/Examples/Platformer Game Kit.URL.meta b/Assets/Plugins/Animancer/Examples/Platformer Game Kit.URL.meta new file mode 100644 index 0000000000..b50e7204ea --- /dev/null +++ b/Assets/Plugins/Animancer/Examples/Platformer Game Kit.URL.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b7ec06bf28d36fc4282f2ab621c0c86f +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/HybridAnimancerComponent.cs b/Assets/Plugins/Animancer/HybridAnimancerComponent.cs new file mode 100644 index 0000000000..08dc4d47af --- /dev/null +++ b/Assets/Plugins/Animancer/HybridAnimancerComponent.cs @@ -0,0 +1,411 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer +{ + /// [Pro-Only] + /// A which plays a main with the + /// ability to play other individual s separately. + /// + /// + /// Documentation: Hybrid + /// + /// https://kybernetik.com.au/animancer/api/Animancer/HybridAnimancerComponent + /// + [AddComponentMenu(Strings.MenuPrefix + "Hybrid Animancer Component")] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(HybridAnimancerComponent))] + public class HybridAnimancerComponent : NamedAnimancerComponent + { + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + [SerializeField, Tooltip("The main Animator Controller that this object will play")] + private ControllerTransition _Controller; + + /// [] + /// The transition containing the main that this object plays. + /// + public ref ControllerTransition Controller => ref _Controller; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Initialisation + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] + /// Sets = false by default so that will play the + /// instead of the first animation in the + /// array. + /// + /// + /// Called by the Unity Editor when this component is first added (in Edit Mode) and whenever the Reset command + /// is executed from its context menu. + /// + protected override void Reset() + { + base.Reset(); + + if (Animator != null) + { + Controller = Animator.runtimeAnimatorController; + Animator.runtimeAnimatorController = null; + } + + PlayAutomatically = false; + } +#endif + + /************************************************************************************************************************/ + + /// + /// Plays the if is false (otherwise it plays the + /// first animation in the array). + /// + /// Called by Unity when this component becomes enabled and active. + protected override void OnEnable() + { + PlayController(); + base.OnEnable(); + +#if UNITY_ASSERTIONS + if (Animator != null && Animator.runtimeAnimatorController != null) + OptionalWarning.NativeControllerHybrid.Log($"An Animator Controller is assigned to the" + + $" {nameof(Animator)} component while also using a {nameof(HybridAnimancerComponent)}." + + $" Most likely only one of them is being used so the other should be removed." + + $" See the documentation for more information: {Strings.DocsURLs.AnimatorControllers}", this); +#endif + } + + /************************************************************************************************************************/ + + public override void GatherAnimationClips(ICollection clips) + { + base.GatherAnimationClips(clips); + clips.GatherFromSource(_Controller); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Animator Controller Wrappers + /************************************************************************************************************************/ + + /// + /// Transitions to the over its specified + /// . + /// + /// Returns the . + /// + public ControllerState PlayController() + { + if (!_Controller.IsValid()) + return null; + + // Don't just return the result of Transition because it is an AnimancerState which we would need to cast. + Play(_Controller); + return _Controller.State; + } + + /************************************************************************************************************************/ + #region Cross Fade + /************************************************************************************************************************/ + + /// Starts a transition from the current state to the specified state using normalized times. + /// If `fadeDuration` is negative, it uses the . + public void CrossFade( + int stateNameHash, + float fadeDuration = ControllerState.DefaultFadeDuration, + int layer = -1, + float normalizedTime = float.NegativeInfinity) + { + fadeDuration = ControllerState.GetFadeDuration(fadeDuration); + var controllerState = PlayController(); + controllerState.Playable.CrossFade(stateNameHash, fadeDuration, layer, normalizedTime); + } + + /************************************************************************************************************************/ + + /// Starts a transition from the current state to the specified state using normalized times. + /// If `fadeDuration` is negative, it uses the . + public AnimancerState CrossFade( + string stateName, + float fadeDuration = ControllerState.DefaultFadeDuration, + int layer = -1, + float normalizedTime = float.NegativeInfinity) + { + fadeDuration = ControllerState.GetFadeDuration(fadeDuration); + + if (States.TryGet(name, out var state)) + { + Play(state, fadeDuration); + + if (layer >= 0) + state.LayerIndex = layer; + + if (normalizedTime != float.NegativeInfinity) + state.NormalizedTime = normalizedTime; + + return state; + } + else + { + var controllerState = PlayController(); + controllerState.Playable.CrossFade(stateName, fadeDuration, layer, normalizedTime); + return controllerState; + } + } + + /************************************************************************************************************************/ + + /// Starts a transition from the current state to the specified state using times in seconds. + /// If `fadeDuration` is negative, it uses the . + public void CrossFadeInFixedTime( + int stateNameHash, + float fadeDuration = ControllerState.DefaultFadeDuration, + int layer = -1, + float fixedTime = 0) + { + fadeDuration = ControllerState.GetFadeDuration(fadeDuration); + var controllerState = PlayController(); + controllerState.Playable.CrossFadeInFixedTime(stateNameHash, fadeDuration, layer, fixedTime); + } + + /************************************************************************************************************************/ + + /// Starts a transition from the current state to the specified state using times in seconds. + /// If `fadeDuration` is negative, it uses the . + public AnimancerState CrossFadeInFixedTime( + string stateName, + float fadeDuration = ControllerState.DefaultFadeDuration, + int layer = -1, + float fixedTime = 0) + { + fadeDuration = ControllerState.GetFadeDuration(fadeDuration); + + if (States.TryGet(name, out var state)) + { + Play(state, fadeDuration); + + if (layer >= 0) + state.LayerIndex = layer; + + state.Time = fixedTime; + + return state; + } + else + { + var controllerState = PlayController(); + controllerState.Playable.CrossFadeInFixedTime(stateName, fadeDuration, layer, fixedTime); + return controllerState; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Play + /************************************************************************************************************************/ + + /// Plays the specified state immediately, starting from a particular normalized time. + public void Play( + int stateNameHash, + int layer = -1, + float normalizedTime = float.NegativeInfinity) + { + var controllerState = PlayController(); + controllerState.Playable.Play(stateNameHash, layer, normalizedTime); + } + + /************************************************************************************************************************/ + + /// Plays the specified state immediately, starting from a particular normalized time. + public AnimancerState Play( + string stateName, + int layer = -1, + float normalizedTime = float.NegativeInfinity) + { + if (States.TryGet(name, out var state)) + { + Play(state); + + if (layer >= 0) + state.LayerIndex = layer; + + if (normalizedTime != float.NegativeInfinity) + state.NormalizedTime = normalizedTime; + + return state; + } + else + { + var controllerState = PlayController(); + controllerState.Playable.Play(stateName, layer, normalizedTime); + return controllerState; + } + } + + /************************************************************************************************************************/ + + /// Plays the specified state immediately, starting from a particular time (in seconds). + public void PlayInFixedTime( + int stateNameHash, + int layer = -1, + float fixedTime = 0) + { + var controllerState = PlayController(); + controllerState.Playable.PlayInFixedTime(stateNameHash, layer, fixedTime); + } + + /************************************************************************************************************************/ + + /// Plays the specified state immediately, starting from a particular time (in seconds). + public AnimancerState PlayInFixedTime( + string stateName, + int layer = -1, + float fixedTime = 0) + { + if (States.TryGet(name, out var state)) + { + Play(state); + + if (layer >= 0) + state.LayerIndex = layer; + + state.Time = fixedTime; + + return state; + } + else + { + var controllerState = PlayController(); + controllerState.Playable.PlayInFixedTime(stateName, layer, fixedTime); + return controllerState; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Parameters + /************************************************************************************************************************/ + + /// Gets the value of the specified boolean parameter. + public bool GetBool(int id) => _Controller.State.Playable.GetBool(id); + /// Gets the value of the specified boolean parameter. + public bool GetBool(string name) => _Controller.State.Playable.GetBool(name); + /// Sets the value of the specified boolean parameter. + public void SetBool(int id, bool value) => _Controller.State.Playable.SetBool(id, value); + /// Sets the value of the specified boolean parameter. + public void SetBool(string name, bool value) => _Controller.State.Playable.SetBool(name, value); + + /// Gets the value of the specified float parameter. + public float GetFloat(int id) => _Controller.State.Playable.GetFloat(id); + /// Gets the value of the specified float parameter. + public float GetFloat(string name) => _Controller.State.Playable.GetFloat(name); + /// Sets the value of the specified float parameter. + public void SetFloat(int id, float value) => _Controller.State.Playable.SetFloat(id, value); + /// Sets the value of the specified float parameter. + public void SetFloat(string name, float value) => _Controller.State.Playable.SetFloat(name, value); + + /// Gets the value of the specified integer parameter. + public int GetInteger(int id) => _Controller.State.Playable.GetInteger(id); + /// Gets the value of the specified integer parameter. + public int GetInteger(string name) => _Controller.State.Playable.GetInteger(name); + /// Sets the value of the specified integer parameter. + public void SetInteger(int id, int value) => _Controller.State.Playable.SetInteger(id, value); + /// Sets the value of the specified integer parameter. + public void SetInteger(string name, int value) => _Controller.State.Playable.SetInteger(name, value); + + /// Sets the specified trigger parameter to true. + public void SetTrigger(int id) => _Controller.State.Playable.SetTrigger(id); + /// Sets the specified trigger parameter to true. + public void SetTrigger(string name) => _Controller.State.Playable.SetTrigger(name); + /// Resets the specified trigger parameter to false. + public void ResetTrigger(int id) => _Controller.State.Playable.ResetTrigger(id); + /// Resets the specified trigger parameter to false. + public void ResetTrigger(string name) => _Controller.State.Playable.ResetTrigger(name); + + /// Gets the details of one of the 's parameters. + public AnimatorControllerParameter GetParameter(int index) => _Controller.State.Playable.GetParameter(index); + /// Gets the number of parameters in the . + public int GetParameterCount() => _Controller.State.Playable.GetParameterCount(); + + /// Indicates whether the specified parameter is controlled by an . + public bool IsParameterControlledByCurve(int id) => _Controller.State.Playable.IsParameterControlledByCurve(id); + /// Indicates whether the specified parameter is controlled by an . + public bool IsParameterControlledByCurve(string name) => _Controller.State.Playable.IsParameterControlledByCurve(name); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Misc + /************************************************************************************************************************/ + // Layers. + /************************************************************************************************************************/ + + /// Gets the weight of the layer at the specified index. + public float GetLayerWeight(int layerIndex) => _Controller.State.Playable.GetLayerWeight(layerIndex); + /// Sets the weight of the layer at the specified index. + public void SetLayerWeight(int layerIndex, float weight) => _Controller.State.Playable.SetLayerWeight(layerIndex, weight); + + /// Gets the number of layers in the . + public int GetLayerCount() => _Controller.State.Playable.GetLayerCount(); + + /// Gets the index of the layer with the specified name. + public int GetLayerIndex(string layerName) => _Controller.State.Playable.GetLayerIndex(layerName); + /// Gets the name of the layer with the specified index. + public string GetLayerName(int layerIndex) => _Controller.State.Playable.GetLayerName(layerIndex); + + /************************************************************************************************************************/ + // States. + /************************************************************************************************************************/ + + /// Returns information about the current state. + public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex = 0) => _Controller.State.Playable.GetCurrentAnimatorStateInfo(layerIndex); + /// Returns information about the next state being transitioned towards. + public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex = 0) => _Controller.State.Playable.GetNextAnimatorStateInfo(layerIndex); + + /// Indicates whether the specified layer contains the specified state. + public bool HasState(int layerIndex, int stateID) => _Controller.State.Playable.HasState(layerIndex, stateID); + + /************************************************************************************************************************/ + // Transitions. + /************************************************************************************************************************/ + + /// Indicates whether the specified layer is currently executing a transition. + public bool IsInTransition(int layerIndex = 0) => _Controller.State.Playable.IsInTransition(layerIndex); + + /// Gets information about the current transition. + public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex = 0) => _Controller.State.Playable.GetAnimatorTransitionInfo(layerIndex); + + /************************************************************************************************************************/ + // Clips. + /************************************************************************************************************************/ + + /// Gets information about the s currently being played. + public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex = 0) => _Controller.State.Playable.GetCurrentAnimatorClipInfo(layerIndex); + /// Gets information about the s currently being played. + public void GetCurrentAnimatorClipInfo(int layerIndex, List clips) => _Controller.State.Playable.GetCurrentAnimatorClipInfo(layerIndex, clips); + /// Gets the number of s currently being played. + public int GetCurrentAnimatorClipInfoCount(int layerIndex = 0) => _Controller.State.Playable.GetCurrentAnimatorClipInfoCount(layerIndex); + + /// Gets information about the s currently being transitioned towards. + public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex = 0) => _Controller.State.Playable.GetNextAnimatorClipInfo(layerIndex); + /// Gets information about the s currently being transitioned towards. + public void GetNextAnimatorClipInfo(int layerIndex, List clips) => _Controller.State.Playable.GetNextAnimatorClipInfo(layerIndex, clips); + /// Gets the number of s currently being transitioned towards. + public int GetNextAnimatorClipInfoCount(int layerIndex = 0) => _Controller.State.Playable.GetNextAnimatorClipInfoCount(layerIndex); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/HybridAnimancerComponent.cs.meta b/Assets/Plugins/Animancer/HybridAnimancerComponent.cs.meta new file mode 100644 index 0000000000..68bff5deec --- /dev/null +++ b/Assets/Plugins/Animancer/HybridAnimancerComponent.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: d6ad7b53f86f9da4da426b673c422513 +labels: +- Component +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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b/Assets/Plugins/Animancer/Internal/Collections/FastComparer.cs new file mode 100644 index 0000000000..c07139ca3f --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/FastComparer.cs @@ -0,0 +1,61 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Collections.Generic; + +namespace Animancer +{ + /// + /// An which ignores overloaded equality operators so it is faster than + /// for types derived from . + /// + /// + /// This class is used when is false. + /// + /// Documentation: Performance + /// + /// https://kybernetik.com.au/animancer/api/Animancer/FastComparer + /// + public sealed class FastComparer : IEqualityComparer + { + /************************************************************************************************************************/ + + /// Singleton instance. + public static readonly FastComparer Instance = new FastComparer(); + + /// Calls . + bool IEqualityComparer.Equals(object x, object y) => Equals(x, y); + + /// Calls . + int IEqualityComparer.GetHashCode(object obj) => obj.GetHashCode(); + + /************************************************************************************************************************/ + } + + /// + /// An which uses to be even faster than + /// . Unfortunately this means it will not work for boxed value types (such as enums). + /// + /// + /// This class is used when is true. + /// + /// Documentation: Performance + /// + /// https://kybernetik.com.au/animancer/api/Animancer/FastReferenceComparer + /// + public sealed class FastReferenceComparer : IEqualityComparer + { + /************************************************************************************************************************/ + + /// Singleton instance. + public static readonly FastReferenceComparer Instance = new FastReferenceComparer(); + + /// Calls . + bool IEqualityComparer.Equals(object x, object y) => ReferenceEquals(x, y); + + /// Calls . + int IEqualityComparer.GetHashCode(object obj) => obj.GetHashCode(); + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Collections/FastComparer.cs.meta b/Assets/Plugins/Animancer/Internal/Collections/FastComparer.cs.meta new file mode 100644 index 0000000000..6bdbe28ed7 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/FastComparer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 407aba1dc16e9184285d53c2c722796a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Collections/FastEnumerator.cs b/Assets/Plugins/Animancer/Internal/Collections/FastEnumerator.cs new file mode 100644 index 0000000000..fab5dbf9d0 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/FastEnumerator.cs @@ -0,0 +1,305 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Animancer +{ + /// + /// An for any doesn't bother checking if the target has been + /// modified. This gives it good performance but also makes it slightly less safe to use. + /// + /// + /// This struct also implements so it can be used in foreach statements and + /// to allow the target collection to be modified without breaking the enumerator (though + /// doing so is still somewhat dangerous so use with care). + /// + /// + /// var numbers = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, }; + /// var count = 4; + /// foreach (var number in new FastEnumerator<int>(numbers, count)) + /// { + /// Debug.Log(number); + /// } + /// + /// // Log Output: + /// // 9 + /// // 8 + /// // 7 + /// // 6 + /// + public struct FastEnumerator : IList, IEnumerator + { + /************************************************************************************************************************/ + + /// The target . + private readonly IList List; + + /************************************************************************************************************************/ + + private int _Count; + + /// [] + /// The number of items in the (which can be less than the + /// of the ). + /// + public int Count + { + get => _Count; + set + { + AssertCount(value); + _Count = value; + } + } + + /************************************************************************************************************************/ + + private int _Index; + + /// The position of the item in the . + public int Index + { + get => _Index; + set + { + AssertIndex(value); + _Index = value; + } + } + + /************************************************************************************************************************/ + + /// The item at the current in the . + public T Current + { + get + { + AssertCount(_Count); + AssertIndex(_Index); + return List[_Index]; + } + set + { + AssertCount(_Count); + AssertIndex(_Index); + List[_Index] = value; + } + } + + /// The item at the current in the . + object IEnumerator.Current => Current; + + /************************************************************************************************************************/ + + /// Creates a new . + /// + /// The `list` is null. Use the default instead. + /// + public FastEnumerator(IList list) + : this(list, list.Count) + { } + + /// Creates a new . + /// + /// The `list` is null. Use the default instead. + /// + public FastEnumerator(IList list, int count) + { + List = list; + _Count = count; + _Index = -1; + AssertCount(count); + } + + /************************************************************************************************************************/ + + /// Moves to the next item in the and returns true if there is one. + /// At the end of the the is set to . + public bool MoveNext() + { + _Index++; + if ((uint)_Index < (uint)_Count) + { + return true; + } + else + { + _Index = int.MinValue; + return false; + } + } + + /************************************************************************************************************************/ + + /// Moves to the previous item in the and returns true if there is one. + /// At the end of the the is set to -1. + public bool MovePrevious() + { + if (_Index > 0) + { + _Index--; + return true; + } + else + { + _Index = -1; + return false; + } + } + + /************************************************************************************************************************/ + + /// [] Reverts this enumerator to the start of the . + public void Reset() + { + _Index = -1; + } + + /************************************************************************************************************************/ + + /// + void IDisposable.Dispose() { } + + /************************************************************************************************************************/ + // IEnumerator. + /************************************************************************************************************************/ + + /// Returns this. + public FastEnumerator GetEnumerator() => this; + + /// + IEnumerator IEnumerable.GetEnumerator() => this; + + /// + IEnumerator IEnumerable.GetEnumerator() => this; + + /************************************************************************************************************************/ + // IList. + /************************************************************************************************************************/ + + /// [] Returns the first index of the `item` in the . + public int IndexOf(T item) => List.IndexOf(item); + + /// [] The item at the specified `index` in the . + public T this[int index] + { + get + { + AssertIndex(index); + return List[index]; + } + set + { + AssertIndex(index); + List[index] = value; + } + } + + /// [] Inserts the `item` at the specified `index` in the . + public void Insert(int index, T item) + { + AssertIndex(index); + List.Insert(index, item); + if (_Index >= index) + _Index++; + _Count++; + } + + /// [] Removes the item at the specified `index` from the . + public void RemoveAt(int index) + { + AssertIndex(index); + List.RemoveAt(index); + if (_Index >= index) + _Index--; + _Count--; + } + + /************************************************************************************************************************/ + // ICollection. + /************************************************************************************************************************/ + + /// [] Is the read-only? + public bool IsReadOnly => List.IsReadOnly; + + /// [] Does the contain the `item`? + public bool Contains(T item) => List.Contains(item); + + /// [] Adds the `item` to the end of the . + public void Add(T item) + { + List.Add(item); + _Count++; + } + + /// [] Removes the `item` from the and returns true if successful. + public bool Remove(T item) + { + var index = List.IndexOf(item); + if (index >= 0) + { + RemoveAt(index); + return true; + } + else return false; + } + + /// [] Removes everything from the . + public void Clear() + { + List.Clear(); + _Index = -1; + _Count = 0; + } + + /// [] Copies the contents of the into the `array`. + public void CopyTo(T[] array, int arrayIndex) + { + for (int i = 0; i < _Count; i++) + array[arrayIndex + i] = List[i]; + } + + /************************************************************************************************************************/ + + /// [Assert-Only] Throws an exception unless 0 <= `index` < . + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + private void AssertIndex(int index) + { +#if UNITY_ASSERTIONS + if ((uint)index > (uint)_Count) + throw new ArgumentOutOfRangeException(nameof(index), + $"{nameof(FastEnumerator)}.{nameof(Index)}" + + $" must be within 0 <= {nameof(Index)} ({index}) < {nameof(Count)} ({_Count})."); +#endif + } + + /************************************************************************************************************************/ + + /// [Assert-Only] Throws an exception unless 0 < `count` <= . + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + private void AssertCount(int count) + { +#if UNITY_ASSERTIONS + if (List == null) + { + if (count != 0) + throw new ArgumentOutOfRangeException(nameof(count), + $"Must be within 0 since the {nameof(List)} is null."); + } + else + { + if ((uint)count > (uint)List.Count) + throw new ArgumentOutOfRangeException(nameof(count), + $"Must be within 0 <= {nameof(count)} ({count}) < {nameof(List)}.{nameof(List.Count)} ({List.Count})."); + } +#endif + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Collections/FastEnumerator.cs.meta b/Assets/Plugins/Animancer/Internal/Collections/FastEnumerator.cs.meta new file mode 100644 index 0000000000..ec6438531b --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/FastEnumerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 89db15324d7dd04468e475568b94623e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Collections/KeyedList.cs b/Assets/Plugins/Animancer/Internal/Collections/KeyedList.cs new file mode 100644 index 0000000000..2ac4390d83 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/KeyedList.cs @@ -0,0 +1,325 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Animancer +{ + /// Stores the index of an object in a . + /// https://kybernetik.com.au/animancer/api/Animancer/Key + /// + public class Key : Key.IListItem + { + /************************************************************************************************************************/ + + /// An object with a so it can be used in a . + /// + /// It is usually easiest to just inherit from , but if that is not possible then the + /// recommended implementation looks like this: + /// + /// class MyClass : Key.IListItem + /// { + /// private readonly Key Key = new Key(); + /// Key Key.IListItem.Key => Key; + /// } + /// + /// https://kybernetik.com.au/animancer/api/Animancer/IListItem + /// + public interface IListItem + { + /// The which stores the index of this object. + Key Key { get; } + } + + /************************************************************************************************************************/ + + /// The which indicates that an item isn't in a list. + public const int NotInList = -1; + + /// The current position of this key in the list. + private int _Index = -1; + + /// Returns location of this object in the list (or -1 if it is not currently in a keyed list). + public static int IndexOf(Key key) => key._Index; + + /// Is the `key` currently in a keyed list? + public static bool IsInList(Key key) => key._Index != NotInList; + + /************************************************************************************************************************/ + + /// A is its own . + Key IListItem.Key => this; + + /************************************************************************************************************************/ + + /// A which can remove items without needing to search the entire collection. + /// + /// This implementation has several restrictions compared to a regular : + /// + /// Items must implement or inherit from . + /// Items cannot be null. + /// Items can only be in one at a time and cannot appear multiple times in it. + /// + /// This class is nested inside so it can modify the private without + /// exposing that capability to anything else. + /// + /// https://kybernetik.com.au/animancer/api/Animancer/KeyedList_1 + /// + public sealed class KeyedList : IList, ICollection where T : class, IListItem + { + /************************************************************************************************************************/ + + private const string + SingleUse = "Each item can only be used in one " + nameof(KeyedList) + " at a time.", + NotFound = "The specified item does not exist in this " + nameof(KeyedList) + "."; + + /************************************************************************************************************************/ + + private readonly List Items; + + /************************************************************************************************************************/ + + /// Creates a new using the default constructor. + public KeyedList() => Items = new List(); + + /// Creates a new with the specified initial `capacity`. + public KeyedList(int capacity) => Items = new List(capacity); + + // No copy constructor because the keys will not work if they are used in multiple lists at once. + + /************************************************************************************************************************/ + + /// The number of items currently in the list. + public int Count => Items.Count; + + /// The number of items that this list can contain before resizing is required. + public int Capacity + { + get => Items.Capacity; + set => Items.Capacity = value; + } + + /************************************************************************************************************************/ + + /// The item at the specified `index`. + /// The `value` was already in a keyed list (setter only). + public T this[int index] + { + get => Items[index]; + set + { + var key = value.Key; + + // Make sure it isn't already in a list. + if (key._Index != NotInList) + throw new ArgumentException(SingleUse); + + // Remove the old item at that index. + Items[index].Key._Index = NotInList; + + // Set the index of the new item and add it at that index. + key._Index = index; + Items[index] = value; + } + } + + /************************************************************************************************************************/ + + /// Indicates whether the `item` is currently in this list. + public bool Contains(T item) + { + if (item == null) + return false; + + var index = item.Key._Index; + return + (uint)index < (uint)Items.Count && + Items[index] == item; + } + + /************************************************************************************************************************/ + + /// Returns the index of the `item` in this list or -1 if it is not in this list. + public int IndexOf(T item) + { + if (item == null) + return NotInList; + + var index = item.Key._Index; + if ((uint)index < (uint)Items.Count && + Items[index] == item) + return index; + else + return NotInList; + } + + /************************************************************************************************************************/ + + /// Adds the `item` to the end of this list. + /// The `item` was already in a keyed list. + public void Add(T item) + { + var key = item.Key; + + // Make sure it isn't already in a list. + if (key._Index != NotInList) + throw new ArgumentException(SingleUse); + + // Set the index of the new item and add it to the list. + key._Index = Items.Count; + Items.Add(item); + } + + /// Adds the `item` to the end of this list if it wasn't already in it. + public void AddNew(T item) + { + if (!Contains(item)) + Add(item); + } + + /************************************************************************************************************************/ + + /// Adds the `item` to this list at the specified `index`. + public void Insert(int index, T item) + { + for (int i = index; i < Items.Count; i++) + Items[i].Key._Index++; + + item.Key._Index = index; + Items.Insert(index, item); + } + + /************************************************************************************************************************/ + + /// Removes the item at the specified `index`. + public void RemoveAt(int index) + { + // Adjust the indices of all items after the target. + for (int i = index + 1; i < Items.Count; i++) + Items[i].Key._Index--; + + // Mark the key as removed and remove the item. + Items[index].Key._Index = NotInList; + Items.RemoveAt(index); + } + + /// Removes the item at the specified `index` by swapping the last item in this list into its place. + /// + /// This does not maintain the order of items, but is more efficient than because + /// it avoids the need to move every item after the target down one place. + /// + public void RemoveAtSwap(int index) + { + // Mark the item as removed. + Items[index].Key._Index = NotInList; + + // If it wasn't the last item, move the last item over it. + var lastIndex = Items.Count - 1; + if (lastIndex > index) + { + var lastItem = Items[lastIndex]; + lastItem.Key._Index = index; + Items[index] = lastItem; + } + + // Remove the last item from the list. + Items.RemoveAt(lastIndex); + } + + /************************************************************************************************************************/ + + /// Removes the `item` from this list. + /// The `item` is not in this list. + public bool Remove(T item) + { + var key = item.Key; + var index = key._Index; + + // If it isn't in a list, do nothing. + if (index == NotInList) + return false; + + // Make sure the item is actually in this list at the index it says. + // Otherwise it must be in a different list. + if (Items[index] != item) + throw new ArgumentException(NotFound, nameof(item)); + + // Remove the item. + RemoveAt(index); + return true; + } + + /************************************************************************************************************************/ + + /// Removes the `item` by swapping the last item in this list into its place. + /// + /// This does not maintain the order of items, but is more efficient than because + /// it avoids the need to move every item after the target down one place. + /// + /// The `item` is not in this list. + public bool RemoveSwap(T item) + { + var key = item.Key; + var index = key._Index; + + // If it isn't in a list, do nothing. + if (index == NotInList) + return false; + + // Make sure the item is actually in this list at the index it says. + // Otherwise it must be in a different list. + if (Items[index] != item) + throw new ArgumentException(NotFound, nameof(item)); + + // Remove the item. + RemoveAtSwap(index); + return true; + } + + /************************************************************************************************************************/ + + /// Removes all items from this list. + public void Clear() + { + for (int i = Items.Count - 1; i >= 0; i--) + Items[i].Key._Index = NotInList; + + Items.Clear(); + } + + /************************************************************************************************************************/ + + /// Copies all the items from this list into the `array`, starting at the specified `index`. + public void CopyTo(T[] array, int index) => Items.CopyTo(array, index); + + /// Copies all the items from this list into the `array`, starting at the specified `index`. + void ICollection.CopyTo(Array array, int index) => ((ICollection)Items).CopyTo(array, index); + + /// Returns false. + bool ICollection.IsReadOnly => false; + + /// Returns an enumerator that iterates through this list. + public List.Enumerator GetEnumerator() => Items.GetEnumerator(); + + /// + IEnumerator IEnumerable.GetEnumerator() => GetEnumerator(); + + /// + IEnumerator IEnumerable.GetEnumerator() => GetEnumerator(); + + /************************************************************************************************************************/ + + /// Is this list thread safe? + bool ICollection.IsSynchronized => ((ICollection)Items).IsSynchronized; + + /// An object that can be used to synchronize access to this . + object ICollection.SyncRoot => ((ICollection)Items).SyncRoot; + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Collections/KeyedList.cs.meta b/Assets/Plugins/Animancer/Internal/Collections/KeyedList.cs.meta new file mode 100644 index 0000000000..6355443c25 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/KeyedList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c4370ee24ad78f540b5840b7a5632c98 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Collections/LazyStack.cs b/Assets/Plugins/Animancer/Internal/Collections/LazyStack.cs new file mode 100644 index 0000000000..e2aa4c9d15 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/LazyStack.cs @@ -0,0 +1,77 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Collections.Generic; + +namespace Animancer +{ + /// A simple stack implementation that tracks an active index without actually adding or removing objects. + /// https://kybernetik.com.au/animancer/api/Animancer/LazyStack_1 + /// + public sealed class LazyStack where T : new() + { + /************************************************************************************************************************/ + + /// The underlying collection of objects. + /// + /// This is not a because that class comes from a different assembly that might not + /// otherwise need to be included in builds, so using a can slightly reduce build size. + /// + private readonly List Stack; + + /// The index of the object in the . + private int _CurrentIndex = -1; + + /// The object currently on the top of the stack. + public T Current { get; private set; } + + /************************************************************************************************************************/ + + /// Creates a new with a default internal list capacity of 16. + public LazyStack() + { + Stack = new List(); + } + + /// Creates a new with the specified internal list capacity. + public LazyStack(int capacity) + { + Stack = new List(capacity); + for (int i = 0; i < capacity; i++) + Stack[i] = new T(); + } + + /************************************************************************************************************************/ + + /// Moves to the next object in the stack. + public T Increment() + { + _CurrentIndex++; + if (_CurrentIndex == Stack.Count) + { + Current = new T(); + Stack.Add(Current); + } + else + { + Current = Stack[_CurrentIndex]; + } + + return Current; + } + + /************************************************************************************************************************/ + + /// Moves to the previous object in the stack. + public void Decrement() + { + _CurrentIndex--; + if (_CurrentIndex >= 0) + Current = Stack[_CurrentIndex]; + else + Current = default; + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Collections/LazyStack.cs.meta b/Assets/Plugins/Animancer/Internal/Collections/LazyStack.cs.meta new file mode 100644 index 0000000000..168b6b6a6b --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/LazyStack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 21afb1d8478848449a2478fe284cb840 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Collections/ObjectPool.cs b/Assets/Plugins/Animancer/Internal/Collections/ObjectPool.cs new file mode 100644 index 0000000000..b47b07a3c4 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/ObjectPool.cs @@ -0,0 +1,392 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +//#define ANIMANCER_LOG_OBJECT_POOLING + +using System; +using System.Collections.Generic; +using System.Text; +using UnityEngine; + +namespace Animancer +{ + /// Convenience methods for accessing . + /// https://kybernetik.com.au/animancer/api/Animancer/ObjectPool + /// + public static class ObjectPool + { + /************************************************************************************************************************/ + + /// Returns a spare item if there are any, or creates a new one. + /// Remember to it when you are done. + public static T Acquire() + where T : class, new() + => ObjectPool.Acquire(); + + /// Returns a spare `item` if there are any, or creates a new one. + /// Remember to it when you are done. + public static void Acquire(out T item) + where T : class, new() + => item = ObjectPool.Acquire(); + + /************************************************************************************************************************/ + + /// Adds the `item` to the list of spares so it can be reused. + public static void Release(T item) + where T : class, new() + => ObjectPool.Release(item); + + /// Adds the `item` to the list of spares so it can be reused and sets it to null. + public static void Release(ref T item) where T : class, new() + { + ObjectPool.Release(item); + item = null; + } + + /************************************************************************************************************************/ + + /// An error message for when something has been modified after being released to the pool. + public const string + NotClearError = " They must be cleared before being released to the pool and not modified after that."; + + /************************************************************************************************************************/ + + /// Returns a spare if there are any, or creates a new one. + /// Remember to it when you are done. + public static List AcquireList() + { + var list = ObjectPool>.Acquire(); + AnimancerUtilities.Assert(list.Count == 0, "A pooled list is not empty." + NotClearError); + return list; + } + + /// Returns a spare if there are any, or creates a new one. + /// Remember to it when you are done. + public static void Acquire(out List list) + => list = AcquireList(); + + /// Clears the `list` and adds it to the list of spares so it can be reused. + public static void Release(List list) + { + list.Clear(); + ObjectPool>.Release(list); + } + + /// Clears the `list`, adds it to the list of spares so it can be reused, and sets it to null. + public static void Release(ref List list) + { + Release(list); + list = null; + } + + /************************************************************************************************************************/ + + /// Returns a spare if there are any, or creates a new one. + /// Remember to it when you are done. + public static HashSet AcquireSet() + { + var set = ObjectPool>.Acquire(); + AnimancerUtilities.Assert(set.Count == 0, "A pooled set is not empty." + NotClearError); + return set; + } + + /// Returns a spare if there are any, or creates a new one. + /// Remember to it when you are done. + public static void Acquire(out HashSet set) + => set = AcquireSet(); + + /// Clears the `set` and adds it to the list of spares so it can be reused. + public static void Release(HashSet set) + { + set.Clear(); + ObjectPool>.Release(set); + } + + /// Clears the `set`, adds it to the list of spares so it can be reused, and sets it to null. + public static void Release(ref HashSet set) + { + Release(set); + set = null; + } + + /************************************************************************************************************************/ + + /// Returns a spare if there are any, or creates a new one. + /// Remember to it when you are done. + public static StringBuilder AcquireStringBuilder() + { + var builder = ObjectPool.Acquire(); + AnimancerUtilities.Assert(builder.Length == 0, $"A pooled {nameof(StringBuilder)} is not empty." + NotClearError); + return builder; + } + + /// Sets the = 0 and adds it to the list of spares so it can be reused. + public static void Release(StringBuilder builder) + { + builder.Length = 0; + ObjectPool.Release(builder); + } + + /// [Animancer Extension] Calls and . + public static string ReleaseToString(this StringBuilder builder) + { + var result = builder.ToString(); + Release(builder); + return result; + } + + /************************************************************************************************************************/ + + /// Convenience wrappers for . + public static class Disposable + { + /************************************************************************************************************************/ + + /// + /// Creates a new and calls to set the + /// and `item`. + /// + public static ObjectPool.Disposable Acquire(out T item) + where T : class, new() + => new ObjectPool.Disposable(out item); + + /************************************************************************************************************************/ + + /// + /// Creates a new and calls to set the + /// and `item`. + /// + public static ObjectPool>.Disposable AcquireList(out List list) + { + var disposable = new ObjectPool>.Disposable(out list, onRelease: (l) => l.Clear()); + AnimancerUtilities.Assert(list.Count == 0, "A pooled list is not empty." + NotClearError); + return disposable; + } + + /************************************************************************************************************************/ + + /// + /// Creates a new and calls to set the + /// and `item`. + /// + public static ObjectPool>.Disposable AcquireSet(out HashSet set) + { + var disposable = new ObjectPool>.Disposable(out set, onRelease: (s) => s.Clear()); + AnimancerUtilities.Assert(set.Count == 0, "A pooled set is not empty." + NotClearError); + return disposable; + } + + /************************************************************************************************************************/ + + /// + /// Creates a new and calls to set the + /// and `item`. + /// + public static ObjectPool.Disposable AcquireContent(out GUIContent content, + string text = null, string tooltip = null, bool narrowText = true) + { + var disposable = new ObjectPool.Disposable(out content, onRelease: (c) => + { + c.text = null; + c.tooltip = null; + c.image = null; + }); + +#if UNITY_ASSERTIONS + if (!string.IsNullOrEmpty(content.text) || + !string.IsNullOrEmpty(content.tooltip) || + content.image != null) + { + throw new UnityEngine.Assertions.AssertionException( + $"A pooled {nameof(GUIContent)} is not cleared." + NotClearError, + $"- {nameof(content.text)} = '{content.text}'" + + $"\n- {nameof(content.tooltip)} = '{content.tooltip}'" + + $"\n- {nameof(content.image)} = '{content.image}'"); + } +#endif + + content.text = text; + content.tooltip = tooltip; + content.image = null; + return disposable; + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] + /// Creates a new and calls to set the + /// and `item`. + /// + public static ObjectPool.Disposable AcquireContent(out GUIContent content, + UnityEditor.SerializedProperty property, bool narrowText = true) + => AcquireContent(out content, property.displayName, property.tooltip, narrowText); +#endif + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + /// A simple object pooling system. + /// must not inherit from or . + /// https://kybernetik.com.au/animancer/api/Animancer/ObjectPool_1 + /// + public static class ObjectPool where T : class, new() + { + /************************************************************************************************************************/ + + private static readonly List + Items = new List(); + + /************************************************************************************************************************/ + + /// The number of spare items currently in the pool. + public static int Count + { + get => Items.Count; + set + { + var count = Items.Count; + if (count < value) + { + if (Items.Capacity < value) + Items.Capacity = Mathf.NextPowerOfTwo(value); + + do + { + Items.Add(new T()); + count++; + } + while (count < value); + + } + else if (count > value) + { + Items.RemoveRange(value, count - value); + } + } + } + + /************************************************************************************************************************/ + + /// Increases the to equal the `count` if it was lower. + public static void IncreaseCountTo(int count) + { + if (Count < count) + Count = count; + } + + /************************************************************************************************************************/ + + /// The of the internal list of spare items. + public static int Capacity + { + get => Items.Capacity; + set + { + if (Items.Count > value) + Items.RemoveRange(value, Items.Count - value); + Items.Capacity = value; + } + } + + /************************************************************************************************************************/ + + /// Increases the to equal the `capacity` if it was lower. + public static void IncreaseCapacityTo(int capacity) + { + if (Capacity < capacity) + Capacity = capacity; + } + + /************************************************************************************************************************/ + + /// Returns a spare item if there are any, or creates a new one. + /// Remember to it when you are done. + public static T Acquire() + { + var count = Items.Count; + if (count == 0) + { + return new T(); + } + else + { + count--; + var item = Items[count]; + Items.RemoveAt(count); + + return item; + } + } + + /************************************************************************************************************************/ + + /// Adds the `item` to the list of spares so it can be reused. + public static void Release(T item) + { + AnimancerUtilities.Assert(item != null, + $"Null objects must not be released into an {nameof(ObjectPool)}."); + + Items.Add(item); + + } + + /************************************************************************************************************************/ + + /// Returns a description of the state of this pool. + public static string GetDetails() + { + return + $"{typeof(T).Name}" + + $" ({nameof(Count)} = {Items.Count}" + + $", {nameof(Capacity)} = {Items.Capacity}" + + ")"; + } + + /************************************************************************************************************************/ + + /// + /// An to allow pooled objects to be acquired and released within using + /// statements instead of needing to manually release everything. + /// + public readonly struct Disposable : IDisposable + { + /************************************************************************************************************************/ + + /// The object acquired from the . + public readonly T Item; + + /// Called by . + public readonly Action OnRelease; + + /************************************************************************************************************************/ + + /// + /// Creates a new and calls to set the + /// and `item`. + /// + public Disposable(out T item, Action onRelease = null) + { + Item = item = Acquire(); + OnRelease = onRelease; + } + + /************************************************************************************************************************/ + + void IDisposable.Dispose() + { + OnRelease?.Invoke(Item); + Release(Item); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Collections/ObjectPool.cs.meta b/Assets/Plugins/Animancer/Internal/Collections/ObjectPool.cs.meta new file mode 100644 index 0000000000..7792267c28 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Collections/ObjectPool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e5fec2b1398f8c344b24f685dc58ecf0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Controller States.meta b/Assets/Plugins/Animancer/Internal/Controller States.meta new file mode 100644 index 0000000000..5622cbe03c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Controller States.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0024209230bdd0d46a82810456402e2c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Controller States/ControllerState.cs b/Assets/Plugins/Animancer/Internal/Controller States/ControllerState.cs new file mode 100644 index 0000000000..60e1751fae --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Controller States/ControllerState.cs @@ -0,0 +1,789 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.Animations; +#endif + +namespace Animancer +{ + /// [Pro-Only] An which plays a . + /// + /// You can control this state very similarly to an via its property. + /// + /// Documentation: Animator Controllers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ControllerState + /// + public class ControllerState : AnimancerState + { + /************************************************************************************************************************/ + + /// An that creates a . + public interface ITransition : ITransition { } + + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + private RuntimeAnimatorController _Controller; + + /// The which this state plays. + public RuntimeAnimatorController Controller + { + get => _Controller; + set => ChangeMainObject(ref _Controller, value); + } + + /// The which this state plays. + public override Object MainObject + { + get => Controller; + set => Controller = (RuntimeAnimatorController)value; + } + + /// The internal system which plays the . + public AnimatorControllerPlayable Playable + { + get + { + Validate.AssertPlayable(this); + return _Playable; + } + } + + private new AnimatorControllerPlayable _Playable; + + /************************************************************************************************************************/ + + private bool _KeepStateOnStop; + + /// + /// If false, will reset all layers to their default state. Default False. + /// + /// The will only be gathered the first time this property is set to false or + /// is called manually. + /// + public bool KeepStateOnStop + { + get => _KeepStateOnStop; + set + { + _KeepStateOnStop = value; + if (!value && DefaultStateHashes == null && _Playable.IsValid()) + GatherDefaultStates(); + } + } + + /// + /// The of the default state on each layer, used to reset to + /// those states when is called if is true. + /// + public int[] DefaultStateHashes { get; set; } + + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// [Assert-Only] Animancer Events doesn't work properly on s. + protected override string UnsupportedEventsMessage => + "Animancer Events on " + nameof(ControllerState) + "s will probably not work as expected." + + " The events will be associated with the entire Animator Controller and be triggered by any of the" + + " states inside it. If you want to use events in an Animator Controller you will likely need to use" + + " Unity's regular Animation Event system."; + + /// [Assert-Only] + /// does nothing on s. + /// + protected override string UnsupportedSpeedMessage => + nameof(PlayableExtensions) + "." + nameof(PlayableExtensions.SetSpeed) + " does nothing on " + nameof(ControllerState) + + "s so there is no way to directly control their speed." + + " The Animator Controller Speed page explains a possible workaround for this issue:" + + " https://kybernetik.com.au/animancer/docs/bugs/animator-controller-speed"; +#endif + + /************************************************************************************************************************/ + + /// IK cannot be dynamically enabled on a . + public override void CopyIKFlags(AnimancerNode node) { } + + /************************************************************************************************************************/ + + /// IK cannot be dynamically enabled on a . + public override bool ApplyAnimatorIK + { + get => false; + set + { +#if UNITY_ASSERTIONS + if (value) + OptionalWarning.UnsupportedIK.Log($"IK cannot be dynamically enabled on a {nameof(ControllerState)}." + + " You must instead enable it on the desired layer inside the Animator Controller.", _Controller); +#endif + } + } + + /************************************************************************************************************************/ + + /// IK cannot be dynamically enabled on a . + public override bool ApplyFootIK + { + get => false; + set + { +#if UNITY_ASSERTIONS + if (value) + OptionalWarning.UnsupportedIK.Log($"IK cannot be dynamically enabled on a {nameof(ControllerState)}." + + " You must instead enable it on the desired state inside the Animator Controller.", _Controller); +#endif + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Public API + /************************************************************************************************************************/ + + /// Creates a new to play the `controller`. + public ControllerState(RuntimeAnimatorController controller, bool keepStateOnStop = false) + { + if (controller == null) + throw new ArgumentNullException(nameof(controller)); + + _Controller = controller; + _KeepStateOnStop = keepStateOnStop; + } + + /************************************************************************************************************************/ + + /// Creates and assigns the managed by this state. + protected override void CreatePlayable(out Playable playable) + { + playable = _Playable = AnimatorControllerPlayable.Create(Root._Graph, _Controller); + + if (!_KeepStateOnStop) + GatherDefaultStates(); + } + + /************************************************************************************************************************/ + + /// + /// Stores the values of all parameters, calls , then restores the + /// parameter values. + /// + public override void RecreatePlayable() + { + if (!_Playable.IsValid()) + { + CreatePlayable(); + return; + } + + var parameterCount = _Playable.GetParameterCount(); + var values = new object[parameterCount]; + for (int i = 0; i < parameterCount; i++) + { + values[i] = AnimancerUtilities.GetParameterValue(_Playable, _Playable.GetParameter(i)); + } + + base.RecreatePlayable(); + + for (int i = 0; i < parameterCount; i++) + { + AnimancerUtilities.SetParameterValue(_Playable, _Playable.GetParameter(i), values[i]); + } + } + + /************************************************************************************************************************/ + + /// + /// The current state on layer 0, or the next state if it is currently in a transition. + /// + public AnimatorStateInfo StateInfo + { + get + { + Validate.AssertPlayable(this); + return _Playable.IsInTransition(0) ? + _Playable.GetNextAnimatorStateInfo(0) : + _Playable.GetCurrentAnimatorStateInfo(0); + } + } + + /************************************************************************************************************************/ + + /// + /// The * of the + /// . + /// + protected override float RawTime + { + get + { + var info = StateInfo; + return info.normalizedTime * info.length; + } + set + { + Validate.AssertPlayable(this); + _Playable.PlayInFixedTime(0, 0, value); + } + } + + /************************************************************************************************************************/ + + /// The current (on layer 0). + public override float Length => StateInfo.length; + + /************************************************************************************************************************/ + + /// Indicates whether the current state on layer 0 will loop back to the start when it reaches the end. + public override bool IsLooping => StateInfo.loop; + + /************************************************************************************************************************/ + + /// Gathers the from the current states. + public void GatherDefaultStates() + { + Validate.AssertPlayable(this); + var layerCount = _Playable.GetLayerCount(); + if (DefaultStateHashes == null || DefaultStateHashes.Length != layerCount) + DefaultStateHashes = new int[layerCount]; + + while (--layerCount >= 0) + DefaultStateHashes[layerCount] = _Playable.GetCurrentAnimatorStateInfo(layerCount).shortNameHash; + } + + /// + /// Calls the base and if is false it also + /// calls . + /// + public override void Stop() + { + if (_KeepStateOnStop) + { + base.Stop(); + } + else + { + ResetToDefaultStates(); + + // Don't call base.Stop(); because it sets Time = 0; which uses PlayInFixedTime and interferes with + // resetting to the default states. + Weight = 0; + IsPlaying = false; + Events = null; + } + } + + /// + /// Resets all layers to their default state. + /// + /// is null. + /// + /// The size of is larger than the number of layers in the + /// . + /// + public void ResetToDefaultStates() + { + Validate.AssertPlayable(this); + for (int i = DefaultStateHashes.Length - 1; i >= 0; i--) + _Playable.Play(DefaultStateHashes[i], i, 0); + + // Allowing the RawTime to be applied prevents the default state from being played because + // Animator Controllers don't properly respond to multiple Play calls in the same frame. + CancelSetTime(); + } + + /************************************************************************************************************************/ + + /// + public override void GatherAnimationClips(ICollection clips) + { + if (_Controller != null) + clips.Gather(_Controller.animationClips); + } + + /************************************************************************************************************************/ + + /// + public override void Destroy() + { + _Controller = null; + base.Destroy(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Animator Controller Wrappers + /************************************************************************************************************************/ + #region Cross Fade + /************************************************************************************************************************/ + + /// + /// The default constant for fade duration parameters which causes it to use the + /// instead. + /// + public const float DefaultFadeDuration = -1; + + /************************************************************************************************************************/ + + /// + /// Returns the `fadeDuration` if it is zero or positive. Otherwise returns the + /// . + /// + public static float GetFadeDuration(float fadeDuration) + => fadeDuration >= 0 ? fadeDuration : AnimancerPlayable.DefaultFadeDuration; + + /************************************************************************************************************************/ + + /// Starts a transition from the current state to the specified state using normalized times. + /// If `fadeDuration` is negative, it uses the . + public void CrossFade(int stateNameHash, + float fadeDuration = DefaultFadeDuration, + int layer = -1, + float normalizedTime = float.NegativeInfinity) + => Playable.CrossFade(stateNameHash, GetFadeDuration(fadeDuration), layer, normalizedTime); + + /************************************************************************************************************************/ + + /// Starts a transition from the current state to the specified state using normalized times. + /// If `fadeDuration` is negative, it uses the . + public void CrossFade(string stateName, + float fadeDuration = DefaultFadeDuration, + int layer = -1, + float normalizedTime = float.NegativeInfinity) + => Playable.CrossFade(stateName, GetFadeDuration(fadeDuration), layer, normalizedTime); + + /************************************************************************************************************************/ + + /// Starts a transition from the current state to the specified state using times in seconds. + /// If `fadeDuration` is negative, it uses the . + public void CrossFadeInFixedTime(int stateNameHash, + float fadeDuration = DefaultFadeDuration, + int layer = -1, + float fixedTime = 0) + => Playable.CrossFadeInFixedTime(stateNameHash, GetFadeDuration(fadeDuration), layer, fixedTime); + + /************************************************************************************************************************/ + + /// Starts a transition from the current state to the specified state using times in seconds. + /// If `fadeDuration` is negative, it uses the . + public void CrossFadeInFixedTime(string stateName, + float fadeDuration = DefaultFadeDuration, + int layer = -1, + float fixedTime = 0) + => Playable.CrossFadeInFixedTime(stateName, GetFadeDuration(fadeDuration), layer, fixedTime); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Play + /************************************************************************************************************************/ + + /// Plays the specified state immediately, starting from a particular normalized time. + public void Play(int stateNameHash, + int layer = -1, + float normalizedTime = float.NegativeInfinity) + => Playable.Play(stateNameHash, layer, normalizedTime); + + /************************************************************************************************************************/ + + /// Plays the specified state immediately, starting from a particular normalized time. + public void Play(string stateName, + int layer = -1, + float normalizedTime = float.NegativeInfinity) + => Playable.Play(stateName, layer, normalizedTime); + + /************************************************************************************************************************/ + + /// Plays the specified state immediately, starting from a particular time (in seconds). + public void PlayInFixedTime(int stateNameHash, + int layer = -1, + float fixedTime = 0) + => Playable.PlayInFixedTime(stateNameHash, layer, fixedTime); + + /************************************************************************************************************************/ + + /// Plays the specified state immediately, starting from a particular time (in seconds). + public void PlayInFixedTime(string stateName, + int layer = -1, + float fixedTime = 0) + => Playable.PlayInFixedTime(stateName, layer, fixedTime); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Parameters + /************************************************************************************************************************/ + + /// Gets the value of the specified boolean parameter. + public bool GetBool(int id) => Playable.GetBool(id); + /// Gets the value of the specified boolean parameter. + public bool GetBool(string name) => Playable.GetBool(name); + /// Sets the value of the specified boolean parameter. + public void SetBool(int id, bool value) => Playable.SetBool(id, value); + /// Sets the value of the specified boolean parameter. + public void SetBool(string name, bool value) => Playable.SetBool(name, value); + + /// Gets the value of the specified float parameter. + public float GetFloat(int id) => Playable.GetFloat(id); + /// Gets the value of the specified float parameter. + public float GetFloat(string name) => Playable.GetFloat(name); + /// Sets the value of the specified float parameter. + public void SetFloat(int id, float value) => Playable.SetFloat(id, value); + /// Sets the value of the specified float parameter. + public void SetFloat(string name, float value) => Playable.SetFloat(name, value); + + /// Gets the value of the specified integer parameter. + public int GetInteger(int id) => Playable.GetInteger(id); + /// Gets the value of the specified integer parameter. + public int GetInteger(string name) => Playable.GetInteger(name); + /// Sets the value of the specified integer parameter. + public void SetInteger(int id, int value) => Playable.SetInteger(id, value); + /// Sets the value of the specified integer parameter. + public void SetInteger(string name, int value) => Playable.SetInteger(name, value); + + /// Sets the specified trigger parameter to true. + public void SetTrigger(int id) => Playable.SetTrigger(id); + /// Sets the specified trigger parameter to true. + public void SetTrigger(string name) => Playable.SetTrigger(name); + /// Resets the specified trigger parameter to false. + public void ResetTrigger(int id) => Playable.ResetTrigger(id); + /// Resets the specified trigger parameter to false. + public void ResetTrigger(string name) => Playable.ResetTrigger(name); + + /// Gets the details of one of the 's parameters. + public AnimatorControllerParameter GetParameter(int index) => Playable.GetParameter(index); + /// Gets the number of parameters in the . + public int GetParameterCount() => Playable.GetParameterCount(); + + /// Indicates whether the specified parameter is controlled by an . + public bool IsParameterControlledByCurve(int id) => Playable.IsParameterControlledByCurve(id); + /// Indicates whether the specified parameter is controlled by an . + public bool IsParameterControlledByCurve(string name) => Playable.IsParameterControlledByCurve(name); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Misc + /************************************************************************************************************************/ + // Layers. + /************************************************************************************************************************/ + + /// Gets the weight of the layer at the specified index. + public float GetLayerWeight(int layerIndex) => Playable.GetLayerWeight(layerIndex); + /// Sets the weight of the layer at the specified index. + public void SetLayerWeight(int layerIndex, float weight) => Playable.SetLayerWeight(layerIndex, weight); + + /// Gets the number of layers in the . + public int GetLayerCount() => Playable.GetLayerCount(); + + /// Gets the index of the layer with the specified name. + public int GetLayerIndex(string layerName) => Playable.GetLayerIndex(layerName); + /// Gets the name of the layer with the specified index. + public string GetLayerName(int layerIndex) => Playable.GetLayerName(layerIndex); + + /************************************************************************************************************************/ + // States. + /************************************************************************************************************************/ + + /// Returns information about the current state. + public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex = 0) => Playable.GetCurrentAnimatorStateInfo(layerIndex); + /// Returns information about the next state being transitioned towards. + public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex = 0) => Playable.GetNextAnimatorStateInfo(layerIndex); + + /// Indicates whether the specified layer contains the specified state. + public bool HasState(int layerIndex, int stateID) => Playable.HasState(layerIndex, stateID); + + /************************************************************************************************************************/ + // Transitions. + /************************************************************************************************************************/ + + /// Indicates whether the specified layer is currently executing a transition. + public bool IsInTransition(int layerIndex = 0) => Playable.IsInTransition(layerIndex); + + /// Gets information about the current transition. + public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex = 0) => Playable.GetAnimatorTransitionInfo(layerIndex); + + /************************************************************************************************************************/ + // Clips. + /************************************************************************************************************************/ + + /// Gets information about the s currently being played. + public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex = 0) => Playable.GetCurrentAnimatorClipInfo(layerIndex); + /// Gets information about the s currently being played. + public void GetCurrentAnimatorClipInfo(int layerIndex, List clips) => Playable.GetCurrentAnimatorClipInfo(layerIndex, clips); + /// Gets the number of s currently being played. + public int GetCurrentAnimatorClipInfoCount(int layerIndex = 0) => Playable.GetCurrentAnimatorClipInfoCount(layerIndex); + + /// Gets information about the s currently being transitioned towards. + public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex = 0) => Playable.GetNextAnimatorClipInfo(layerIndex); + /// Gets information about the s currently being transitioned towards. + public void GetNextAnimatorClipInfo(int layerIndex, List clips) => Playable.GetNextAnimatorClipInfo(layerIndex, clips); + /// Gets the number of s currently being transitioned towards. + public int GetNextAnimatorClipInfoCount(int layerIndex = 0) => Playable.GetNextAnimatorClipInfoCount(layerIndex); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Parameter IDs + /************************************************************************************************************************/ + + /// A wrapper for the name and hash of an . + public readonly struct ParameterID + { + /************************************************************************************************************************/ + + /// The name of this parameter. + public readonly string Name; + + /// The name hash of this parameter. + public readonly int Hash; + + /************************************************************************************************************************/ + + /// + /// Creates a new with the specified and uses + /// to calculate the . + /// + public ParameterID(string name) + { + Name = name; + Hash = Animator.StringToHash(name); + } + + /// + /// Creates a new with the specified and leaves the + /// null. + /// + public ParameterID(int hash) + { + Name = null; + Hash = hash; + } + + /// Creates a new with the specified and . + /// This constructor does not verify that the `hash` actually corresponds to the `name`. + public ParameterID(string name, int hash) + { + Name = name; + Hash = hash; + } + + /************************************************************************************************************************/ + + /// + /// Creates a new with the specified and uses + /// to calculate the . + /// + public static implicit operator ParameterID(string name) => new ParameterID(name); + + /// + /// Creates a new with the specified and leaves the + /// null. + /// + public static implicit operator ParameterID(int hash) => new ParameterID(hash); + + /************************************************************************************************************************/ + + /// Returns the . + public static implicit operator int(ParameterID parameter) => parameter.Hash; + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + private static Dictionary> + _ControllerToParameterHashAndType; +#endif + + /// [Editor-Conditional] + /// Throws if the `controller` doesn't have a parameter with the specified + /// and `type`. + /// + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public void ValidateHasParameter(RuntimeAnimatorController controller, AnimatorControllerParameterType type) + { +#if UNITY_EDITOR + Editor.AnimancerEditorUtilities.InitializeCleanDictionary(ref _ControllerToParameterHashAndType); + + // Get the parameter details. + if (!_ControllerToParameterHashAndType.TryGetValue(controller, out var parameterDetails)) + { + var editorController = (AnimatorController)controller; + var parameters = editorController.parameters; + var count = parameters.Length; + + // Animator Controllers loaded from Asset Bundles only contain their RuntimeAnimatorController data + // but not the editor AnimatorController data which we need to perform this validation. + if (count == 0 && + editorController.layers.Length == 0)// Double check that the editor data is actually empty. + { + _ControllerToParameterHashAndType.Add(controller, null); + return; + } + + parameterDetails = new Dictionary(); + + for (int i = 0; i < count; i++) + { + var parameter = parameters[i]; + parameterDetails.Add(parameter.nameHash, parameter.type); + } + + _ControllerToParameterHashAndType.Add(controller, parameterDetails); + } + + if (parameterDetails == null) + return; + + // Check that there is a parameter with the correct hash and type. + + if (!parameterDetails.TryGetValue(Hash, out var parameterType)) + { + throw new ArgumentException($"{controller} has no {type} parameter matching {this}"); + } + + if (type != parameterType) + { + throw new ArgumentException($"{controller} has a parameter matching {this}, but it is not a {type}"); + } +#endif + } + + /************************************************************************************************************************/ + + /// Returns a string containing the and . + public override string ToString() + { + return $"{nameof(ControllerState)}.{nameof(ParameterID)}" + + $"({nameof(Name)}: '{Name}'" + + $", {nameof(Hash)}: {Hash})"; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Inspector + /************************************************************************************************************************/ + + /// The number of parameters being wrapped by this state. + public virtual int ParameterCount => 0; + + /// Returns the hash of a parameter being wrapped by this state. + /// This state doesn't wrap any parameters. + public virtual int GetParameterHash(int index) => throw new NotSupportedException(); + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] Returns a for this state. + protected internal override Editor.IAnimancerNodeDrawer CreateDrawer() => new Drawer(this); + + /************************************************************************************************************************/ + + /// + public sealed class Drawer : Editor.ParametizedAnimancerStateDrawer + { + /************************************************************************************************************************/ + + /// Creates a new to manage the Inspector GUI for the `state`. + public Drawer(ControllerState state) : base(state) { } + + /************************************************************************************************************************/ + + /// + protected override void DoDetailsGUI() + { + GatherParameters(); + base.DoDetailsGUI(); + } + + /************************************************************************************************************************/ + + private readonly List + Parameters = new List(); + + /// Fills the list with the current parameter details. + private void GatherParameters() + { + Parameters.Clear(); + + var count = Target.ParameterCount; + if (count == 0) + return; + + for (int i = 0; i < count; i++) + { + var hash = Target.GetParameterHash(i); + Parameters.Add(GetParameter(hash)); + } + } + + /************************************************************************************************************************/ + + private AnimatorControllerParameter GetParameter(int hash) + { + Validate.AssertPlayable(Target); + var parameterCount = Target._Playable.GetParameterCount(); + for (int i = 0; i < parameterCount; i++) + { + var parameter = Target._Playable.GetParameter(i); + if (parameter.nameHash == hash) + return parameter; + } + + return null; + } + + /************************************************************************************************************************/ + + /// + public override int ParameterCount => Parameters.Count; + + /// + public override string GetParameterName(int index) => Parameters[index].name; + + /// + public override AnimatorControllerParameterType GetParameterType(int index) => Parameters[index].type; + + /// + public override object GetParameterValue(int index) + { + Validate.AssertPlayable(Target); + return AnimancerUtilities.GetParameterValue(Target._Playable, Parameters[index]); + } + + /// + public override void SetParameterValue(int index, object value) + { + Validate.AssertPlayable(Target); + AnimancerUtilities.SetParameterValue(Target._Playable, Parameters[index], value); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Controller States/ControllerState.cs.meta b/Assets/Plugins/Animancer/Internal/Controller States/ControllerState.cs.meta new file mode 100644 index 0000000000..554e7b235a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Controller States/ControllerState.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b23544c0fb7a6c8438dfae8cd9e105b5 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Controller States/Float1ControllerState.cs b/Assets/Plugins/Animancer/Internal/Controller States/Float1ControllerState.cs new file mode 100644 index 0000000000..92221923a1 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Controller States/Float1ControllerState.cs @@ -0,0 +1,70 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; + +namespace Animancer +{ + /// [Pro-Only] A which manages one float parameter. + /// + /// Documentation: Animator Controllers + /// + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Float1ControllerState + /// + public sealed class Float1ControllerState : ControllerState + { + /************************************************************************************************************************/ + + /// An that creates a . + public new interface ITransition : ITransition { } + + /************************************************************************************************************************/ + + private ParameterID _ParameterID; + + /// The identifier of the parameter which will get and set. + public new ParameterID ParameterID + { + get => _ParameterID; + set + { + _ParameterID = value; + _ParameterID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + } + } + + /// + /// Gets and sets a float parameter in the using the + /// . + /// + public float Parameter + { + get => Playable.GetFloat(_ParameterID.Hash); + set => Playable.SetFloat(_ParameterID.Hash, value); + } + + /************************************************************************************************************************/ + + /// Creates a new to play the `controller`. + public Float1ControllerState(RuntimeAnimatorController controller, ParameterID parameter, + bool keepStateOnStop = false) + : base(controller, keepStateOnStop) + { + _ParameterID = parameter; + _ParameterID.ValidateHasParameter(controller, AnimatorControllerParameterType.Float); + } + + /************************************************************************************************************************/ + + /// + public override int ParameterCount => 1; + + /// + public override int GetParameterHash(int index) => _ParameterID; + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Controller States/Float1ControllerState.cs.meta b/Assets/Plugins/Animancer/Internal/Controller States/Float1ControllerState.cs.meta new file mode 100644 index 0000000000..6d97d86c30 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Controller States/Float1ControllerState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 43c061c07700d7d4c9c12e7591b5d9f1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Controller States/Float2ControllerState.cs b/Assets/Plugins/Animancer/Internal/Controller States/Float2ControllerState.cs new file mode 100644 index 0000000000..bc719ab5e5 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Controller States/Float2ControllerState.cs @@ -0,0 +1,121 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; + +namespace Animancer +{ + /// [Pro-Only] A which manages two float parameters. + /// + /// Documentation: Animator Controllers + /// + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Float2ControllerState + /// + public sealed class Float2ControllerState : ControllerState + { + /************************************************************************************************************************/ + + /// An that creates a . + public new interface ITransition : ITransition { } + + /************************************************************************************************************************/ + + private ParameterID _ParameterXID; + + /// The identifier of the parameter which will get and set. + public ParameterID ParameterXID + { + get => _ParameterXID; + set + { + _ParameterXID = value; + _ParameterXID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + } + } + + /// + /// Gets and sets a float parameter in the using the + /// . + /// + public float ParameterX + { + get => Playable.GetFloat(_ParameterXID.Hash); + set => Playable.SetFloat(_ParameterXID.Hash, value); + } + + /************************************************************************************************************************/ + + private ParameterID _ParameterYID; + + /// The identifier of the parameter which will get and set. + public ParameterID ParameterYID + { + get => _ParameterYID; + set + { + _ParameterYID = value; + _ParameterYID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + } + } + + /// + /// Gets and sets a float parameter in the using the + /// . + /// + public float ParameterY + { + get => Playable.GetFloat(_ParameterYID.Hash); + set => Playable.SetFloat(_ParameterYID.Hash, value); + } + + /************************************************************************************************************************/ + + /// + /// Gets and sets and . + /// + public Vector2 Parameter + { + get => new Vector2(ParameterX, ParameterY); + set + { + ParameterX = value.x; + ParameterY = value.y; + } + } + + /************************************************************************************************************************/ + + /// Creates a new to play the `controller`. + public Float2ControllerState(RuntimeAnimatorController controller, + ParameterID parameterX, ParameterID parameterY, bool keepStateOnStop = false) + : base(controller, keepStateOnStop) + { + _ParameterXID = parameterX; + _ParameterXID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + + _ParameterYID = parameterY; + _ParameterYID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + } + + /************************************************************************************************************************/ + + /// + public override int ParameterCount => 2; + + /// + public override int GetParameterHash(int index) + { + switch (index) + { + case 0: return _ParameterXID; + case 1: return _ParameterYID; + default: throw new ArgumentOutOfRangeException(nameof(index)); + }; + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Controller States/Float2ControllerState.cs.meta b/Assets/Plugins/Animancer/Internal/Controller States/Float2ControllerState.cs.meta new file mode 100644 index 0000000000..879eb4367a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Controller States/Float2ControllerState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d58b840dc96199b49bf81213b1330f9b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Controller States/Float3ControllerState.cs b/Assets/Plugins/Animancer/Internal/Controller States/Float3ControllerState.cs new file mode 100644 index 0000000000..086b3f8742 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Controller States/Float3ControllerState.cs @@ -0,0 +1,151 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; + +namespace Animancer +{ + /// [Pro-Only] A which manages three float parameters. + /// + /// Documentation: Animator Controllers + /// + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Float3ControllerState + /// + public sealed class Float3ControllerState : ControllerState + { + /************************************************************************************************************************/ + + /// An that creates a . + public new interface ITransition : ITransition { } + + /************************************************************************************************************************/ + + private ParameterID _ParameterXID; + + /// The identifier of the parameter which will get and set. + public ParameterID ParameterXID + { + get => _ParameterXID; + set + { + _ParameterXID = value; + _ParameterXID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + } + } + + /// + /// Gets and sets a float parameter in the using the + /// . + /// + public float ParameterX + { + get => Playable.GetFloat(_ParameterXID.Hash); + set => Playable.SetFloat(_ParameterXID.Hash, value); + } + + /************************************************************************************************************************/ + + private ParameterID _ParameterYID; + + /// The identifier of the parameter which will get and set. + public ParameterID ParameterYID + { + get => _ParameterYID; + set + { + _ParameterYID = value; + _ParameterYID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + } + } + + /// + /// Gets and sets a float parameter in the using the + /// . + /// + public float ParameterY + { + get => Playable.GetFloat(_ParameterYID.Hash); + set => Playable.SetFloat(_ParameterYID.Hash, value); + } + + /************************************************************************************************************************/ + + private ParameterID _ParameterZID; + + /// The identifier of the parameter which will get and set. + public ParameterID ParameterZID + { + get => _ParameterZID; + set + { + _ParameterZID = value; + _ParameterZID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + } + } + + /// + /// Gets and sets a float parameter in the using the + /// . + /// + public float ParameterZ + { + get => Playable.GetFloat(_ParameterZID.Hash); + set => Playable.SetFloat(_ParameterZID.Hash, value); + } + + /************************************************************************************************************************/ + + /// + /// Gets and sets , , and . + /// + public Vector3 Parameter + { + get => new Vector3(ParameterX, ParameterY, ParameterZ); + set + { + ParameterX = value.x; + ParameterY = value.y; + ParameterZ = value.z; + } + } + + /************************************************************************************************************************/ + + /// Creates a new to play the `controller`. + public Float3ControllerState(RuntimeAnimatorController controller, + ParameterID parameterX, ParameterID parameterY, ParameterID parameterZ, bool keepStateOnStop = false) + : base(controller, keepStateOnStop) + { + _ParameterXID = parameterX; + _ParameterXID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + + _ParameterYID = parameterY; + _ParameterYID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + + _ParameterZID = parameterZ; + _ParameterZID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); + } + + /************************************************************************************************************************/ + + /// + public override int ParameterCount => 3; + + /// + public override int GetParameterHash(int index) + { + switch (index) + { + case 0: return _ParameterXID; + case 1: return _ParameterYID; + case 2: return _ParameterZID; + default: throw new ArgumentOutOfRangeException(nameof(index)); + }; + } + + /************************************************************************************************************************/ + } +} + diff --git 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first: + Android: Android + second: + enabled: 0 + settings: + CPU: ARMv7 + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 0 + settings: + CPU: AnyCPU + DefaultValueInitialized: true + OS: AnyOS + - first: + Facebook: Win + second: + enabled: 0 + settings: + CPU: AnyCPU + - first: + Facebook: Win64 + second: + enabled: 0 + settings: + CPU: AnyCPU + - first: + Standalone: Linux + second: + enabled: 0 + settings: + CPU: x86 + - first: + Standalone: Linux64 + second: + enabled: 0 + settings: + CPU: x86_64 + - first: + Standalone: LinuxUniversal + second: + enabled: 0 + settings: + CPU: None + - first: + Standalone: OSXUniversal + second: + enabled: 0 + settings: + CPU: AnyCPU + - first: + Standalone: Win + second: + enabled: 0 + settings: + CPU: AnyCPU + - first: + Standalone: Win64 + second: + enabled: 0 + settings: + CPU: AnyCPU + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/Animancer.Lite.xml b/Assets/Plugins/Animancer/Internal/Core/Animancer.Lite.xml new file mode 100644 index 0000000000..d6ee0e0e62 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/Animancer.Lite.xml @@ -0,0 +1,8 @@ + + + + Animancer.Lite + + + + diff --git a/Assets/Plugins/Animancer/Internal/Core/Animancer.Lite.xml.meta b/Assets/Plugins/Animancer/Internal/Core/Animancer.Lite.xml.meta new file mode 100644 index 0000000000..8c22e9380c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/Animancer.Lite.xml.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4bf92cc1f409c88418660c79554fcb48 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs new file mode 100644 index 0000000000..7419e63ad9 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs @@ -0,0 +1,440 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +//#define ANIMANCER_ULT_EVENTS + +// If you edit this file to change the callback type to something other than UltEvents, you will need to change this +// alias as well as the HasPersistentCalls method below. +#if ANIMANCER_ULT_EVENTS +using SerializableCallback = UltEvents.UltEvent; +#else +using SerializableCallback = UnityEngine.Events.UnityEvent; +#endif + +using UnityEngine; +using System; + +namespace Animancer +{ + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerEvent + partial struct AnimancerEvent + { + /// https://kybernetik.com.au/animancer/api/Animancer/Sequence + partial class Sequence + { + /// + /// An that can be serialized and uses s to define + /// the s. + /// + /// + /// If you have Animancer Pro you can replace s with + /// UltEvents using the following procedure: + /// + /// Select the Assets/Plugins/Animancer/Animancer.asmdef and add a Reference to the + /// UltEvents Assembly Definition. + /// Go into the Player Settings of your project and add ANIMANCER_ULT_EVENTS as a Scripting + /// Define Symbol. Or you can simply edit this script to change the event type (it is located at + /// Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs by default. + /// + /// Documentation: Animancer Events + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Serializable + /// + [Serializable] + public class Serializable +#if UNITY_EDITOR + : ISerializationCallbackReceiver +#endif + { + /************************************************************************************************************************/ + + [SerializeField] + private float[] _NormalizedTimes; + + /// [] The serialized s. + public ref float[] NormalizedTimes => ref _NormalizedTimes; + + /************************************************************************************************************************/ + + [SerializeField] + private SerializableCallback[] _Callbacks; + + /// [] The serialized s. + /// + /// This array only needs to be large enough to hold the last event that actually contains any calls. + /// Any empty or missing elements will simply use the at runtime. + /// + public ref SerializableCallback[] Callbacks => ref _Callbacks; + + /************************************************************************************************************************/ + + [SerializeField] + private string[] _Names; + + /// [] The serialized . + public ref string[] Names => ref _Names; + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only, Internal] The name of the array field which stores the s. + internal const string NormalizedTimesField = nameof(_NormalizedTimes); + + /// [Editor-Only, Internal] The name of the array field which stores the serialized s. + internal const string CallbacksField = nameof(_Callbacks); + + /// [Editor-Only, Internal] The name of the array field which stores the serialized . + internal const string NamesField = nameof(_Names); + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + + private Sequence _Events; + + /// + /// The runtime compiled from this . + /// Each call after the first will return the same value. + /// + /// + /// Unlike , this property will create an empty + /// instead of returning null if there are no events. + /// + public Sequence Events + { + get + { + if (_Events == null) + { + GetEventsOptional(); + if (_Events == null) + _Events = new Sequence(); + } + + return _Events; + } + set => _Events = value; + } + + /************************************************************************************************************************/ + + /// + /// Returns the runtime compiled from this . + /// Each call after the first will return the same value. + /// + /// + /// This method returns null if the sequence would be empty anyway and is used by the implicit + /// conversion from to . + /// + public Sequence GetEventsOptional() + { + if (_Events != null || + _NormalizedTimes == null) + return _Events; + + var timeCount = _NormalizedTimes.Length; + if (timeCount == 0) + return null; + + var callbackCount = _Callbacks != null ? _Callbacks.Length : 0; + + var callback = callbackCount >= timeCount-- ? + GetInvoker(_Callbacks[timeCount]) : + null; + var endEvent = new AnimancerEvent(_NormalizedTimes[timeCount], callback); + + _Events = new Sequence(timeCount) + { + endEvent = endEvent, + Count = timeCount, + _Names = _Names, + }; + + for (int i = 0; i < timeCount; i++) + { + callback = i < callbackCount ? GetInvoker(_Callbacks[i]) : DummyCallback; + _Events._Events[i] = new AnimancerEvent(_NormalizedTimes[i], callback); + } + + return _Events; + } + + /// Calls . + public static implicit operator Sequence(Serializable serializable) => serializable?.GetEventsOptional(); + + /************************************************************************************************************************/ + + /// Returns the or null if it wasn't yet initialized. + internal Sequence InitializedEvents => _Events; + + /************************************************************************************************************************/ + + /// + /// If the `callback` has any persistent calls, this method returns a delegate to call its + /// method. Otherwise it returns the + /// . + /// + public static Action GetInvoker(SerializableCallback callback) + => HasPersistentCalls(callback) ? callback.Invoke : DummyCallback; + +#if UNITY_EDITOR + /// [Editor-Only] + /// Casts the `callback` and calls . + /// + public static Action GetInvoker(object callback) + => GetInvoker((SerializableCallback)callback); +#endif + + /************************************************************************************************************************/ + + /// + /// Determines if the `callback` contains any method calls that will be serialized (otherwise the + /// can be used instead of creating a new delegate to invoke the empty + /// `callback`). + /// + public static bool HasPersistentCalls(SerializableCallback callback) + { + if (callback == null) + return false; + + // UnityEvents do not allow us to check if any dynamic calls are present. + // But we are not giving runtime access to the events so it does not really matter. + // UltEvents does allow it (via the HasCalls property), but we might as well be consistent. + +#if ANIMANCER_ULT_EVENTS + var calls = callback.PersistentCallsList; + return calls != null && calls.Count > 0; +#else + return callback.GetPersistentEventCount() > 0; +#endif + } + +#if UNITY_EDITOR + /// [Editor-Only] + /// Casts the `callback` and calls . + /// + public static bool HasPersistentCalls(object callback) => HasPersistentCalls((SerializableCallback)callback); +#endif + + /************************************************************************************************************************/ + + /// Returns the of the . + /// If the value is not set, the value is determined by . + public float GetNormalizedEndTime(float speed = 1) + { + if (_NormalizedTimes.IsNullOrEmpty()) + return GetDefaultNormalizedEndTime(speed); + else + return _NormalizedTimes[_NormalizedTimes.Length - 1]; + } + + /************************************************************************************************************************/ + + /// Sets the of the . + public void SetNormalizedEndTime(float normalizedTime) + { + if (_NormalizedTimes.IsNullOrEmpty()) + _NormalizedTimes = new float[] { normalizedTime }; + else + _NormalizedTimes[_NormalizedTimes.Length - 1] = normalizedTime; + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] Does nothing. + /// + /// Keeping the runtime in sync with the serialized data is handled by + /// . + /// + void ISerializationCallbackReceiver.OnAfterDeserialize() { } + + /************************************************************************************************************************/ + + /// [Editor-Only] Ensures that the events are sorted by time (excluding the end event). + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + if (_NormalizedTimes == null || + _NormalizedTimes.Length <= 2) + { + CompactArrays(); + return; + } + + var eventContext = Editor.SerializableEventSequenceDrawer.Context.Current; + var selectedEvent = eventContext?.Property != null ? eventContext.SelectedEvent : -1; + + var timeCount = _NormalizedTimes.Length - 1; + + var previousTime = _NormalizedTimes[0]; + + // Bubble Sort based on the normalized times. + for (int i = 1; i < timeCount; i++) + { + var time = _NormalizedTimes[i]; + if (time >= previousTime) + { + previousTime = time; + continue; + } + + _NormalizedTimes.Swap(i, i - 1); + DynamicSwap(ref _Callbacks, i); + DynamicSwap(ref _Names, i); + + if (selectedEvent == i) + selectedEvent = i - 1; + else if (selectedEvent == i - 1) + selectedEvent = i; + + if (i == 1) + { + i = 0; + previousTime = float.NegativeInfinity; + } + else + { + i -= 2; + previousTime = _NormalizedTimes[i]; + } + } + + // If the current animation is looping, clamp all times within the 0-1 range. + var transitionContext = Editor.TransitionDrawer.Context; + if (transitionContext != null && + transitionContext.Transition != null && + transitionContext.Transition.IsLooping) + { + for (int i = _NormalizedTimes.Length - 1; i >= 0; i--) + { + var time = _NormalizedTimes[i]; + if (time < 0) + _NormalizedTimes[i] = 0; + else if (time > AlmostOne) + _NormalizedTimes[i] = AlmostOne; + } + } + + // If the selected event was moved adjust the selection. + if (eventContext?.Property != null && eventContext.SelectedEvent != selectedEvent) + { + eventContext.SelectedEvent = selectedEvent; + Editor.TransitionPreviewWindow.PreviewNormalizedTime = _NormalizedTimes[selectedEvent]; + } + + CompactArrays(); + } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Swaps array[index] with array[index - 1] while accounting for the possibility of the + /// `index` being beyond the bounds of the `array`. + /// + private static void DynamicSwap(ref T[] array, int index) + { + var count = array != null ? array.Length : 0; + + if (index == count) + Array.Resize(ref array, ++count); + + if (index < count) + array.Swap(index, index - 1); + } + + /************************************************************************************************************************/ + + /// [Internal] + /// Should the arrays be prevented from reducing their size when their last elements are unused? + /// + internal static bool DisableCompactArrays { get; set; } + + /// [Editor-Only] + /// Removes empty data from the ends of the arrays to reduce the serialized data size. + /// + private void CompactArrays() + { + if (DisableCompactArrays) + return; + + // If there is only one time and it is NaN, we don't need to store anything. + if (_NormalizedTimes == null || + (_NormalizedTimes.Length == 1 && + (_Callbacks == null || _Callbacks.Length == 0) && + (_Names == null || _Names.Length == 0) && + float.IsNaN(_NormalizedTimes[0]))) + { + _NormalizedTimes = Array.Empty(); + _Callbacks = Array.Empty(); + _Names = Array.Empty(); + return; + } + + Trim(ref _Callbacks, _NormalizedTimes.Length, (callback) => HasPersistentCalls(callback)); + Trim(ref _Names, _NormalizedTimes.Length, (name) => !string.IsNullOrEmpty(name)); + } + + /************************************************************************************************************************/ + + /// [Editor-Only] Removes unimportant values from the end of the `array`. + private static void Trim(ref T[] array, int maxLength, Func isImportant) + { + if (array == null) + return; + + var count = Math.Min(array.Length, maxLength); + + while (count >= 1) + { + var item = array[count - 1]; + if (isImportant(item)) + break; + else + count--; + } + + Array.Resize(ref array, count); + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } + } + } +} + +/************************************************************************************************************************/ +#if UNITY_EDITOR +/************************************************************************************************************************/ + +namespace Animancer.Editor +{ + /// [Editor-Only, Internal] + /// A serializable container which holds a in a field named "_Callback". + /// + /// + /// needs to be in a file with the same name as it (otherwise it can't + /// draw the callback properly) and this class needs to be in the same file as + /// to use the alias. + /// + [Serializable] + internal sealed class SerializableCallbackHolder + { +#pragma warning disable CS0169 // Field is never used. + [SerializeField] + private SerializableCallback _Callback; +#pragma warning restore CS0169 // Field is never used. + + /// The name of the field which stores the . + internal const string CallbackField = nameof(_Callback); + } +} + +/************************************************************************************************************************/ +#endif +/************************************************************************************************************************/ + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs.meta new file mode 100644 index 0000000000..b89697fd0c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3fdae2a3656b01946b64f620d7cff364 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.cs new file mode 100644 index 0000000000..86800c0141 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.cs @@ -0,0 +1,1072 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer +{ + partial struct AnimancerEvent + { + /// + /// A variable-size list of s which keeps itself sorted according to their + /// . + /// + /// + /// Animancer Lite does not allow events (except for ) in runtime builds. + /// + /// Documentation: Animancer Events + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Sequence + /// + public partial class Sequence : IEnumerable + { + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + internal const string + IndexOutOfRangeError = "index must be within the range of 0 <= index < " + nameof(Count); + +#if UNITY_ASSERTIONS + private const string + NullCallbackError = nameof(AnimancerEvent) + " callbacks can't be null (except for End Events)." + + " The " + nameof(AnimancerEvent) + "." + nameof(DummyCallback) + " can be assigned to make an event do nothing."; +#endif + + /************************************************************************************************************************/ + + /// All of the s in this sequence (excluding the ). + /// This field should never be null. It should use instead. + private AnimancerEvent[] _Events; + + /************************************************************************************************************************/ + + /// [Pro-Only] The number of events in this sequence (excluding the ). + public int Count { get; private set; } + + /************************************************************************************************************************/ + + /// Indicates whether the sequence has any events in it (including the ). + public bool IsEmpty + { + get + { + return + endEvent.callback == null && + float.IsNaN(endEvent.normalizedTime) && + Count == 0; + } + } + + /************************************************************************************************************************/ + + /// The initial that will be used if another value is not specified. + public const int DefaultCapacity = 8; + + /// [Pro-Only] + /// The size of the internal array used to hold events. + /// + /// When set, the array is reallocated to the given size. + /// + /// By default, the starts at 0 and increases to the + /// when the first event is added. + /// + public int Capacity + { + get => _Events.Length; + set + { + if (value < Count) + throw new ArgumentOutOfRangeException(nameof(value), + $"{nameof(Capacity)} cannot be set lower than {nameof(Count)}"); + + if (value == _Events.Length) + return; + + if (value > 0) + { + var newEvents = new AnimancerEvent[value]; + if (Count > 0) + Array.Copy(_Events, 0, newEvents, 0, Count); + _Events = newEvents; + } + else + { + _Events = Array.Empty(); + } + } + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// The number of times the contents of this sequence have been modified. This applies to general events, + /// but not the . + /// + public int Version { get; private set; } + + /************************************************************************************************************************/ + #region End Event + /************************************************************************************************************************/ + + /// + /// A that will be triggered every frame after the has + /// passed. If you want it to only get triggered once, you can either have the event clear itself or just + /// use a regular event instead. + /// + /// Interrupting the animation does not trigger this event. + /// + /// By default, the will be so that it can choose the + /// correct value based on the current play direction: forwards ends at 1 and backwards ends at 0. + /// + /// Animancer Lite does not allow the to be changed in Runtime Builds. + /// + /// + /// + /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) + /// { + /// var state = animancer.Play(clip); + /// state.Events.NormalizedEndTime = 0.75f; + /// state.Events.OnEnd = OnAnimationEnd; + /// + /// // Or set the time and callback at the same time: + /// state.Events.endEvent = new AnimancerEvent(0.75f, OnAnimationEnd); + /// } + /// + /// void OnAnimationEnd() + /// { + /// Debug.Log("Animation ended"); + /// } + /// + /// + /// + /// Documentation: End Events + /// + /// + /// + /// + public AnimancerEvent endEvent = new AnimancerEvent(float.NaN, null); + + /************************************************************************************************************************/ + + /// Shorthand for the endEvent.callback. + /// + /// + public ref Action OnEnd => ref endEvent.callback; + + /************************************************************************************************************************/ + + /// [Pro-Only] Shorthand for endEvent.normalizedTime. + /// + /// This value is by default so that the actual time can be determined based on the + /// : positive speed ends at 1 and negative speed ends at 0. + /// + /// Use to access that value. + /// + /// + /// + public ref float NormalizedEndTime => ref endEvent.normalizedTime; + + /************************************************************************************************************************/ + + /// + /// The default for an animation to start at when playing + /// forwards is 0 (the start of the animation) and when playing backwards is 1 (the end of the animation). + /// + /// `speed` 0 or will also return 0. + /// + /// + /// This method has nothing to do with events, so it is only here because of + /// . + /// + public static float GetDefaultNormalizedStartTime(float speed) => speed < 0 ? 1 : 0; + + /// + /// The default for an when playing forwards is 1 (the + /// end of the animation) and when playing backwards is 0 (the start of the animation). + /// + /// `speed` 0 or will also return 1. + /// + public static float GetDefaultNormalizedEndTime(float speed) => speed < 0 ? 0 : 1; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Names + /************************************************************************************************************************/ + + private string[] _Names; + + /// [Pro-Only] The names of the events (excluding the ). + /// This array can be null. + public ref string[] Names => ref _Names; + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Returns the name of the event at the specified `index` or null if it is outside of the + /// array. + /// + public string GetName(int index) + { + if (_Names == null || + _Names.Length <= index) + return null; + else + return _Names[index]; + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Sets the name of the event at the specified `index`. If the did not previously + /// include that `index` it will be resized with a size equal to the . + /// + public void SetName(int index, string name) + { + AnimancerUtilities.Assert((uint)index < (uint)Count, IndexOutOfRangeError); + + // Capacity can't be 0 at this point. + + if (_Names == null) + { + _Names = new string[Capacity]; + } + else if (_Names.Length <= index) + { + var names = new string[Capacity]; + Array.Copy(_Names, names, _Names.Length); + _Names = names; + } + + _Names[index] = name; + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Returns the index of the event with the specified `name` or -1 if there is no such event. + /// + /// + /// + /// + /// + public int IndexOf(string name, int startIndex = 0) + { + if (_Names == null) + return -1; + + var count = Mathf.Min(Count, _Names.Length); + for (; startIndex < count; startIndex++) + if (_Names[startIndex] == name) + return startIndex; + + return -1; + } + + /// [Pro-Only] Returns the index of the event with the specified `name`. + /// There is no such event. + /// + public int IndexOfRequired(string name, int startIndex = 0) + { + startIndex = IndexOf(name, startIndex); + if (startIndex >= 0) + return startIndex; + + throw new ArgumentException($"No event exists with the name '{name}'."); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Constructors + /************************************************************************************************************************/ + + /// + /// Creates a new which starts at 0 . + /// + /// Adding anything to the sequence will set the = + /// and then double it whenever the would exceed the . + /// + public Sequence() + { + _Events = Array.Empty(); + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Creates a new which starts with the specified . It will be + /// initially empty, but will have room for the given number of elements before any reallocations are + /// required. + /// + public Sequence(int capacity) + { + _Events = capacity > 0 ? new AnimancerEvent[capacity] : Array.Empty(); + } + + /************************************************************************************************************************/ + + /// Creates a new and copies the contents of `copyFrom` into it. + /// To copy into an existing sequence, use instead. + public Sequence(Sequence copyFrom) + { + _Events = Array.Empty(); + if (copyFrom != null) + CopyFrom(copyFrom); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Iteration + /************************************************************************************************************************/ + + /// [Pro-Only] Returns the event at the specified `index`. + public AnimancerEvent this[int index] + { + get + { + AnimancerUtilities.Assert((uint)index < (uint)Count, IndexOutOfRangeError); + return _Events[index]; + } + } + + /// [Pro-Only] Returns the event with the specified `name`. + /// There is no event with the specified `name`. + public AnimancerEvent this[string name] => this[IndexOfRequired(name)]; + + /************************************************************************************************************************/ + + /// [Assert-Conditional] + /// Throws an if the of any events + /// is less than 0 or greater than or equal to 1. + /// + /// This does not include the since it works differently to other events. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public void AssertNormalizedTimes(AnimancerState state) + { + if (Count == 0 || + (_Events[0].normalizedTime >= 0 && _Events[Count - 1].normalizedTime < 1)) + return; + + throw new ArgumentOutOfRangeException(nameof(normalizedTime), + "Events on looping animations are triggered every loop and must be" + + $" within the range of 0 <= {nameof(normalizedTime)} < 1.\n{state}\n{DeepToString()}"); + } + + /// [Assert-Conditional] + /// Calls if `isLooping` is true. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public void AssertNormalizedTimes(AnimancerState state, bool isLooping) + { + if (isLooping) + AssertNormalizedTimes(state); + } + + /************************************************************************************************************************/ + + /// Returns a string containing the details of all events in this sequence. + public string DeepToString(bool multiLine = true) + { + var text = ObjectPool.AcquireStringBuilder() + .Append(ToString()) + .Append('[') + .Append(Count) + .Append(']'); + + text.Append(multiLine ? "\n{" : " {"); + + for (int i = 0; i < Count; i++) + { + if (multiLine) + text.Append("\n "); + else if (i > 0) + text.Append(','); + + text.Append(" ["); + + text.Append(i) + .Append("] "); + + this[i].AppendDetails(text); + + var name = GetName(i); + if (name != null) + { + text.Append(", Name: '") + .Append(name) + .Append('\''); + } + } + + if (multiLine) + { + text.Append("\n [End] "); + } + else + { + if (Count > 0) + text.Append(','); + text.Append(" [End] "); + } + endEvent.AppendDetails(text); + + if (multiLine) + text.Append("\n}\n"); + else + text.Append(" } )"); + + return text.ReleaseToString(); + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Returns a for the events in this sequence excluding the + /// . + /// + public FastEnumerator GetEnumerator() + => new FastEnumerator(_Events, Count); + + IEnumerator IEnumerable.GetEnumerator() + => GetEnumerator(); + + IEnumerator IEnumerable.GetEnumerator() + => GetEnumerator(); + + /************************************************************************************************************************/ + + /// [Pro-Only] Returns the index of the `animancerEvent` or -1 if there is no such event. + /// + public int IndexOf(AnimancerEvent animancerEvent) => IndexOf(Count / 2, animancerEvent); + + /// [Pro-Only] Returns the index of the `animancerEvent`. + /// There is no such event. + /// + public int IndexOfRequired(AnimancerEvent animancerEvent) => IndexOfRequired(Count / 2, animancerEvent); + + /// [Pro-Only] Returns the index of the `animancerEvent` or -1 if there is no such event. + /// + public int IndexOf(int indexHint, AnimancerEvent animancerEvent) + { + if (Count == 0) + return -1; + + if (indexHint >= Count) + indexHint = Count - 1; + + var otherEvent = _Events[indexHint]; + if (otherEvent == animancerEvent) + return indexHint; + + if (otherEvent.normalizedTime > animancerEvent.normalizedTime) + { + while (--indexHint >= 0) + { + otherEvent = _Events[indexHint]; + if (otherEvent.normalizedTime < animancerEvent.normalizedTime) + return -1; + else if (otherEvent.normalizedTime == animancerEvent.normalizedTime) + if (otherEvent.callback == animancerEvent.callback) + return indexHint; + } + } + else + { + while (otherEvent.normalizedTime == animancerEvent.normalizedTime) + { + indexHint--; + if (indexHint < 0) + break; + + otherEvent = _Events[indexHint]; + } + + while (++indexHint < Count) + { + otherEvent = _Events[indexHint]; + if (otherEvent.normalizedTime > animancerEvent.normalizedTime) + return -1; + else if (otherEvent.normalizedTime == animancerEvent.normalizedTime) + if (otherEvent.callback == animancerEvent.callback) + return indexHint; + } + } + + return -1; + } + + /// [Pro-Only] Returns the index of the `animancerEvent`. + /// There is no such event. + /// + public int IndexOfRequired(int indexHint, AnimancerEvent animancerEvent) + { + indexHint = IndexOf(indexHint, animancerEvent); + if (indexHint >= 0) + return indexHint; + + throw new ArgumentException($"Event not found in {nameof(Sequence)} '{animancerEvent}'."); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Modification + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Adds the given event to this sequence. The is increased by one and if required, the + /// is doubled to fit the new event. + /// + /// + /// This methods returns the index at which the event is added, which is determined by its + /// to keep the sequence sorted in ascending order. If there are already any + /// events with the same , the new event is added immediately after them. + /// + /// Use the instead of null. + /// + public int Add(AnimancerEvent animancerEvent) + { +#if UNITY_ASSERTIONS + if (animancerEvent.callback == null) + throw new ArgumentNullException($"{nameof(AnimancerEvent)}.{nameof(callback)}", NullCallbackError); + +#endif + var index = Insert(animancerEvent.normalizedTime); + AssertEventUniqueness(index, animancerEvent); + _Events[index] = animancerEvent; + return index; + } + + /// [Pro-Only] + /// Adds the given event to this sequence. The is increased by one and if required, the + /// is doubled to fit the new event. + /// + /// + /// This methods returns the index at which the event is added, which is determined by its + /// to keep the sequence sorted in ascending order. If there are already any + /// events with the same , the new event is added immediately after them. + /// + /// + public int Add(float normalizedTime, Action callback) + => Add(new AnimancerEvent(normalizedTime, callback)); + + /// [Pro-Only] + /// Adds the given event to this sequence. The is increased by one and if required, the + /// is doubled to fit the new event. + /// + /// + /// This methods returns the index at which the event is added, which is determined by its + /// to keep the sequence sorted in ascending order. If there are already any + /// events with the same , the new event is added immediately after them. + /// + /// Use the instead of null. + /// + public int Add(int indexHint, AnimancerEvent animancerEvent) + { +#if UNITY_ASSERTIONS + if (animancerEvent.callback == null) + throw new ArgumentNullException($"{nameof(AnimancerEvent)}.{nameof(callback)}", NullCallbackError); + +#endif + indexHint = Insert(indexHint, animancerEvent.normalizedTime); + AssertEventUniqueness(indexHint, animancerEvent); + _Events[indexHint] = animancerEvent; + return indexHint; + } + + /// [Pro-Only] + /// Adds the given event to this sequence. The is increased by one and if required, the + /// is doubled to fit the new event. + /// + /// + /// This methods returns the index at which the event is added, which is determined by its + /// to keep the sequence sorted in ascending order. If there are already any + /// events with the same , the new event is added immediately after them. + /// + /// + public int Add(int indexHint, float normalizedTime, Action callback) + => Add(indexHint, new AnimancerEvent(normalizedTime, callback)); + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Adds every event in the `enumerable` to this sequence. The is increased by one and if + /// required, the is doubled to fit the new event. + /// + /// + public void AddRange(IEnumerable enumerable) + { + foreach (var item in enumerable) + Add(item); + } + + /************************************************************************************************************************/ + + /// [Pro-Only] Adds the specified `callback` to the event at the specified `index`. + /// + public void AddCallback(int index, Action callback) + { + ref var animancerEvent = ref _Events[index]; + AssertCallbackUniqueness(animancerEvent.callback, callback, $"{nameof(callback)} being added"); + animancerEvent.callback += callback; + Version++; + } + + /// [Pro-Only] Adds the specified `callback` to the event with the specified `name`. + /// There is no event with the specified `name`. + /// + /// + public void AddCallback(string name, Action callback) => AddCallback(IndexOfRequired(name), callback); + + /************************************************************************************************************************/ + + /// [Pro-Only] Removes the specified `callback` from the event at the specified `index`. + /// + /// If the would become null, it is instead set to the + /// since they are not allowed to be null. + /// + public void RemoveCallback(int index, Action callback) + { + ref var animancerEvent = ref _Events[index]; + animancerEvent.callback -= callback; + if (animancerEvent.callback == null) + animancerEvent.callback = DummyCallback; + Version++; + } + + /// [Pro-Only] Removes the specified `callback` from the event with the specified `name`. + /// + /// If the would become null, it is instead set to the + /// since they are not allowed to be null. + /// + /// There is no event with the specified `name`. + /// + public void RemoveCallback(string name, Action callback) => RemoveCallback(IndexOfRequired(name), callback); + + /************************************************************************************************************************/ + + /// [Pro-Only] Replaces the of the event at the specified `index`. + /// Use the instead of null. + /// + public void SetCallback(int index, Action callback) + { +#if UNITY_ASSERTIONS + if (callback == null) + throw new ArgumentNullException(nameof(callback), NullCallbackError); +#endif + + ref var animancerEvent = ref _Events[index]; + AssertCallbackUniqueness(animancerEvent.callback, callback, $"{nameof(callback)} being assigned"); + animancerEvent.callback = callback; + Version++; + } + + /// [Pro-Only] Replaces the of the event with the specified `name`. + /// There is no event with the specified `name`. + /// + /// + public void SetCallback(string name, Action callback) => SetCallback(IndexOfRequired(name), callback); + + /************************************************************************************************************************/ + + /// [Assert-Conditional] + /// Logs if the `oldCallback` is identical to the + /// `newCallback` or just has the same . + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + private static void AssertCallbackUniqueness(Action oldCallback, Action newCallback, string target) + { +#if UNITY_ASSERTIONS + if (oldCallback == DummyCallback || + OptionalWarning.DuplicateEvent.IsDisabled()) + return; + + if (oldCallback == newCallback) + { + OptionalWarning.DuplicateEvent.Log($"The {target}" + + " is identical to an existing event in the sequence" + + " which may mean that it is being unintentionally added multiple times." + + $" If the {nameof(AnimancerEvent)}.{nameof(Sequence)} is owned by a Transition then it will not" + + " be cleared each time it is played so the events should only be initialized once on startup." + + $" See the documentation for more information: {Strings.DocsURLs.ClearAutomatically}"); + } + else if (oldCallback?.Method == newCallback?.Method) + { + OptionalWarning.DuplicateEvent.Log($"The {target}" + + " is identical to an existing event in the sequence except for the target object." + + " This often happens when a Transition is shared by multiple objects," + + " in which case it can be avoided by giving each object its own" + + $" {nameof(AnimancerEvent)}.{nameof(Sequence)} as explained in the documentation:" + + $" {Strings.DocsURLs.SharedEventSequences}"); + } +#endif + } + + /// [Assert-Conditional] + /// Logs if the event at the specified `index` is identical to + /// the `newEvent`. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + private void AssertEventUniqueness(int index, AnimancerEvent newEvent) + { +#if UNITY_ASSERTIONS + if (OptionalWarning.DuplicateEvent.IsDisabled() || index == 0) + return; + + var previousEvent = _Events[index - 1]; + if (previousEvent.normalizedTime != newEvent.normalizedTime) + return; + + AssertCallbackUniqueness(previousEvent.callback, newEvent.callback, $"{nameof(AnimancerEvent)} being added"); +#endif + } + + /************************************************************************************************************************/ + + /// [Pro-Only] Sets the of the event at the specified `index`. + /// + /// If multiple events have the same , this method will avoid re-arranging them + /// where calling then would always re-add the + /// moved event as the last one with that time. + /// + public int SetNormalizedTime(int index, float normalizedTime) + { +#if UNITY_ASSERTIONS + if (!normalizedTime.IsFinite()) + throw new ArgumentOutOfRangeException(nameof(normalizedTime), normalizedTime, $"{nameof(normalizedTime)} must be finite"); +#endif + + var animancerEvent = _Events[index]; + if (animancerEvent.normalizedTime == normalizedTime) + return index; + + var moveTo = index; + if (animancerEvent.normalizedTime < normalizedTime) + { + while (moveTo < Count - 1) + { + if (_Events[moveTo + 1].normalizedTime >= normalizedTime) + break; + else + moveTo++; + } + } + else + { + while (moveTo > 0) + { + if (_Events[moveTo - 1].normalizedTime <= normalizedTime) + break; + else + moveTo--; + } + } + + if (index != moveTo) + { + var name = GetName(index); + Remove(index); + + index = moveTo; + + Insert(index); + if (!string.IsNullOrEmpty(name)) + SetName(index, name); + } + + animancerEvent.normalizedTime = normalizedTime; + _Events[index] = animancerEvent; + + Version++; + + return index; + } + + /// [Pro-Only] Sets the of the event with the specified `name`. + /// + /// If multiple events have the same , this method will avoid re-arranging them + /// where calling then would always re-add the + /// moved event as the last one with that time. + /// + /// There is no event with the specified `name`. + /// + public int SetNormalizedTime(string name, float normalizedTime) + => SetNormalizedTime(IndexOfRequired(name), normalizedTime); + + /// [Pro-Only] Sets the of the matching `animancerEvent`. + /// + /// If multiple events have the same , this method will avoid re-arranging them + /// where calling then would always re-add the + /// moved event as the last one with that time. + /// + /// There is no event matching the `animancerEvent`. + /// + public int SetNormalizedTime(AnimancerEvent animancerEvent, float normalizedTime) + => SetNormalizedTime(IndexOfRequired(animancerEvent), normalizedTime); + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Determines the index where a new event with the specified `normalizedTime` should be added in order to + /// keep this sequence sorted, increases the by one, doubles the + /// if required, moves any existing events to open up the chosen index, and returns that index. + /// + /// This overload starts searching for the desired index from the end of the sequence, using the assumption + /// that elements will usually be added in order. + /// + private int Insert(float normalizedTime) + { + var index = Count; + while (index > 0 && _Events[index - 1].normalizedTime > normalizedTime) + index--; + Insert(index); + return index; + } + + /// [Pro-Only] + /// Determines the index where a new event with the specified `normalizedTime` should be added in order to + /// keep this sequence sorted, increases the by one, doubles the + /// if required, moves any existing events to open up the chosen index, and returns that index. + /// + /// This overload starts searching for the desired index from the `hint`. + /// + private int Insert(int indexHint, float normalizedTime) + { + if (Count == 0) + { + Count = 0; + } + else + { + if (indexHint >= Count) + indexHint = Count - 1; + + if (_Events[indexHint].normalizedTime > normalizedTime) + { + while (indexHint > 0 && _Events[indexHint - 1].normalizedTime > normalizedTime) + indexHint--; + } + else + { + while (indexHint < Count && _Events[indexHint].normalizedTime <= normalizedTime) + indexHint++; + } + } + + Insert(indexHint); + return indexHint; + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Increases the by one, doubles the if required, and moves any + /// existing events to open up the `index`. + /// + private void Insert(int index) + { + AnimancerUtilities.Assert((uint)index <= (uint)Count, IndexOutOfRangeError); + + var capacity = _Events.Length; + if (Count == capacity) + { + if (capacity == 0) + { + capacity = DefaultCapacity; + _Events = new AnimancerEvent[DefaultCapacity]; + } + else + { + capacity *= 2; + if (capacity < DefaultCapacity) + capacity = DefaultCapacity; + + var events = new AnimancerEvent[capacity]; + + Array.Copy(_Events, 0, events, 0, index); + if (Count > index) + Array.Copy(_Events, index, events, index + 1, Count - index); + + _Events = events; + } + } + else if (Count > index) + { + Array.Copy(_Events, index, _Events, index + 1, Count - index); + } + + if (_Names != null) + { + if (_Names.Length < capacity) + { + var names = new string[capacity]; + + Array.Copy(_Names, 0, names, 0, Math.Min(_Names.Length, index)); + if (Count > index) + Array.Copy(_Names, index, names, index + 1, Count - index); + + _Names = names; + } + else + { + if (Count > index) + Array.Copy(_Names, index, _Names, index + 1, Count - index); + + _Names[index] = null; + } + } + + Count++; + Version++; + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Removes the event at the specified `index` from this sequence by decrementing the + /// and copying all events after the removed one down one place. + /// + public void Remove(int index) + { + AnimancerUtilities.Assert((uint)index < (uint)Count, IndexOutOfRangeError); + Count--; + if (index < Count) + { + Array.Copy(_Events, index + 1, _Events, index, Count - index); + + if (_Names != null) + { + var nameCount = Mathf.Min(Count + 1, _Names.Length); + if (index + 1 < nameCount) + Array.Copy(_Names, index + 1, _Names, index, nameCount - index - 1); + + _Names[nameCount - 1] = default; + } + } + else if (_Names != null && index < _Names.Length) + { + _Names[index] = default; + } + + _Events[Count] = default; + Version++; + } + + /// [Pro-Only] + /// Removes the event with the specified `name` from this sequence by decrementing the + /// and copying all events after the removed one down one place. Returns true if the event was found and + /// removed. + /// + public bool Remove(string name) + { + var index = IndexOf(name); + if (index >= 0) + { + Remove(index); + return true; + } + else return false; + } + + /// [Pro-Only] + /// Removes the `animancerEvent` from this sequence by decrementing the and copying all + /// events after the removed one down one place. Returns true if the event was found and removed. + /// + public bool Remove(AnimancerEvent animancerEvent) + { + var index = IndexOf(animancerEvent); + if (index >= 0) + { + Remove(index); + return true; + } + else return false; + } + + /************************************************************************************************************************/ + + /// Removes all events, including the . + public void Clear() + { + if (_Names != null) + Array.Clear(_Names, 0, _Names.Length); + + Array.Clear(_Events, 0, Count); + Count = 0; + Version++; + + endEvent = new AnimancerEvent(float.NaN, null); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Copying + /************************************************************************************************************************/ + + /// Copies all the events from the `source` to replace the previous contents of this sequence. + /// To create a new as a copy of another, use the constructor instead. + public void CopyFrom(Sequence source) + { + if (source == null) + { + if (_Names != null) + Array.Clear(_Names, 0, _Names.Length); + + Array.Clear(_Events, 0, Count); + Count = 0; + Capacity = 0; + endEvent = default; + return; + } + + if (source._Names == null) + { + _Names = null; + } + else + { + var nameCount = source._Names.Length; + AnimancerUtilities.SetLength(ref _Names, nameCount); + Array.Copy(source._Names, 0, _Names, 0, nameCount); + } + + var sourceCount = source.Count; + + if (Count > sourceCount) + Array.Clear(_Events, Count, sourceCount - Count); + else if (_Events.Length < sourceCount) + Capacity = sourceCount; + + Count = sourceCount; + + Array.Copy(source._Events, 0, _Events, 0, sourceCount); + + endEvent = source.endEvent; + } + + /************************************************************************************************************************/ + + /// [] [Pro-Only] + /// Copies all the events from this sequence into the `array`, starting at the `index`. + /// + public void CopyTo(AnimancerEvent[] array, int index) + { + Array.Copy(_Events, 0, array, index, Count); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.cs.meta new file mode 100644 index 0000000000..9dbb11fc20 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 32e43f9433f92a3428077ed007e0e287 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.cs new file mode 100644 index 0000000000..f06fd46a15 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.cs @@ -0,0 +1,248 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Text; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// + /// A delegate paired with a to determine when to invoke it. + /// + /// + /// Documentation: Animancer Events + /// + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerEvent + /// + public partial struct AnimancerEvent : IEquatable + { + /************************************************************************************************************************/ + #region Event + /************************************************************************************************************************/ + + /// The at which to invoke the . + public float normalizedTime; + + /// The delegate to invoke when the passes. + public Action callback; + + /************************************************************************************************************************/ + + /// The largest possible float value less than 1. + /// + /// This value is useful for placing events at the end of a looping animation since they do not allow the + /// to be greater than or equal to 1. + /// + public const float AlmostOne = 0.99999994f; + + /************************************************************************************************************************/ + + /// Does nothing. + /// This delegate is used for events which would otherwise have a null . + public static readonly Action DummyCallback = Dummy; + + /// Does nothing. + /// Used by . + private static void Dummy() { } + + /// Is the `callback` null or the ? + public static bool IsNullOrDummy(Action callback) => callback == null || callback == DummyCallback; + + /************************************************************************************************************************/ + + /// Creates a new . + public AnimancerEvent(float normalizedTime, Action callback) + { + this.normalizedTime = normalizedTime; + this.callback = callback; + } + + /************************************************************************************************************************/ + + /// Returns a string describing the details of this event. + public override string ToString() + { + var text = ObjectPool.AcquireStringBuilder(); + text.Append($"{nameof(AnimancerEvent)}("); + AppendDetails(text); + text.Append(')'); + return text.ReleaseToString(); + } + + /************************************************************************************************************************/ + + /// Appends the details of this event to the `text`. + public void AppendDetails(StringBuilder text) + { + text.Append("NormalizedTime: ") + .Append(normalizedTime) + .Append(", Callback: "); + + if (callback == null) + { + text.Append("null"); + } + else if (callback.Target == null) + { + text.Append(callback.Method.DeclaringType.FullName) + .Append('.') + .Append(callback.Method.Name); + } + else + { + text.Append("(Target: '") + .Append(callback.Target) + .Append("', Method: ") + .Append(callback.Method.DeclaringType.FullName) + .Append('.') + .Append(callback.Method.Name) + .Append(')'); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Invocation + /************************************************************************************************************************/ + + /// The currently triggering an event via . + public static AnimancerState CurrentState => _CurrentState; + private static AnimancerState _CurrentState; + + /************************************************************************************************************************/ + + /// The currently being triggered via . + public static ref readonly AnimancerEvent CurrentEvent => ref _CurrentEvent; + private static AnimancerEvent _CurrentEvent; + + /************************************************************************************************************************/ + + /// + /// Sets the and then invokes the . + /// + /// This method catches and logs any exception thrown by the . + /// The is null. + public void Invoke(AnimancerState state) + { +#if UNITY_ASSERTIONS + if (IsNullOrDummy(callback)) + OptionalWarning.UselessEvent.Log( + $"An {nameof(AnimancerEvent)} that does nothing was invoked." + + " Most likely it was not configured correctly." + + " Unused events should be removed to avoid wasting performance checking and invoking them.", + state?.Root?.Component); +#endif + + var previousState = _CurrentState; + var previousEvent = _CurrentEvent; + + _CurrentState = state; + _CurrentEvent = this; + + try + { + callback(); + } + catch (Exception exception) + { + Debug.LogException(exception, state?.Root?.Component as Object); + } + + _CurrentState = previousState; + _CurrentEvent = previousEvent; + } + + /************************************************************************************************************************/ + + /// + /// Returns either the `minDuration` or the of the + /// (whichever is higher). + /// + public static float GetFadeOutDuration(float minDuration) + => GetFadeOutDuration(CurrentState, minDuration); + + /// + /// Returns either the `minDuration` or the of the + /// `state` (whichever is higher). + /// + public static float GetFadeOutDuration(AnimancerState state, float minDuration) + { + if (state == null) + return minDuration; + + var time = state.Time; + var speed = state.EffectiveSpeed; + if (speed == 0) + return minDuration; + + float remainingDuration; + if (state.IsLooping) + { + var previousTime = time - speed * Time.deltaTime; + var inverseLength = 1f / state.Length; + + // If we just passed the end of the animation, the remaining duration would technically be the full + // duration of the animation, so we most likely want to use the minimum duration instead. + if (Math.Floor(time * inverseLength) != Math.Floor(previousTime * inverseLength)) + return minDuration; + } + + if (speed > 0) + { + remainingDuration = (state.Length - time) / speed; + } + else + { + remainingDuration = time / -speed; + } + + return Math.Max(minDuration, remainingDuration); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Operators + /************************************************************************************************************************/ + + /// Are the and equal? + public static bool operator ==(AnimancerEvent a, AnimancerEvent b) => + a.normalizedTime == b.normalizedTime && + a.callback == b.callback; + + /// Are the and not equal? + public static bool operator !=(AnimancerEvent a, AnimancerEvent b) => !(a == b); + + /************************************************************************************************************************/ + + /// [] + /// Are the and of this event equal to those of the + /// `animancerEvent`? + /// + public bool Equals(AnimancerEvent animancerEvent) => this == animancerEvent; + + /// + public override bool Equals(object obj) => obj is AnimancerEvent animancerEvent && this == animancerEvent; + + /// + public override int GetHashCode() + { + const int Multiplyer = -1521134295; + + var hashCode = -78069441; + hashCode = hashCode * Multiplyer + normalizedTime.GetHashCode(); + + if (callback != null) + hashCode = hashCode * Multiplyer + callback.GetHashCode(); + + return hashCode; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.cs.meta new file mode 100644 index 0000000000..04ad136d73 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 6c5dbe324bf11624d95460fa335ae439 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerLayer.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerLayer.cs new file mode 100644 index 0000000000..06b58c6193 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerLayer.cs @@ -0,0 +1,901 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Text; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Playables; + +namespace Animancer +{ + /// + /// A layer on which animations can play with their states managed independantly of other layers while blending the + /// output with those layers. + /// + /// + /// + /// This class can be used as a custom yield instruction to wait until all animations finish playing. + /// + /// Documentation: Layers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerLayer + /// + public sealed class AnimancerLayer : AnimancerNode, IAnimationClipCollection + { + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + /// [Internal] Creates a new . + internal AnimancerLayer(AnimancerPlayable root, int index) + { +#if UNITY_ASSERTIONS + GC.SuppressFinalize(this); +#endif + + Root = root; + Index = index; + CreatePlayable(); + + if (ApplyParentAnimatorIK) + _ApplyAnimatorIK = root.ApplyAnimatorIK; + if (ApplyParentFootIK) + _ApplyFootIK = root.ApplyFootIK; + } + + /************************************************************************************************************************/ + + /// Creates and assigns the managed by this layer. + protected override void CreatePlayable(out Playable playable) => playable = AnimationMixerPlayable.Create(Root._Graph); + + /************************************************************************************************************************/ + + /// A layer is its own root. + public override AnimancerLayer Layer => this; + + /// The receives the output of the . + public override IPlayableWrapper Parent => Root; + + /// Indicates whether child playables should stay connected to this layer at all times. + public override bool KeepChildrenConnected => Root.KeepChildrenConnected; + + /************************************************************************************************************************/ + + /// All of the animation states connected to this layer. + private readonly List States = new List(); + + /************************************************************************************************************************/ + + private AnimancerState _CurrentState; + + /// The state of the animation currently being played. + /// + /// Specifically, this is the state that was most recently started using any of the Play or CrossFade methods + /// on this layer. States controlled individually via methods in the itself will + /// not register in this property. + /// + /// Each time this property changes, the is incremented. + /// + public AnimancerState CurrentState + { + get => _CurrentState; + private set + { + _CurrentState = value; + CommandCount++; + } + } + + /// + /// The number of times the has changed. By storing this value and later comparing + /// the stored value to the current value, you can determine whether the state has been changed since then, + /// even it has changed back to the same state. + /// + public int CommandCount { get; private set; } + +#if UNITY_EDITOR + /// [Editor-Only] [Internal] Increases the by 1. + internal void IncrementCommandCount() => CommandCount++; +#endif + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Determines whether this layer is set to additive blending. Otherwise it will override any earlier layers. + /// + public bool IsAdditive + { + get => Root.Layers.IsAdditive(Index); + set => Root.Layers.SetAdditive(Index, value); + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Sets an to determine which bones this layer will affect. + /// + public void SetMask(AvatarMask mask) + { + Root.Layers.SetMask(Index, mask); + } + +#if UNITY_ASSERTIONS + /// [Assert-Only] The that determines which bones this layer will affect. + internal AvatarMask _Mask; +#endif + + /************************************************************************************************************************/ + + /// + /// The average velocity of the root motion of all currently playing animations, taking their current + /// into account. + /// + public Vector3 AverageVelocity + { + get + { + var velocity = default(Vector3); + + for (int i = States.Count - 1; i >= 0; i--) + { + var state = States[i]; + velocity += state.AverageVelocity * state.Weight; + } + + return velocity; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Child States + /************************************************************************************************************************/ + + /// + public override int ChildCount => States.Count; + + /// Returns the state connected to the specified `index` as a child of this layer. + /// This method is identical to . + public override AnimancerState GetChild(int index) => States[index]; + + /// Returns the state connected to the specified `index` as a child of this layer. + /// This indexer is identical to . + public AnimancerState this[int index] => States[index]; + + /************************************************************************************************************************/ + + /// Adds a new port and uses to connect the `state` to it. + public void AddChild(AnimancerState state) + { + if (state.Parent == this) + return; + + // Set the root before expanding the States list in case it throws an exception. + state.SetRoot(Root); + + var index = States.Count; + States.Add(null);// OnAddChild will assign the state. + _Playable.SetInputCount(index + 1); + state.SetParent(this, index); + } + + /************************************************************************************************************************/ + + /// Connects the `state` to this layer at its . + protected internal override void OnAddChild(AnimancerState state) => OnAddChild(States, state); + + /************************************************************************************************************************/ + + /// Disconnects the `state` from this layer at its . + protected internal override void OnRemoveChild(AnimancerState state) + { + var index = state.Index; + Validate.AssertCanRemoveChild(state, States); + + if (_Playable.GetInput(index).IsValid()) + Root._Graph.Disconnect(_Playable, index); + + // Swap the last state into the place of the one that was just removed. + var last = States.Count - 1; + if (index < last) + { + state = States[last]; + state.DisconnectFromGraph(); + + States[index] = state; + state.Index = index; + + if (state.Weight != 0 || Root.KeepChildrenConnected) + state.ConnectToGraph(); + } + + States.RemoveAt(last); + _Playable.SetInputCount(last); + } + + /************************************************************************************************************************/ + + /// + public override FastEnumerator GetEnumerator() + => new FastEnumerator(States); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Create State + /************************************************************************************************************************/ + + /// Creates and returns a new to play the `clip`. + /// + /// is used to determine the . + /// + public ClipState CreateState(AnimationClip clip) => CreateState(Root.GetKey(clip), clip); + + /// + /// Creates and returns a new to play the `clip` and registers it with the `key`. + /// + public ClipState CreateState(object key, AnimationClip clip) + { + var state = new ClipState(clip) + { + _Key = key, + }; + AddChild(state); + return state; + } + + /************************************************************************************************************************/ + + /// + /// Calls for each of the specified clips. + /// + /// If you only want to create a single state, use . + /// + public void CreateIfNew(AnimationClip clip0, AnimationClip clip1) + { + GetOrCreateState(clip0); + GetOrCreateState(clip1); + } + + /// + /// Calls for each of the specified clips. + /// + /// If you only want to create a single state, use . + /// + public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2) + { + GetOrCreateState(clip0); + GetOrCreateState(clip1); + GetOrCreateState(clip2); + } + + /// + /// Calls for each of the specified clips. + /// + /// If you only want to create a single state, use . + /// + public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, AnimationClip clip3) + { + GetOrCreateState(clip0); + GetOrCreateState(clip1); + GetOrCreateState(clip2); + GetOrCreateState(clip3); + } + + /// + /// Calls for each of the specified clips. + /// + /// If you only want to create a single state, use . + /// + public void CreateIfNew(params AnimationClip[] clips) + { + if (clips == null) + return; + + var count = clips.Length; + for (int i = 0; i < count; i++) + { + var clip = clips[i]; + if (clip != null) + GetOrCreateState(clip); + } + } + + /************************************************************************************************************************/ + + /// + /// Calls and returns the state which registered with that key or + /// creates one if it doesn't exist. + /// + /// If the state already exists but has the wrong , the `allowSetClip` + /// parameter determines what will happen. False causes it to throw an while + /// true allows it to change the . Note that the change is somewhat costly to + /// performance to use with caution. + /// + /// + public AnimancerState GetOrCreateState(AnimationClip clip, bool allowSetClip = false) + { + return GetOrCreateState(Root.GetKey(clip), clip, allowSetClip); + } + + /// + /// Returns the state registered with the if there is one. Otherwise + /// this method uses to create a new one and registers it with + /// that key before returning it. + /// + public AnimancerState GetOrCreateState(ITransition transition) + { + var state = Root.States.GetOrCreate(transition); + state.LayerIndex = Index; + return state; + } + + /// + /// Returns the state which registered with the `key` or creates one if it doesn't exist. + /// + /// If the state already exists but has the wrong , the `allowSetClip` + /// parameter determines what will happen. False causes it to throw an while + /// true allows it to change the . Note that the change is somewhat costly to + /// performance to use with caution. + /// + /// + /// + /// The `key` is null. + /// + /// See also: . + /// + public AnimancerState GetOrCreateState(object key, AnimationClip clip, bool allowSetClip = false) + { + if (key == null) + throw new ArgumentNullException(nameof(key)); + + if (Root.States.TryGet(key, out var state)) + { + // If a state exists with the 'key' but has the wrong clip, either change it or complain. + if (!ReferenceEquals(state.Clip, clip)) + { + if (allowSetClip) + { + state.Clip = clip; + } + else + { + throw new ArgumentException(AnimancerPlayable.StateDictionary.GetClipMismatchError(key, state.Clip, clip)); + } + } + else// Otherwise make sure it is on the correct layer. + { + AddChild(state); + } + } + else + { + state = CreateState(key, clip); + } + + return state; + } + + /************************************************************************************************************************/ + + /// Destroys all states connected to this layer. This operation cannot be undone. + public void DestroyStates() + { + for (int i = States.Count - 1; i >= 0; i--) + { + States[i].Destroy(); + } + + States.Clear(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Play Management + /************************************************************************************************************************/ + + /// + protected internal override void OnStartFade() + { + for (int i = States.Count - 1; i >= 0; i--) + States[i].OnStartFade(); + } + + /************************************************************************************************************************/ + // Play Immediately. + /************************************************************************************************************************/ + + /// Stops all other animations on this layer, plays the `clip`, and returns its state. + /// + /// The animation will continue playing from its current . + /// To restart it from the beginning you can use ...Play(clip).Time = 0;. + /// + /// This method is safe to call repeatedly without checking whether the `clip` was already playing. + /// + public AnimancerState Play(AnimationClip clip) + => Play(GetOrCreateState(clip)); + + /// Stops all other animations on the same layer, plays the `state`, and returns it. + /// + /// The animation will continue playing from its current . + /// To restart it from the beginning you can use ...Play(state).Time = 0;. + /// + /// This method is safe to call repeatedly without checking whether the `state` was already playing. + /// + public AnimancerState Play(AnimancerState state) + { + if (Weight == 0 && TargetWeight == 0) + Weight = 1; + + AddChild(state); + + CurrentState = state; + + state.Play(); + + for (int i = States.Count - 1; i >= 0; i--) + { + var otherState = States[i]; + if (otherState != state) + otherState.Stop(); + } + + return state; + } + + /************************************************************************************************************************/ + // Cross Fade. + /************************************************************************************************************************/ + + /// + /// Starts fading in the `clip` over the course of the `fadeDuration` while fading out all others in the same + /// layer. Returns its state. + /// + /// + /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this + /// method will allow it to complete the existing fade rather than starting a slower one. + /// + /// If the layer currently has 0 , this method will fade in the layer itself + /// and simply the `state`. + /// + /// This method is safe to call repeatedly without checking whether the `state` was already playing. + /// + /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds. + /// + public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = default) + => Play(Root.States.GetOrCreate(clip), fadeDuration, mode); + + /// + /// Starts fading in the `state` over the course of the `fadeDuration` while fading out all others in this + /// layer. Returns the `state`. + /// + /// + /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this + /// method will allow it to complete the existing fade rather than starting a slower one. + /// + /// If the layer currently has 0 , this method will fade in the layer itself + /// and simply the `state`. + /// + /// This method is safe to call repeatedly without checking whether the `state` was already playing. + /// + /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds. + /// + public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = default) + { + // Skip the fade if: + if (fadeDuration <= 0 ||// There is no duration. + (Root.SkipFirstFade && Index == 0 && Weight == 0))// Or this is Layer 0 and it has no weight. + { + if (mode == FadeMode.FromStart || mode == FadeMode.NormalizedFromStart) + state.Time = 0; + + Weight = 1; + return Play(state); + } + + EvaluateFadeMode(mode, ref state, ref fadeDuration); + + StartFade(1, fadeDuration); + if (Weight == 0) + return Play(state); + + AddChild(state); + + CurrentState = state; + + // If the state is already playing or will finish fading in faster than this new fade, + // continue the existing fade but still pretend it was restarted. + if (state.IsPlaying && state.TargetWeight == 1 && + (state.Weight == 1 || state.FadeSpeed * fadeDuration > Math.Abs(1 - state.Weight))) + { + OnStartFade(); + } + else// Otherwise fade in the target state and fade out all others. + { + state.IsPlaying = true; + state.StartFade(1, fadeDuration); + + for (int i = States.Count - 1; i >= 0; i--) + { + var otherState = States[i]; + if (otherState != state) + otherState.StartFade(0, fadeDuration); + } + } + + return state; + } + + /************************************************************************************************************************/ + // Transition. + /************************************************************************************************************************/ + + /// + /// Creates a state for the `transition` if it didn't already exist, then calls + /// or + /// depending on the . + /// + /// + /// This method is safe to call repeatedly without checking whether the `transition` was already playing. + /// + public AnimancerState Play(ITransition transition) + => Play(transition, transition.FadeDuration, transition.FadeMode); + + /// + /// Creates a state for the `transition` if it didn't already exist, then calls + /// or + /// depending on the . + /// + /// + /// This method is safe to call repeatedly without checking whether the `transition` was already playing. + /// + public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = default) + { + var state = Root.States.GetOrCreate(transition); + state = Play(state, fadeDuration, mode); + transition.Apply(state); + return state; + } + + /************************************************************************************************************************/ + // Try Play. + /************************************************************************************************************************/ + + /// + /// Stops all other animations on the same layer, plays the animation registered with the `key`, and returns + /// that state. Or if no state is registered with that `key`, this method does nothing and returns null. + /// + /// + /// The animation will continue playing from its current . + /// To restart it from the beginning you can simply set the returned state's time to 0. + /// + /// This method is safe to call repeatedly without checking whether the animation was already playing. + /// + public AnimancerState TryPlay(object key) + => Root.States.TryGet(key, out var state) ? Play(state) : null; + + /// + /// Starts fading in the animation registered with the `key` while fading out all others in the same layer + /// over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does + /// nothing and returns null. + /// + /// + /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this + /// method will allow it to complete the existing fade rather than starting a slower one. + /// + /// If the layer currently has 0 , this method will fade in the layer itself + /// and simply the `state`. + /// + /// This method is safe to call repeatedly without checking whether the animation was already playing. + /// + /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds. + /// + public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = default) + => Root.States.TryGet(key, out var state) ? Play(state, fadeDuration, mode) : null; + + /************************************************************************************************************************/ + + /// Manipulates the other parameters according to the `mode`. + /// + /// The is null when using or + /// . + /// + private void EvaluateFadeMode(FadeMode mode, ref AnimancerState state, ref float fadeDuration) + { + switch (mode) + { + case FadeMode.FixedSpeed: + fadeDuration *= Math.Abs(1 - state.Weight); + break; + + case FadeMode.FixedDuration: + break; + + case FadeMode.FromStart: +#if UNITY_ASSERTIONS + if (!(state is ClipState)) + throw new ArgumentException( + $"{nameof(FadeMode)}.{nameof(FadeMode.FromStart)} can only be used on {nameof(ClipState)}s." + + $" State = {state}"); +#endif + + state = GetOrCreateWeightlessState(state); + break; + + case FadeMode.NormalizedSpeed: + fadeDuration *= Math.Abs(1 - state.Weight) * state.Length; + break; + + case FadeMode.NormalizedDuration: + fadeDuration *= state.Length; + break; + + case FadeMode.NormalizedFromStart: +#if UNITY_ASSERTIONS + if (!(state is ClipState)) + throw new ArgumentException( + $"{nameof(FadeMode)}.{nameof(FadeMode.NormalizedFromStart)} can only be used on {nameof(ClipState)}s." + + $" State = {state}"); +#endif + + state = GetOrCreateWeightlessState(state); + fadeDuration *= state.Length; + break; + + default: + throw new ArgumentException($"Invalid {nameof(FadeMode)}: {mode}", nameof(mode)); + } + } + + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// [Assert-Only] + /// The maximum number of duplicate states that can be created by for + /// a single clip before it will start giving usage warnings. Default = 5. + /// + public static int MaxStateDepth { get; private set; } = 5; +#endif + + /// [Assert-Conditional] Sets the . + /// This would not need to be a separate method if C# supported conditional property setters. + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void SetMaxStateDepth(int depth) + { +#if UNITY_ASSERTIONS + MaxStateDepth = depth; +#endif + } + + /// + /// If the `state` is not currently at 0 , this method finds a copy of it + /// which is at 0 or creates a new one. + /// + /// The is null. + /// + /// More states have been created for this than the + /// allows. + /// + public AnimancerState GetOrCreateWeightlessState(AnimancerState state) + { + if (state.Weight != 0) + { + var clip = state.Clip; + if (clip == null) + { + // We could probably support any state type by giving them a Clone method, but that would take a + // lot of work for something that might never get used. + throw new InvalidOperationException( + $"{nameof(GetOrCreateWeightlessState)} can only be used on {nameof(ClipState)}s. State = " + state); + } + + // Use any earlier state that is weightless. + var keyState = state; + while (true) + { + keyState = keyState.Key as AnimancerState; + if (keyState == null) + { + break; + } + else if (keyState.Weight == 0) + { + state = keyState; + goto GotWeightlessState; + } + } + +#if UNITY_ASSERTIONS + int depth = 0; +#endif + + // If that state is not at 0 weight, get or create another state registered using the previous state as a key. + // Keep going through states in this manner until you find one at 0 weight. + do + { + // Explicitly cast the state to an object to avoid the overload that warns about using a state as a key. + state = Root.States.GetOrCreate((object)state, clip); + +#if UNITY_ASSERTIONS + if (++depth == MaxStateDepth) + { + throw new ArgumentOutOfRangeException(nameof(depth), + $"{nameof(AnimancerLayer)}.{nameof(GetOrCreateWeightlessState)}" + + $" has created {MaxStateDepth} states for a single clip." + + $" This is most likely a result of calling the method repeatedly on consecutive frames." + + $" This can be avoided by using a different {nameof(FadeMode)} or calling" + + $" {nameof(AnimancerLayer)}.{nameof(SetMaxStateDepth)} to increase the threshold for this warning."); + } +#endif + } + while (state.Weight != 0); + } + + GotWeightlessState: + + // Make sure it is on this layer and at time 0. + AddChild(state); + state.Time = 0; + + return state; + } + + /************************************************************************************************************************/ + // Stopping + /************************************************************************************************************************/ + + /// + /// Sets = 0 and calls on all animations + /// to stop them from playing and rewind them to the start. + /// + public override void Stop() + { + base.Stop(); + + CurrentState = null; + + for (int i = States.Count - 1; i >= 0; i--) + States[i].Stop(); + } + + /************************************************************************************************************************/ + // Checking + /************************************************************************************************************************/ + + /// + /// Returns true if the `clip` is currently being played by at least one state. + /// + public bool IsPlayingClip(AnimationClip clip) + { + for (int i = States.Count - 1; i >= 0; i--) + { + var state = States[i]; + if (state.Clip == clip && state.IsPlaying) + return true; + } + + return false; + } + + /// + /// Returns true if at least one animation is being played. + /// + public bool IsAnyStatePlaying() + { + for (int i = States.Count - 1; i >= 0; i--) + { + if (States[i].IsPlaying) + return true; + } + + return false; + } + + /// + /// Returns true if the is playing and hasn't yet reached its end. + /// + /// This method is called by so this object can be used as a custom yield + /// instruction to wait until it finishes. + /// + protected internal override bool IsPlayingAndNotEnding() => _CurrentState != null && _CurrentState.IsPlayingAndNotEnding(); + + /************************************************************************************************************************/ + + /// + /// Calculates the total of all states in this layer. + /// + public float GetTotalWeight() + { + float weight = 0; + + for (int i = States.Count - 1; i >= 0; i--) + { + weight += States[i].Weight; + } + + return weight; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Inverse Kinematics + /************************************************************************************************************************/ + + private bool _ApplyAnimatorIK; + + /// + public override bool ApplyAnimatorIK + { + get => _ApplyAnimatorIK; + set => base.ApplyAnimatorIK = _ApplyAnimatorIK = value; + } + + /************************************************************************************************************************/ + + private bool _ApplyFootIK; + + /// + public override bool ApplyFootIK + { + get => _ApplyFootIK; + set => base.ApplyFootIK = _ApplyFootIK = value; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Inspector + /************************************************************************************************************************/ + + /// [] + /// Gathers all the animations in this layer. + /// + public void GatherAnimationClips(ICollection clips) => clips.GatherFromSource(States); + + /************************************************************************************************************************/ + + /// The Inspector display name of this layer. + public override string ToString() + { +#if UNITY_ASSERTIONS + if (string.IsNullOrEmpty(DebugName)) + { + if (_Mask != null) + return _Mask.name; + + SetDebugName(Index == 0 ? "Base Layer" : "Layer " + Index); + } + + return base.ToString(); +#else + return "Layer " + Index; +#endif + } + + /************************************************************************************************************************/ + + /// + protected override void AppendDetails(StringBuilder text, string separator) + { + base.AppendDetails(text, separator); + + text.Append(separator).Append($"{nameof(CurrentState)}: ").Append(CurrentState); + text.Append(separator).Append($"{nameof(CommandCount)}: ").Append(CommandCount); + text.Append(separator).Append($"{nameof(IsAdditive)}: ").Append(IsAdditive); + +#if UNITY_ASSERTIONS + text.Append(separator).Append($"{nameof(AvatarMask)}: ").Append(AnimancerUtilities.ToStringOrNull(_Mask)); +#endif + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerLayer.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerLayer.cs.meta new file mode 100644 index 0000000000..4a8e383017 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerLayer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: cae3088bc435d2942827b0a25e688903 +timeCreated: 1515048758 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerNode.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerNode.cs new file mode 100644 index 0000000000..59393c5491 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerNode.cs @@ -0,0 +1,1056 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Text; +using UnityEngine; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// Base class for wrapper objects in an . + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerNode + /// + public abstract class AnimancerNode : Key, IUpdatable, IEnumerable, IEnumerator, IPlayableWrapper + { + /************************************************************************************************************************/ + #region Playable + /************************************************************************************************************************/ + + /// + /// The internal object this node manages in the . + /// + /// Must be set by . Failure to do so will throw the following exception throughout + /// the system when using this node: ": The playable passed as an argument is + /// invalid. To create a valid playable, please use the appropriate Create method". + /// + protected internal Playable _Playable; + + /// [Internal] The managed by this node. + Playable IPlayableWrapper.Playable => _Playable; + + /// + /// Indicates whether the is usable (properly initialized and not destroyed). + /// + public bool IsValid => _Playable.IsValid(); + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only, Internal] Indicates whether the Inspector details for this node are expanded. + internal bool _IsInspectorExpanded; +#endif + + /************************************************************************************************************************/ + + /// Creates and assigns the managed by this node. + /// This method also applies the if it was set beforehand. + public virtual void CreatePlayable() + { +#if UNITY_ASSERTIONS + if (Root == null) + throw new InvalidOperationException($"{nameof(AnimancerNode)}.{nameof(Root)}" + + $" is null when attempting to create its {nameof(Playable)}: {this}" + + $"\nThe {nameof(Root)} is generally set when you first play a state," + + " so you probably just need to play it before trying to access it."); + + if (_Playable.IsValid()) + Debug.LogWarning($"{nameof(AnimancerNode)}.{nameof(CreatePlayable)}" + + $" was called before destroying the previous {nameof(Playable)}: {this}", Root?.Component as Object); +#endif + + CreatePlayable(out _Playable); + +#if UNITY_ASSERTIONS + if (!_Playable.IsValid()) + throw new InvalidOperationException( + $"{nameof(AnimancerNode)}.{nameof(CreatePlayable)} did not create a valid {nameof(Playable)}:" + this); +#endif + + if (_Speed != 1) + _Playable.SetSpeed(_Speed); + + var parent = Parent; + if (parent != null) + ApplyConnectedState(parent); + } + + /// Creates and assigns the managed by this node. + protected abstract void CreatePlayable(out Playable playable); + + /************************************************************************************************************************/ + + /// Destroys the . + public void DestroyPlayable() + { + if (_Playable.IsValid()) + Root._Graph.DestroyPlayable(_Playable); + } + + /************************************************************************************************************************/ + + /// Calls and . + public virtual void RecreatePlayable() + { + DestroyPlayable(); + CreatePlayable(); + } + + /// Calls on this node and all its children recursively. + public void RecreatePlayableRecursive() + { + RecreatePlayable(); + + for (int i = ChildCount - 1; i >= 0; i--) + GetChild(i)?.RecreatePlayableRecursive(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Graph + /************************************************************************************************************************/ + + /// The at the root of the graph. + public AnimancerPlayable Root { get; internal set; } + + /************************************************************************************************************************/ + + /// The root which this node is connected to. + public abstract AnimancerLayer Layer { get; } + + /// The object which receives the output of this node. + public abstract IPlayableWrapper Parent { get; } + + /************************************************************************************************************************/ + + /// The index of the port this node is connected to on the parent's . + /// + /// A negative value indicates that it is not assigned to a port. + /// + /// Indices are generally assigned starting from 0, ascending in the order they are connected to their layer. + /// They will not usually change unless the changes or another state on the same layer is + /// destroyed so the last state is swapped into its place to avoid shuffling everything down to cover the gap. + /// + /// The setter is internal so user defined states cannot set it incorrectly. Ideally, + /// should be able to set the port in its constructor and + /// should also be able to set it, but classes that further inherit from + /// there should not be able to change it without properly calling that method. + /// + public int Index { get; internal set; } = int.MinValue; + + /************************************************************************************************************************/ + + /// Creates a new . + protected AnimancerNode() + { +#if UNITY_ASSERTIONS + if (TraceConstructor) + _ConstructorStackTrace = new System.Diagnostics.StackTrace(true); +#endif + } + + /************************************************************************************************************************/ +#if UNITY_ASSERTIONS + /************************************************************************************************************************/ + + /// [Assert-Only] + /// Should a be captured in the constructor of all new nodes so + /// can include it in the warning if that node ends up being unused? + /// + /// This has a notable performance cost so it should only be used when trying to identify a problem. + public static bool TraceConstructor { get; set; } + + /************************************************************************************************************************/ + + /// [Assert-Only] + /// The stack trace of the constructor (or null if was false). + /// + private System.Diagnostics.StackTrace _ConstructorStackTrace; + + /************************************************************************************************************************/ + + /// [Assert-Only] Checks . + ~AnimancerNode() + { + if (Root != null || + OptionalWarning.UnusedNode.IsDisabled()) + return; + + var name = DebugName; + if (string.IsNullOrEmpty(name)) + { + // ToString will likely throw an exception since finalizers are not run on the main thread. + try { name = ToString(); } + catch { name = GetType().FullName; } + } + + var message = $"The {nameof(Root)} {nameof(AnimancerPlayable)} of '{name}'" + + $" is null during finalization (garbage collection)." + + $" This probably means that it was never used for anything and should not have been created."; + + if (_ConstructorStackTrace != null) + message += "\n\nThis node was created at:\n" + _ConstructorStackTrace; + else + message += $"\n\nEnable {nameof(AnimancerNode)}.{nameof(TraceConstructor)} on startup to allow" + + $" this warning to include the {nameof(System.Diagnostics.StackTrace)} of when the node was constructed."; + + OptionalWarning.UnusedNode.Log(message); + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + + /// [Internal] Connects the to the . + internal void ConnectToGraph() + { + var parent = Parent; + if (parent == null) + return; + +#if UNITY_ASSERTIONS + if (Index < 0) + throw new InvalidOperationException( + $"Invalid {nameof(AnimancerNode)}.{nameof(Index)}" + + " when attempting to connect to its parent:" + + "\n Node: " + this + + "\n Parent: " + parent); + + Validate.AssertPlayable(this); +#endif + + var parentPlayable = parent.Playable; + Root._Graph.Connect(_Playable, 0, parentPlayable, Index); + parentPlayable.SetInputWeight(Index, _Weight); + _IsWeightDirty = false; + } + + /// [Internal] Disconnects the from the . + internal void DisconnectFromGraph() + { + var parent = Parent; + if (parent == null) + return; + + var parentPlayable = parent.Playable; + if (parentPlayable.GetInput(Index).IsValid()) + Root._Graph.Disconnect(parentPlayable, Index); + } + + /************************************************************************************************************************/ + + private void ApplyConnectedState(IPlayableWrapper parent) + { +#if UNITY_ASSERTIONS + if (Index < 0) + throw new InvalidOperationException( + $"Invalid {nameof(AnimancerNode)}.{nameof(Index)}" + + " when attempting to connect to its parent:" + + "\n Node: " + this + + "\n Parent: " + parent); +#endif + + _IsWeightDirty = true; + + if (_Weight != 0 || parent.KeepChildrenConnected) + { + ConnectToGraph(); + } + else + { + Root.RequirePreUpdate(this); + } + } + + /************************************************************************************************************************/ + + /// Calls if the is not null. + protected void RequireUpdate() + { + Root?.RequirePreUpdate(this); + } + + /************************************************************************************************************************/ + + /// + void IUpdatable.Update() + { + if (_Playable.IsValid()) + { + Update(out var needsMoreUpdates); + if (needsMoreUpdates) + return; + } + + Root.CancelPreUpdate(this); + } + + /// + /// Updates the for fading, applies it to this state's port on the parent mixer, and plays + /// or pauses the if its state is dirty. + /// + /// If the 's is set to false, this method will + /// also connect/disconnect this node from the in the playable graph. + /// + protected internal virtual void Update(out bool needsMoreUpdates) + { + UpdateFade(out needsMoreUpdates); + + ApplyWeight(); + + } + + /************************************************************************************************************************/ + // IEnumerator for yielding in a coroutine to wait until animations have stopped. + /************************************************************************************************************************/ + + /// Is this node playing and not yet at its end? + /// + /// This method is called by so this object can be used as a custom yield + /// instruction to wait until it finishes. + /// + protected internal abstract bool IsPlayingAndNotEnding(); + + bool IEnumerator.MoveNext() => IsPlayingAndNotEnding(); + + object IEnumerator.Current => null; + + void IEnumerator.Reset() { } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Children + /************************************************************************************************************************/ + + /// [] + /// The number of states using this node as their . + /// + public virtual int ChildCount => 0; + + /// Returns the state connected to the specified `index` as a child of this node. + /// This node can't have children. + AnimancerNode IPlayableWrapper.GetChild(int index) => GetChild(index); + + /// [] + /// Returns the state connected to the specified `index` as a child of this node. + /// + /// This node can't have children. + public virtual AnimancerState GetChild(int index) + => throw new NotSupportedException(this + " can't have children."); + + /// Called when a child is connected with this node as its . + /// This node can't have children. + protected internal virtual void OnAddChild(AnimancerState state) + { + state.ClearParent(); + throw new NotSupportedException(this + " can't have children."); + } + + /// Called when a child's is changed from this node. + /// This node can't have children. + protected internal virtual void OnRemoveChild(AnimancerState state) + { + state.ClearParent(); + throw new NotSupportedException(this + " can't have children."); + } + + /************************************************************************************************************************/ + + /// Connects the `state` to this node at its . + /// The was already occupied. + protected void OnAddChild(IList states, AnimancerState state) + { + var index = state.Index; + + if (states[index] != null) + { + state.ClearParent(); + throw new InvalidOperationException( + $"Tried to add a state to an already occupied port on {this}:" + + $"\n {nameof(Index)}: {index}" + + $"\n Old State: {states[index]} " + + $"\n New State: {state}"); + } + +#if UNITY_ASSERTIONS + if (state.Root != Root) + Debug.LogError( + $"{nameof(AnimancerNode)}.{nameof(Root)} mismatch:" + + $"\n {nameof(state)}: {state}" + + $"\n {nameof(state)}.{nameof(state.Root)}: {state.Root}" + + $"\n {nameof(Parent)}.{nameof(Root)}: {Root}", Root?.Component as Object); +#endif + + states[index] = state; + + if (Root != null) + state.ApplyConnectedState(this); + } + + /************************************************************************************************************************/ + + /// + /// Indicates whether child playables should stay connected to this mixer at all times (default false). + /// + public virtual bool KeepChildrenConnected => false; + + /// + /// Ensures that all children of this node are connected to the . + /// + internal void ConnectAllChildrenToGraph() + { + if (!Parent.Playable.GetInput(Index).IsValid()) + ConnectToGraph(); + + for (int i = ChildCount - 1; i >= 0; i--) + GetChild(i)?.ConnectAllChildrenToGraph(); + } + + /// + /// Ensures that all children of this node which have zero weight are disconnected from the + /// . + /// + internal void DisconnectWeightlessChildrenFromGraph() + { + if (Weight == 0) + DisconnectFromGraph(); + + for (int i = ChildCount - 1; i >= 0; i--) + GetChild(i)?.DisconnectWeightlessChildrenFromGraph(); + } + + /************************************************************************************************************************/ + // IEnumerable for 'foreach' statements. + /************************************************************************************************************************/ + + /// Gets an enumerator for all of this node's child states. + public virtual FastEnumerator GetEnumerator() => default; + + IEnumerator IEnumerable.GetEnumerator() => GetEnumerator(); + + IEnumerator IEnumerable.GetEnumerator() => GetEnumerator(); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Weight + /************************************************************************************************************************/ + + /// The current blend weight of this node. Accessed via . + private float _Weight; + + /// Indicates whether the weight has changed and should be applied to the parent mixer. + private bool _IsWeightDirty = true; + + /************************************************************************************************************************/ + + /// The current blend weight of this node which determines how much it affects the final output. + /// + /// 0 has no effect while 1 applies the full effect and values inbetween apply a proportional effect. + /// + /// Setting this property cancels any fade currently in progress. If you don't wish to do that, you can use + /// instead. + /// + /// Animancer Lite only allows this value to be set to 0 or 1 in runtime builds. + /// + /// + /// + /// Calling immediately sets the weight of all states to 0 + /// and the new state to 1. Note that this is separate from other values like + /// so a state can be paused at any point and still show its pose on the + /// character or it could be still playing at 0 weight if you want it to still trigger events (though states + /// are normally stopped when they reach 0 weight so you would need to explicitly set it to playing again). + /// + /// Calling does not immediately change + /// the weights, but instead calls on every state to set their + /// and . Then every update each state's weight will move + /// towards that target value at that speed. + /// + public float Weight + { + get => _Weight; + set + { + SetWeight(value); + TargetWeight = value; + FadeSpeed = 0; + } + } + + /// + /// Sets the current blend weight of this node which determines how much it affects the final output. + /// 0 has no effect while 1 applies the full effect of this node. + /// + /// This method allows any fade currently in progress to continue. If you don't wish to do that, you can set + /// the property instead. + /// + /// Animancer Lite only allows this value to be set to 0 or 1 in runtime builds. + /// + public void SetWeight(float value) + { + if (_Weight == value) + return; + +#if UNITY_ASSERTIONS + if (!(value >= 0) || value == float.PositiveInfinity)// Reversed comparison includes NaN. + throw new ArgumentOutOfRangeException(nameof(value), value, $"{nameof(Weight)} must be a finite positive value"); +#endif + + _Weight = value; + SetWeightDirty(); + } + + /// Flags this node as having a changed that needs to be applied next update. + protected internal void SetWeightDirty() + { + _IsWeightDirty = true; + RequireUpdate(); + } + + /************************************************************************************************************************/ + + /// + /// Applies the to the connection between this node and its . + /// + public void ApplyWeight() + { + if (!_IsWeightDirty) + return; + + _IsWeightDirty = false; + + var parent = Parent; + if (parent == null) + return; + + Playable parentPlayable; + + if (!parent.KeepChildrenConnected) + { + if (_Weight == 0) + { + DisconnectFromGraph(); + return; + } + + parentPlayable = parent.Playable; + if (!parentPlayable.GetInput(Index).IsValid()) + ConnectToGraph(); + } + else parentPlayable = parent.Playable; + + parentPlayable.SetInputWeight(Index, _Weight); + } + + /************************************************************************************************************************/ + + /// + /// The of this state multiplied by the of each of its parents down + /// the hierarchy to determine how much this state affects the final output. + /// + public float EffectiveWeight + { + get + { + var weight = Weight; + + var parent = Parent; + while (parent != null) + { + weight *= parent.Weight; + parent = parent.Parent; + } + + return weight; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Fading + /************************************************************************************************************************/ + + /// + /// The desired which this node is fading towards according to the + /// . + /// + public float TargetWeight { get; set; } + + /// The speed at which this node is fading towards the . + /// This value isn't affected by this node's , but is affected by its parents. + public float FadeSpeed { get; set; } + + /************************************************************************************************************************/ + + /// + /// Calls and starts fading the over the course + /// of the (in seconds). + /// + /// + /// If the `targetWeight` is 0 then will be called when the fade is complete. + /// + /// If the is already equal to the `targetWeight` then the fade will end + /// immediately. + /// + public void StartFade(float targetWeight) + => StartFade(targetWeight, AnimancerPlayable.DefaultFadeDuration); + + /// + /// Calls and starts fading the over the course + /// of the `fadeDuration` (in seconds). + /// + /// + /// If the `targetWeight` is 0 then will be called when the fade is complete. + /// + /// If the is already equal to the `targetWeight` then the fade will end + /// immediately. + /// + /// Animancer Lite only allows a `targetWeight` of 0 or 1 and the default `fadeDuration` (0.25 seconds) in + /// runtime builds. + /// + public void StartFade(float targetWeight, float fadeDuration) + { + + TargetWeight = targetWeight; + + if (targetWeight == Weight) + { + if (targetWeight == 0) + { + Stop(); + } + else + { + FadeSpeed = 0; + OnStartFade(); + } + + return; + } + + // Duration 0 = Instant. + if (fadeDuration <= 0) + { + FadeSpeed = float.PositiveInfinity; + } + else// Otherwise determine how fast we need to go to cover the distance in the specified time. + { + FadeSpeed = Math.Abs(Weight - targetWeight) / fadeDuration; + } + + OnStartFade(); + RequireUpdate(); + } + + /************************************************************************************************************************/ + + /// Called by . + protected internal abstract void OnStartFade(); + + /************************************************************************************************************************/ + + /// + /// Stops the animation and makes it inactive immediately so it no longer affects the output. + /// Sets = 0 by default. + /// + public virtual void Stop() + { + Weight = 0; + } + + /************************************************************************************************************************/ + + /// + /// Moves the towards the according to the + /// . + /// + private void UpdateFade(out bool needsMoreUpdates) + { + var fadeSpeed = FadeSpeed; + if (fadeSpeed == 0) + { + needsMoreUpdates = false; + return; + } + + _IsWeightDirty = true; + + fadeSpeed *= ParentEffectiveSpeed * AnimancerPlayable.DeltaTime; + if (fadeSpeed < 0) + fadeSpeed = -fadeSpeed; + + var target = TargetWeight; + var current = _Weight; + + var delta = target - current; + if (delta > 0) + { + if (delta > fadeSpeed) + { + _Weight = current + fadeSpeed; + needsMoreUpdates = true; + return; + } + } + else + { + if (-delta > fadeSpeed) + { + _Weight = current - fadeSpeed; + needsMoreUpdates = true; + return; + } + } + + _Weight = target; + needsMoreUpdates = false; + + if (target == 0) + { + Stop(); + } + else + { + FadeSpeed = 0; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Inverse Kinematics + /************************************************************************************************************************/ + + /// + /// Should setting the also set this node's to match it? + /// Default is true. + /// + public static bool ApplyParentAnimatorIK { get; set; } = true; + + /// + /// Should setting the also set this node's to match it? + /// Default is true. + /// + public static bool ApplyParentFootIK { get; set; } = true; + + /************************************************************************************************************************/ + + /// + /// Copies the IK settings from the : + /// + /// If is true, copy . + /// If is true, copy . + /// + /// + public virtual void CopyIKFlags(AnimancerNode node) + { + if (Root == null) + return; + + if (ApplyParentAnimatorIK) + { + ApplyAnimatorIK = node.ApplyAnimatorIK; + if (ApplyParentFootIK) + ApplyFootIK = node.ApplyFootIK; + } + else if (ApplyParentFootIK) + { + ApplyFootIK = node.ApplyFootIK; + } + } + + /************************************************************************************************************************/ + + /// + public virtual bool ApplyAnimatorIK + { + get + { + for (int i = ChildCount - 1; i >= 0; i--) + { + var state = GetChild(i); + if (state == null) + continue; + + if (state.ApplyAnimatorIK) + return true; + } + + return false; + } + set + { + for (int i = ChildCount - 1; i >= 0; i--) + { + var state = GetChild(i); + if (state == null) + continue; + + state.ApplyAnimatorIK = value; + } + } + } + + /************************************************************************************************************************/ + + /// + public virtual bool ApplyFootIK + { + get + { + for (int i = ChildCount - 1; i >= 0; i--) + { + var state = GetChild(i); + if (state == null) + continue; + + if (state.ApplyFootIK) + return true; + } + + return false; + } + set + { + for (int i = ChildCount - 1; i >= 0; i--) + { + var state = GetChild(i); + if (state == null) + continue; + + state.ApplyFootIK = value; + } + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Speed + /************************************************************************************************************************/ + + private float _Speed = 1; + + /// [Pro-Only] How fast the is advancing every frame (default 1). + /// + /// + /// A negative value will play the animation backwards. + /// + /// To pause an animation, consider setting to false instead of setting + /// this value to 0. + /// + /// Animancer Lite does not allow this value to be changed in runtime builds. + /// + /// + /// + /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) + /// { + /// var state = animancer.Play(clip); + /// + /// state.Speed = 1;// Normal speed. + /// state.Speed = 2;// Double speed. + /// state.Speed = 0.5f;// Half speed. + /// state.Speed = -1;// Normal speed playing backwards. + /// } + /// + /// + /// The value is not finite. + public float Speed + { + get => _Speed; + set + { +#if UNITY_ASSERTIONS + if (!value.IsFinite()) + throw new ArgumentOutOfRangeException(nameof(value), value, $"{nameof(Speed)} must be finite"); + + OptionalWarning.UnsupportedSpeed.Log(UnsupportedSpeedMessage, Root?.Component); +#endif + _Speed = value; + + if (_Playable.IsValid()) + _Playable.SetSpeed(value); + } + } + +#if UNITY_ASSERTIONS + /// [Assert-Only] + /// Returns null if the property will work properly on this type of node, or a message + /// explaining why it won't work. + /// + protected virtual string UnsupportedSpeedMessage => null; +#endif + + /************************************************************************************************************************/ + + /// + /// The multiplied of each of this node's parents down the hierarchy, excluding the root + /// . + /// + private float ParentEffectiveSpeed + { + get + { + var parent = Parent; + if (parent == null) + return 1; + + var speed = parent.Speed; + + while ((parent = parent.Parent) != null) + { + speed *= parent.Speed; + } + + return speed; + } + } + + /// + /// The of this node multiplied by the of each of its parents to + /// determine the actual speed it's playing at. + /// + public float EffectiveSpeed + { + get => Speed * ParentEffectiveSpeed; + set => Speed = value / ParentEffectiveSpeed; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Descriptions + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// [Assert-Only] The Inspector display name of this node. + /// Set using . + public string DebugName { get; private set; } +#endif + + /// The Inspector display name of this node. + public override string ToString() + { +#if UNITY_ASSERTIONS + if (!string.IsNullOrEmpty(DebugName)) + return DebugName; +#endif + + return base.ToString(); + } + + /// [Assert-Conditional] + /// Sets the Inspector display name of this node. returns the name. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public void SetDebugName(string name) + { +#if UNITY_ASSERTIONS + DebugName = name; +#endif + } + + /************************************************************************************************************************/ + + /// Returns a detailed descrption of the current details of this node. + public string GetDescription(string separator = "\n") + { + var text = ObjectPool.AcquireStringBuilder(); + AppendDescription(text, separator); + return text.ReleaseToString(); + } + + /************************************************************************************************************************/ + + /// Appends a detailed descrption of the current details of this node. + public void AppendDescription(StringBuilder text, string separator = "\n") + { + text.Append(ToString()); + + AppendDetails(text, separator); + + if (ChildCount > 0) + { + text.Append(separator).Append($"{nameof(ChildCount)}: ").Append(ChildCount); + var indentedSeparator = separator + Strings.Indent; + + var i = 0; + foreach (var child in this) + { + text.Append(separator).Append('[').Append(i++).Append("] "); + child.AppendDescription(text, indentedSeparator); + } + } + } + + /************************************************************************************************************************/ + + /// Called by to append the details of this node. + protected virtual void AppendDetails(StringBuilder text, string separator) + { + text.Append(separator).Append("Playable: "); + if (_Playable.IsValid()) + text.Append(_Playable.GetPlayableType()); + else + text.Append("Invalid"); + + text.Append(separator).Append($"{nameof(Index)}: ").Append(Index); + + var realSpeed = _Playable.IsValid() ? _Playable.GetSpeed() : _Speed; + if (realSpeed == _Speed) + { + text.Append(separator).Append($"{nameof(Speed)}: ").Append(_Speed); + } + else + { + text.Append(separator).Append($"{nameof(Speed)} (Real): ").Append(_Speed) + .Append(" (").Append(realSpeed).Append(')'); + } + + text.Append(separator).Append($"{nameof(Weight)}: ").Append(Weight); + + if (Weight != TargetWeight) + { + text.Append(separator).Append($"{nameof(TargetWeight)}: ").Append(TargetWeight); + text.Append(separator).Append($"{nameof(FadeSpeed)}: ").Append(FadeSpeed); + } + + AppendIKDetails(text, separator, this); + } + + /************************************************************************************************************************/ + + /// + /// Appends the details of and + /// . + /// + public static void AppendIKDetails(StringBuilder text, string separator, IPlayableWrapper node) + { + text.Append(separator).Append("InverseKinematics: "); + if (node.ApplyAnimatorIK) + { + text.Append("OnAnimatorIK"); + if (node.ApplyFootIK) + text.Append(", FootIK"); + } + else if (node.ApplyFootIK) + { + text.Append("FootIK"); + } + else + { + text.Append("None"); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerNode.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerNode.cs.meta new file mode 100644 index 0000000000..554a14b894 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 54f55b421ce0c584ab6bcb47947126e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.LayerList.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.LayerList.cs new file mode 100644 index 0000000000..f18bad659a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.LayerList.cs @@ -0,0 +1,364 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Playables; + +namespace Animancer +{ + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerPlayable + /// + partial class AnimancerPlayable + { + /// A list of s with methods to control their mixing and masking. + /// + /// Documentation: Layers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/LayerList + /// + public class LayerList : IEnumerable, IAnimationClipCollection + { + /************************************************************************************************************************/ + #region Fields + /************************************************************************************************************************/ + + /// The at the root of the graph. + protected readonly AnimancerPlayable Root; + + /// [Internal] The layers which each manage their own set of animations. + /// This field should never be null so it shouldn't need null-checking. + private AnimancerLayer[] _Layers; + + /// The which blends the layers. + protected readonly AnimationLayerMixerPlayable LayerMixer; + + /// The number of layers that have actually been created. + private int _Count; + + /************************************************************************************************************************/ + + /// Creates a new . + protected LayerList(AnimancerPlayable root) + { + Root = root; + _Layers = new AnimancerLayer[DefaultCapacity]; + } + + /************************************************************************************************************************/ + + /// [Internal] + /// Creates a new with an . + /// + internal LayerList(AnimancerPlayable root, out Playable layerMixer) + : this(root) + { + layerMixer = LayerMixer = AnimationLayerMixerPlayable.Create(root._Graph, 1); + Root._Graph.Connect(layerMixer, 0, Root._RootPlayable, 0); + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Sets the and assigns the main of this list. + /// + public virtual void Activate(AnimancerPlayable root) + { + Activate(root, LayerMixer); + } + + /// [Pro-Only] + /// Sets this list as the and the used to mix them. + /// + protected void Activate(AnimancerPlayable root, Playable mixer) + { +#if UNITY_ASSERTIONS + if (Root != root) + throw new ArgumentException( + $"{nameof(AnimancerPlayable)}.{nameof(LayerList)}.{nameof(Root)} mismatch:" + + $" cannot use a list in an {nameof(AnimancerPlayable)} that is not its {nameof(Root)}"); +#endif + + _Layers = root.Layers._Layers; + _Count = root.Layers._Count; + + root._RootPlayable.DisconnectInput(0); + root.Graph.Connect(mixer, 0, root._RootPlayable, 0); + root.Layers = this; + root._LayerMixer = mixer; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region List Operations + /************************************************************************************************************************/ + + /// [Pro-Only] The number of layers in this list. + /// + /// The value is set higher than the . This is simply a safety measure, + /// so if you do actually need more layers you can just increase the limit. + /// + /// The value is set to a negative number. + public int Count + { + get => _Count; + set + { + var count = _Count; + + if (value == count) + return; + + CheckAgain: + + if (value > count)// Increasing. + { + Add(); + count++; + goto CheckAgain; + } + else// Decreasing. + { + while (value < count--) + { + var layer = _Layers[count]; + if (layer._Playable.IsValid()) + Root._Graph.DestroySubgraph(layer._Playable); + layer.DestroyStates(); + } + + Array.Clear(_Layers, value, _Count - value); + + _Count = value; + + Root._LayerMixer.SetInputCount(value); + } + } + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// If the is below the specified `min`, this method increases it to that value. + /// + public void SetMinCount(int min) + { + if (Count < min) + Count = min; + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// The maximum number of layers that can be created before an will + /// be thrown (default 4). + /// + /// Lowering this value will not affect layers that have already been created. + /// + /// + /// To set this value automatically when the application starts, place the following method in any class: + /// + /// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] + /// private static void SetMaxLayerCount() + /// { + /// Animancer.AnimancerPlayable.LayerList.DefaultCapacity = 8; + /// } + /// + /// Otherwise you can set the of each individual list: + /// + /// AnimancerComponent animancer; + /// animancer.Layers.Capacity = 8; + /// + public static int DefaultCapacity { get; set; } = 4; + + /// [Pro-Only] + /// If the is below the specified `min`, this method increases it to that value. + /// + public static void SetMinDefaultCapacity(int min) + { + if (DefaultCapacity < min) + DefaultCapacity = min; + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// The maximum number of layers that can be created before an will + /// be thrown. The initial capacity is determined by . + /// + /// + /// + /// Lowering this value will destroy any layers beyond the specified value. + /// + /// Changing this value will cause the allocation of a new array and garbage collection of the old one, so + /// you should generally set the before initialising this list. + /// + /// + /// The value is not greater than 0. + public int Capacity + { + get => _Layers.Length; + set + { + if (value <= 0) + throw new ArgumentOutOfRangeException(nameof(value), $"must be greater than 0 ({value} <= 0)"); + + if (_Count > value) + Count = value; + + Array.Resize(ref _Layers, value); + } + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Creates and returns a new . New layers will override earlier layers by default. + /// + /// + /// The value is set higher than the . This is simply a safety measure, + /// so if you do actually need more layers you can just increase the limit. + /// + public AnimancerLayer Add() + { + var index = _Count; + + if (index >= _Layers.Length) + throw new InvalidOperationException( + $"Attempted to increase the layer count above the current capacity" + + $" ({index + 1} > {_Layers.Length}). This is simply a safety measure," + + $" so if you do actually need more layers you can just increase the" + + $" {nameof(Capacity)} or {nameof(DefaultCapacity)}."); + + _Count = index + 1; + Root._LayerMixer.SetInputCount(_Count); + + var layer = new AnimancerLayer(Root, index); + _Layers[index] = layer; + return layer; + } + + /************************************************************************************************************************/ + + /// Returns the layer at the specified index. If it didn't already exist, this method creates it. + /// To only get an existing layer without creating new ones, use instead. + public AnimancerLayer this[int index] + { + get + { + SetMinCount(index + 1); + return _Layers[index]; + } + } + + /************************************************************************************************************************/ + + /// Returns the layer at the specified index. + /// To create a new layer if the target doesn't exist, use instead. + public AnimancerLayer GetLayer(int index) => _Layers[index]; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Enumeration + /************************************************************************************************************************/ + + /// Returns an enumerator that will iterate through all layers. + public FastEnumerator GetEnumerator() + => new FastEnumerator(_Layers, _Count); + + /// + IEnumerator IEnumerable.GetEnumerator() + => GetEnumerator(); + + /// + IEnumerator IEnumerable.GetEnumerator() + => GetEnumerator(); + + /************************************************************************************************************************/ + + /// [] Gathers all the animations in all layers. + public void GatherAnimationClips(ICollection clips) => clips.GatherFromSource(_Layers); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Layer Details + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Is the layer at the specified index is set to additive blending? + /// Otherwise it will override lower layers. + /// + public virtual bool IsAdditive(int index) + { + return LayerMixer.IsLayerAdditive((uint)index); + } + + /// [Pro-Only] + /// Sets the layer at the specified index to blend additively with earlier layers (if true) or to override them + /// (if false). Newly created layers will override by default. + /// + public virtual void SetAdditive(int index, bool value) + { + SetMinCount(index + 1); + LayerMixer.SetLayerAdditive((uint)index, value); + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Sets an to determine which bones the layer at the specified index will affect. + /// + public virtual void SetMask(int index, AvatarMask mask) + { + SetMinCount(index + 1); + +#if UNITY_ASSERTIONS + _Layers[index]._Mask = mask; +#endif + + if (mask == null) + mask = new AvatarMask(); + + LayerMixer.SetLayerMaskFromAvatarMask((uint)index, mask); + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] Sets the Inspector display name of the layer at the specified index. + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public void SetDebugName(int index, string name) => this[index].SetDebugName(name); + + /************************************************************************************************************************/ + + /// + /// The average velocity of the root motion of all currently playing animations, taking their current + /// into account. + /// + public Vector3 AverageVelocity + { + get + { + var velocity = default(Vector3); + + for (int i = 0; i < _Count; i++) + { + var layer = _Layers[i]; + velocity += layer.AverageVelocity * layer.Weight; + } + + return velocity; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.LayerList.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.LayerList.cs.meta new file mode 100644 index 0000000000..e6c889498a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.LayerList.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: d4b81a5fd72a01f488ba1bec416742bc +timeCreated: 1515048758 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.StateDictionary.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.StateDictionary.cs new file mode 100644 index 0000000000..d287ad1bed --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.StateDictionary.cs @@ -0,0 +1,499 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer +{ + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerPlayable + /// + partial class AnimancerPlayable + { + /// A dictionary of s mapped to their . + /// + /// Documentation: States + /// + /// https://kybernetik.com.au/animancer/api/Animancer/StateDictionary + /// + public sealed class StateDictionary : IEnumerable, IAnimationClipCollection + { + /************************************************************************************************************************/ + + /// The at the root of the graph. + private readonly AnimancerPlayable Root; + + /************************************************************************************************************************/ + + /// + /// Determines the used by every new when + /// it is created. Changing this value will not affect existing instances. + /// + /// The default is false, which will use a . + /// Setting it to true will use a , which is faster but does not + /// work for value types such as enums because it uses . + /// + /// + public static bool ReferenceKeysOnly { get; set; } + + /// mapped to . + private readonly Dictionary + States = new Dictionary( + ReferenceKeysOnly ? (IEqualityComparer)FastReferenceComparer.Instance : FastComparer.Instance); + + /************************************************************************************************************************/ + + /// [Internal] Creates a new . + internal StateDictionary(AnimancerPlayable root) => Root = root; + + /************************************************************************************************************************/ + + /// The number of states that have been registered with a . + public int Count => States.Count; + + /************************************************************************************************************************/ + #region Create + /************************************************************************************************************************/ + + /// + /// Creates and returns a new to play the `clip`. + /// + /// To create a state on a different layer, use animancer.Layers[x].CreateState(clip) instead. + /// + /// + /// is used to determine the . + /// + public ClipState Create(AnimationClip clip) => Root.Layers[0].CreateState(clip); + + /// + /// Creates and returns a new to play the `clip` and registers it with the `key`. + /// + /// To create a state on a different layer, use animancer.Layers[x].CreateState(key, clip) instead. + /// + public ClipState Create(object key, AnimationClip clip) => Root.Layers[0].CreateState(key, clip); + + /************************************************************************************************************************/ + + /// + /// Calls for each of the specified clips. + /// + /// If you only want to create a single state, use . + /// + public void CreateIfNew(AnimationClip clip0, AnimationClip clip1) + { + GetOrCreate(clip0); + GetOrCreate(clip1); + } + + /// + /// Calls for each of the specified clips. + /// + /// If you only want to create a single state, use . + /// + public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2) + { + GetOrCreate(clip0); + GetOrCreate(clip1); + GetOrCreate(clip2); + } + + /// + /// Calls for each of the specified clips. + /// + /// If you only want to create a single state, use . + /// + public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, AnimationClip clip3) + { + GetOrCreate(clip0); + GetOrCreate(clip1); + GetOrCreate(clip2); + GetOrCreate(clip3); + } + + /// Calls for each of the specified `clips`. + /// To create a single state, use instead. + public void CreateIfNew(params AnimationClip[] clips) + { + if (clips == null) + return; + + var count = clips.Length; + for (int i = 0; i < count; i++) + { + var clip = clips[i]; + if (clip != null) + GetOrCreate(clip); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Access + /************************************************************************************************************************/ + + /// + /// The on layer 0. + /// + /// Specifically, this is the state that was most recently started using any of the Play methods on that layer. + /// States controlled individually via methods in the itself will not register in + /// this property. + /// + public AnimancerState Current => Root.Layers[0].CurrentState; + + /************************************************************************************************************************/ + + /// Calls then returns the state registered with that key. + /// The key is null. + /// No state is registered with the key. + public AnimancerState this[AnimationClip clip] => States[Root.GetKey(clip)]; + + /// Returns the state registered with the . + /// The `key` is null. + /// No state is registered with the `key`. + public AnimancerState this[IHasKey hasKey] => States[hasKey.Key]; + + /// Returns the state registered with the `key`. + /// The `key` is null. + /// No state is registered with the `key`. + public AnimancerState this[object key] => States[key]; + + /************************************************************************************************************************/ + + /// + /// Calls then passes the key to + /// and returns the result. + /// + public bool TryGet(AnimationClip clip, out AnimancerState state) + { + if (clip == null) + { + state = null; + return false; + } + + return TryGet(Root.GetKey(clip), out state); + } + + /// + /// Passes the into + /// and returns the result. + /// + public bool TryGet(IHasKey hasKey, out AnimancerState state) + { + if (hasKey == null) + { + state = null; + return false; + } + + return TryGet(hasKey.Key, out state); + } + + /// + /// If a `state` is registered with the `key`, this method outputs it and returns true. Otherwise the + /// `state` is set to null and this method returns false. + /// + public bool TryGet(object key, out AnimancerState state) + { + if (key == null) + { + state = null; + return false; + } + + return States.TryGetValue(key, out state); + } + + /************************************************************************************************************************/ + + /// + /// Calls and returns the state which registered with that key or creates one if it + /// doesn't exist. + /// + /// If the state already exists but has the wrong , the `allowSetClip` + /// parameter determines what will happen. False causes it to throw an while + /// true allows it to change the . Note that the change is somewhat costly to + /// performance so use with caution. + /// + /// + public AnimancerState GetOrCreate(AnimationClip clip, bool allowSetClip = false) + => GetOrCreate(Root.GetKey(clip), clip, allowSetClip); + + /// + /// Returns the state registered with the `transition`s if there is one. Otherwise + /// this method uses to create a new one and registers it with + /// that key before returning it. + /// + public AnimancerState GetOrCreate(ITransition transition) + { + var key = transition.Key; + if (!TryGet(key, out var state)) + { + state = transition.CreateState(); + state.SetRoot(Root); + state._Key = key; + Register(state); + } + + return state; + } + + /// + /// Returns the state which registered with the `key` or creates one if it doesn't exist. + /// + /// If the state already exists but has the wrong , the `allowSetClip` + /// parameter determines what will happen. False causes it to throw an while + /// true allows it to change the . Note that the change is somewhat costly to + /// performance to use with caution. + /// + /// + /// See also: + public AnimancerState GetOrCreate(object key, AnimationClip clip, bool allowSetClip = false) + { + if (TryGet(key, out var state)) + { + // If a state exists with the 'key' but has the wrong clip, either change it or complain. + if (!ReferenceEquals(state.Clip, clip)) + { + if (allowSetClip) + { + state.Clip = clip; + } + else + { + throw new ArgumentException(GetClipMismatchError(key, state.Clip, clip)); + } + } + } + else + { + state = Root.Layers[0].CreateState(key, clip); + } + + return state; + } + + /************************************************************************************************************************/ + + /// Returns an error message explaining that a state already exists with the specified `key`. + public static string GetClipMismatchError(object key, AnimationClip oldClip, AnimationClip newClip) + => $"A state already exists using the specified '{nameof(key)}', but has a different {nameof(AnimationClip)}:" + + $"\n - Key: {key}" + + $"\n - Old Clip: {oldClip}" + + $"\n - New Clip: {newClip}"; + + /************************************************************************************************************************/ + + /// [Internal] + /// Registers the `state` in this dictionary so the can be used to get it + /// later on using any of the lookup methods such as or + /// . + /// + /// Does nothing if the is null. + internal void Register(AnimancerState state) + { + var key = state._Key; + if (key != null) + { +#if UNITY_ASSERTIONS + if (state.Root != Root) + throw new ArgumentException( + $"{nameof(StateDictionary)} cannot register a state with a different {nameof(Root)}: " + state); +#endif + + States.Add(key, state); + } + } + + /// [Internal] Removes the `state` from this dictionary (the opposite of ). + internal void Unregister(AnimancerState state) + { + var key = state._Key; + if (key != null) + States.Remove(key); + } + + /************************************************************************************************************************/ + #region Enumeration + /************************************************************************************************************************/ + // IEnumerable for 'foreach' statements. + /************************************************************************************************************************/ + + /// Returns an enumerator that will iterate through all registered states. + public Dictionary.ValueCollection.Enumerator GetEnumerator() + => States.Values.GetEnumerator(); + + /// + IEnumerator IEnumerable.GetEnumerator() + => GetEnumerator(); + + /// + IEnumerator IEnumerable.GetEnumerator() + => GetEnumerator(); + + /************************************************************************************************************************/ + + /// [] + /// Adds all the animations of states with a to the `clips`. + /// + public void GatherAnimationClips(ICollection clips) + { + foreach (var state in States.Values) + clips.GatherFromSource(state); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Destroy + /************************************************************************************************************************/ + + /// + /// Calls on the state associated with the `clip` (if any). + /// Returns true if the state existed. + /// + public bool Destroy(AnimationClip clip) + { + if (clip == null) + return false; + + return Destroy(Root.GetKey(clip)); + } + + /// + /// Calls on the state associated with the + /// (if any). Returns true if the state existed. + /// + public bool Destroy(IHasKey hasKey) + { + if (hasKey == null) + return false; + + return Destroy(hasKey.Key); + } + + /// + /// Calls on the state associated with the `key` (if any). + /// Returns true if the state existed. + /// + public bool Destroy(object key) + { + if (!TryGet(key, out var state)) + return false; + + state.Destroy(); + return true; + } + + /************************************************************************************************************************/ + + /// Calls on each of the `clips`. + public void DestroyAll(IList clips) + { + if (clips == null) + return; + + for (int i = clips.Count - 1; i >= 0; i--) + Destroy(clips[i]); + } + + /// Calls on each of the `clips`. + public void DestroyAll(IEnumerable clips) + { + if (clips == null) + return; + + foreach (var clip in clips) + Destroy(clip); + } + + /************************************************************************************************************************/ + + /// + /// Calls on all states gathered by + /// . + /// + public void DestroyAll(IAnimationClipSource source) + { + if (source == null) + return; + + var clips = ObjectPool.AcquireList(); + source.GetAnimationClips(clips); + DestroyAll(clips); + ObjectPool.Release(clips); + } + + /// + /// Calls on all states gathered by + /// . + /// + public void DestroyAll(IAnimationClipCollection source) + { + if (source == null) + return; + + var clips = ObjectPool.AcquireSet(); + source.GatherAnimationClips(clips); + DestroyAll(clips); + ObjectPool.Release(clips); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Key Error Methods +#if UNITY_EDITOR + /************************************************************************************************************************/ + // These are overloads of other methods that take a System.Object key to ensure the user doesn't try to use an + // AnimancerState as a key, since the whole point of a key is to identify a state in the first place. + /************************************************************************************************************************/ + + /// [Warning] + /// You should not use an as a key. + /// The whole point of a key is to identify a state in the first place. + /// + [Obsolete("You should not use an AnimancerState as a key. The whole point of a key is to identify a state in the first place.", true)] + public AnimancerState this[AnimancerState key] => key; + + /// [Warning] + /// You should not use an as a key. + /// The whole point of a key is to identify a state in the first place. + /// + [Obsolete("You should not use an AnimancerState as a key. The whole point of a key is to identify a state in the first place.", true)] + public bool TryGet(AnimancerState key, out AnimancerState state) + { + state = key; + return true; + } + + /// [Warning] + /// You should not use an as a key. + /// The whole point of a key is to identify a state in the first place. + /// + [Obsolete("You should not use an AnimancerState as a key. The whole point of a key is to identify a state in the first place.", true)] + public AnimancerState GetOrCreate(AnimancerState key, AnimationClip clip) => key; + + /// [Warning] + /// You should not use an as a key. + /// Just call . + /// + [Obsolete("You should not use an AnimancerState as a key. Just call AnimancerState.Destroy.", true)] + public bool Destroy(AnimancerState key) + { + key.Destroy(); + return true; + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.StateDictionary.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.StateDictionary.cs.meta new file mode 100644 index 0000000000..28f0dfadbf --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.StateDictionary.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3cf7dec197d38394fb2b06ad8799801f +timeCreated: 1515048758 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.cs new file mode 100644 index 0000000000..d093630236 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.cs @@ -0,0 +1,1478 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Text; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// + /// A which can be used as a substitute for the + /// normally used to control an . + /// + /// + /// + /// This class can be used as a custom yield instruction to wait until all animations finish playing. + /// + /// The most common way to access this class is via . + /// + /// Documentation: Playing Animations + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerPlayable + /// + public sealed partial class AnimancerPlayable : PlayableBehaviour, + IEnumerator, IPlayableWrapper, IAnimationClipCollection + { + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + private static float _DefaultFadeDuration = 0.25f; + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] + /// The namespace that should be used for a class which sets the . + /// + public const string DefaultFadeDurationNamespace = nameof(Animancer); + + /// [Editor-Only] + /// The name that should be used for a class which sets the . + /// + public const string DefaultFadeDurationClass = nameof(DefaultFadeDuration); + + /// [Editor-Only] + /// Initializes the (see its example for more information). + /// + /// + /// This method takes about 2 milliseconds if a class exists, or 0 if it + /// doesn't (less than 0.5 rounded off according to a ). + /// + /// The can't simply be stored in the + /// because it needs to be initialized before Unity is able to load + /// s. + /// + static AnimancerPlayable() + { + var assemblies = AppDomain.CurrentDomain.GetAssemblies(); + + // Iterate backwards since it's more likely to be towards the end. + for (int iAssembly = assemblies.Length - 1; iAssembly >= 0; iAssembly--) + { + var type = assemblies[iAssembly].GetType(DefaultFadeDurationNamespace + "." + DefaultFadeDurationClass); + if (type != null) + { + var methods = type.GetMethods(Editor.AnimancerEditorUtilities.StaticBindings); + for (int iMethod = 0; iMethod < methods.Length; iMethod++) + { + var method = methods[iMethod]; + if (method.IsDefined(typeof(RuntimeInitializeOnLoadMethodAttribute), false)) + { + method.Invoke(null, null); + return; + } + } + } + } + } +#endif + + /************************************************************************************************************************/ + + /// The fade duration to use if not specified. Default is 0.25. + /// The value is negative or infinity. + /// Animancer Lite doesn't allow this value to be changed in runtime builds (except to 0). + /// + /// based games often have no use for fading so you could set this value to 0 using the + /// following script so that you don't need to manually set the of all + /// your transitions. + /// + /// To set this value automatically on startup, put the following class into any script: + /// + /// namespace Animancer + /// { + /// internal static class DefaultFadeDuration + /// { + /// [UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.BeforeSceneLoad)] + /// private static void Initialize() => AnimancerPlayable.DefaultFadeDuration = 0; + /// } + /// } + /// + /// Using that specific namespace () and class name + /// () allows Animancer to find and run it immediately in the Unity + /// Editor so that newly created transition fields can start with the correct value (using a + /// [UnityEditor.InitializeOnLoadMethod] attribute would run it too late). + /// + public static float DefaultFadeDuration + { + get => _DefaultFadeDuration; + set + { + AnimancerUtilities.Assert(value >= 0 && value < float.PositiveInfinity, + $"{nameof(AnimancerPlayable)}.{nameof(DefaultFadeDuration)} must not be negative or infinity."); + + _DefaultFadeDuration = value; + } + } + + /************************************************************************************************************************/ + + /// [Internal] The containing this . + internal PlayableGraph _Graph; + + /// [Pro-Only] The containing this . + public PlayableGraph Graph => _Graph; + + /// [Internal] The containing this . + internal Playable _RootPlayable; + + /// [Internal] The which layers connect to. + internal Playable _LayerMixer; + + /************************************************************************************************************************/ + + /// [Internal] The which layers connect to. + Playable IPlayableWrapper.Playable => _LayerMixer; + + /// [Internal] An is the root of the graph so it has no parent. + IPlayableWrapper IPlayableWrapper.Parent => null; + + /// [Internal] The current blend weight of this node which determines how much it affects the final output. + float IPlayableWrapper.Weight => 1; + + /// [Internal] The . + int IPlayableWrapper.ChildCount => Layers.Count; + + /// [Internal] Returns the layer at the specified `index`. + AnimancerNode IPlayableWrapper.GetChild(int index) => Layers[index]; + + /************************************************************************************************************************/ + // These collections can't be readonly because when Unity clones the Template it copies the memory without running the + // field initializers on the new clone so everything would be referencing the same collections. + /************************************************************************************************************************/ + + /// The s which each manage their own set of animations. + /// + /// Documentation: Layers + /// + public LayerList Layers { get; private set; } + + /// The s managed by this playable. + /// + /// Documentation: States + /// + public StateDictionary States { get; private set; } + + /// All of the nodes that need to be updated. + private Key.KeyedList _PreUpdatables; + + /// All of the objects that need to be updated early. + private Key.KeyedList _PostUpdatables; + + /// A that updates the . + private PostUpdate _PostUpdate; + + /************************************************************************************************************************/ + + /// The component that is playing this . + public IAnimancerComponent Component { get; private set; } + + /************************************************************************************************************************/ + + /// + /// The number of times the has changed on layer 0. By storing this + /// value and later comparing the stored value to the current value, you can determine whether the state has + /// been changed since then, even it has changed back to the same state. + /// + public int CommandCount => Layers[0].CommandCount; + + /************************************************************************************************************************/ + + /// Determines what time source is used to update the . + public DirectorUpdateMode UpdateMode + { + get => _Graph.GetTimeUpdateMode(); + set => _Graph.SetTimeUpdateMode(value); + } + + /************************************************************************************************************************/ + + private float _Speed = 1; + + /// How fast the of all animations is advancing every frame. + /// + /// + /// 1 is the normal speed. + /// + /// A negative value will play the animations backwards. + /// + /// Setting this value to 0 would pause all animations, but calling is more efficient. + /// + /// Animancer Lite does not allow this value to be changed in runtime builds. + /// + /// + /// + /// void SetSpeed(AnimancerComponent animancer) + /// { + /// animancer.Playable.Speed = 1;// Normal speed. + /// animancer.Playable.Speed = 2;// Double speed. + /// animancer.Playable.Speed = 0.5f;// Half speed. + /// animancer.Playable.Speed = -1;// Normal speed playing backwards. + /// } + /// + public float Speed + { + get => _Speed; + set => _LayerMixer.SetSpeed(_Speed = value); + } + + /************************************************************************************************************************/ + + private bool _KeepChildrenConnected; + + /// Should playables stay connected to the graph at all times? + /// + /// + /// Humanoid Rigs default this value to false so that playables will be disconnected from the graph + /// while they are at 0 weight which stops it from evaluating them every frame. + /// + /// Generic Rigs default this value to true because they do not always animate the same standard set of + /// values so every connection change has a higher performance cost than with Humanoid Rigs which is generally + /// more significant than the gains for having fewer playables connected at a time. + /// + /// The default is set by . + /// + /// + /// + /// [SerializeField] + /// private AnimancerComponent _Animancer; + /// + /// public void Initialize() + /// { + /// _Animancer.Playable.KeepChildrenConnected = true; + /// } + /// + public bool KeepChildrenConnected + { + get => _KeepChildrenConnected; + set + { + if (_KeepChildrenConnected == value) + return; + + _KeepChildrenConnected = value; + + if (value) + { + _PostUpdate.IsConnected = true; + + for (int i = Layers.Count - 1; i >= 0; i--) + Layers.GetLayer(i).ConnectAllChildrenToGraph(); + } + else + { + for (int i = Layers.Count - 1; i >= 0; i--) + Layers.GetLayer(i).DisconnectWeightlessChildrenFromGraph(); + } + } + } + + /************************************************************************************************************************/ + + private bool _SkipFirstFade; + + /// + /// Normally the first animation on the Base Layer should not fade in because there is nothing fading out. But + /// sometimes that is undesirable, such as if the is assigned + /// since Animancer can blend with that. + /// + /// + /// Setting this value to false ensures that the has at least two + /// inputs because it ignores the of the layer when there is only one. + /// + public bool SkipFirstFade + { + get => _SkipFirstFade; + set + { + _SkipFirstFade = value; + + if (!value && Layers.Count < 2) + { + Layers.Count = 1; + _LayerMixer.SetInputCount(2); + } + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Initialisation + /************************************************************************************************************************/ + + /// + /// Since needs to clone an existing instance, we + /// keep a static template to avoid allocating an extra garbage one every time. This is why the fields are + /// assigned in rather than being readonly with field initializers. + /// + private static readonly AnimancerPlayable Template = new AnimancerPlayable(); + + /************************************************************************************************************************/ + + /// + /// Creates a new containing an . + /// + /// The caller is responsible for calling on the returned object, except in Edit Mode + /// where it will be called automatically. + /// + /// Consider calling before this method to give it a name. + /// + public static AnimancerPlayable Create() + { +#if UNITY_EDITOR + var name = _NextGraphName; + _NextGraphName = null; + + var graph = name != null ? + PlayableGraph.Create(name) : + PlayableGraph.Create(); +#else + var graph = PlayableGraph.Create(); +#endif + + return ScriptPlayable.Create(graph, Template, 2) + .GetBehaviour(); + } + + /************************************************************************************************************************/ + + /// Creates an in an existing . + public static AnimancerPlayable Create(PlayableGraph graph) + { + return ScriptPlayable.Create(graph, Template, 2) + .GetBehaviour(); + } + + /************************************************************************************************************************/ + + /// [Internal] Called by Unity as it creates this . + public override void OnPlayableCreate(Playable playable) + { + _RootPlayable = playable; + _Graph = playable.GetGraph(); + + _PostUpdatables = new Key.KeyedList(); + _PreUpdatables = new Key.KeyedList(); + _PostUpdate = PostUpdate.Create(this); + Layers = new LayerList(this, out _LayerMixer); + States = new StateDictionary(this); + + playable.SetInputWeight(0, 1); + +#if UNITY_EDITOR + RegisterInstance(); +#endif + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + private static string _NextGraphName; +#endif + + /// [Editor-Conditional] + /// Sets the display name for the next call to give its . + /// + /// + /// Having this method separate from allows the + /// to compile it out of runtime builds which would + /// otherwise require #ifs on the caller side. + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public static void SetNextGraphName(string name) + { +#if UNITY_EDITOR + _NextGraphName = name; +#endif + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] Returns "AnimancerPlayable (Graph Name)". + public override string ToString() + => $"{nameof(AnimancerPlayable)} ({(_Graph.IsValid() ? _Graph.GetEditorName() : "Graph Not Initialized")})"; +#endif + + /************************************************************************************************************************/ + + /// + /// Outputs the connected to the and returns true + /// if it was found. Otherwise returns false. + /// + public bool TryGetOutput(out PlayableOutput output) + { + var outputCount = _Graph.GetOutputCount(); + for (int i = 0; i < outputCount; i++) + { + output = _Graph.GetOutput(i); + if (output.GetSourcePlayable().IsPlayableOfType>()) + return true; + } + + output = default; + return false; + } + + /************************************************************************************************************************/ + + /// + /// Plays this playable on the and sets the + /// . + /// + public void CreateOutput(IAnimancerComponent animancer) + => CreateOutput(animancer.Animator, animancer); + + /// Plays this playable on the specified `animator` and sets the . + public void CreateOutput(Animator animator, IAnimancerComponent animancer) + { +#if UNITY_ASSERTIONS + if (animator == null) + throw new ArgumentNullException(nameof(animator), + $"An {nameof(Animator)} component is required to play animations."); + +#if UNITY_EDITOR + if (UnityEditor.EditorUtility.IsPersistent(animator)) + throw new ArgumentException( + $"The specified {nameof(Animator)} component is a prefab which means it cannot play animations.", + nameof(animator)); +#endif + + if (animancer != null) + { + Debug.Assert(animancer.IsPlayableInitialized && animancer.Playable == this, + $"{nameof(CreateOutput)} was called on an {nameof(AnimancerPlayable)} which does not match the" + + $" {nameof(IAnimancerComponent)}.{nameof(IAnimancerComponent.Playable)}."); + Debug.Assert(animator == animancer.Animator, + $"{nameof(CreateOutput)} was called with an {nameof(Animator)} which does not match the" + + $" {nameof(IAnimancerComponent)}.{nameof(IAnimancerComponent.Animator)}."); + } + + if (TryGetOutput(out var output)) + { + Debug.LogWarning( + $"A {nameof(PlayableGraph)} output is already connected to the {nameof(AnimancerPlayable)}." + + $" The old output should be destroyed using `animancerComponent.Playable.DestroyOutput();`" + + $" before calling {nameof(CreateOutput)}.", animator); + } +#endif + + Component = animancer; + + var isHumanoid = animator.isHuman; + + // Generic Rigs get better performance by keeping children connected but Humanoids don't. + KeepChildrenConnected = !isHumanoid; + + // Generic Rigs can blend with an underlying Animator Controller but Humanoids can't. + SkipFirstFade = isHumanoid || animator.runtimeAnimatorController == null; + + AnimationPlayableUtilities.Play(animator, _RootPlayable, _Graph); + _IsGraphPlaying = true; + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Inserts a `playable` after the root of the so that it can modify the final output. + /// + /// It can be removed using . + /// + public void InsertOutputPlayable(Playable playable) + { + var output = _Graph.GetOutput(0); + _Graph.Connect(output.GetSourcePlayable(), 0, playable, 0); + playable.SetInputWeight(0, 1); + output.SetSourcePlayable(playable); + } + + /// [Pro-Only] + /// Inserts an animation job after the root of the so that it can modify the final output. + /// + /// It can can be removed by passing the returned value into . + /// + public AnimationScriptPlayable InsertOutputJob(T data) where T : struct, IAnimationJob + { + var playable = AnimationScriptPlayable.Create(_Graph, data, 1); + var output = _Graph.GetOutput(0); + _Graph.Connect(output.GetSourcePlayable(), 0, playable, 0); + playable.SetInputWeight(0, 1); + output.SetSourcePlayable(playable); + return playable; + } + + /************************************************************************************************************************/ + + #endregion + /************************************************************************************************************************/ + #region Cleanup + /************************************************************************************************************************/ + + /// Is this currently usable (not destroyed)? + public bool IsValid => _Graph.IsValid(); + + /************************************************************************************************************************/ + + /// Destroys the . This operation cannot be undone. + public void DestroyGraph() + { + if (_Graph.IsValid()) + _Graph.Destroy(); + } + + /************************************************************************************************************************/ + + /// + /// Destroys the connected to this and returns + /// true if it was found. Otherwise returns false. + /// + public bool DestroyOutput() + { + if (TryGetOutput(out var output)) + { + _Graph.DestroyOutput(output); + return true; + } + else return false; + } + + /************************************************************************************************************************/ + + /// Cleans up the resources managed by this . + public override void OnPlayableDestroy(Playable playable) + { + var previous = Current; + Current = this; + + DisposeAll(); + GC.SuppressFinalize(this); + + // No need to destroy every layer and state individually because destroying the graph will do so anyway. + + Layers = null; + States = null; + + Current = previous; + } + + /************************************************************************************************************************/ + + private List _Disposables; + + /// A list of objects that need to be disposed when this is destroyed. + /// This list is primarily used to dispose native arrays used in Animation Jobs. + public List Disposables => _Disposables ?? (_Disposables = new List()); + + /************************************************************************************************************************/ + + /// Calls on all the . + ~AnimancerPlayable() => DisposeAll(); + + /// Calls on all the . + private void DisposeAll() + { + if (_Disposables == null) + return; + + var i = _Disposables.Count; + DisposeNext: + try + { + while (--i >= 0) + { + _Disposables[i].Dispose(); + } + + _Disposables.Clear(); + _Disposables = null; + } + catch (Exception exception) + { + Debug.LogException(exception, Component as Object); + goto DisposeNext; + } + } + + /************************************************************************************************************************/ + #region Inverse Kinematics + // These fields are stored here but accessed via the LayerList. + /************************************************************************************************************************/ + + private bool _ApplyAnimatorIK; + + /// + public bool ApplyAnimatorIK + { + get => _ApplyAnimatorIK; + set + { + _ApplyAnimatorIK = value; + + for (int i = Layers.Count - 1; i >= 0; i--) + Layers.GetLayer(i).ApplyAnimatorIK = value; + } + } + + /************************************************************************************************************************/ + + private bool _ApplyFootIK; + + /// + public bool ApplyFootIK + { + get => _ApplyFootIK; + set + { + _ApplyFootIK = value; + + for (int i = Layers.Count - 1; i >= 0; i--) + Layers.GetLayer(i).ApplyFootIK = value; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Playing + /************************************************************************************************************************/ + + /// Calls on the . + /// If the is null, this method returns the `clip` itself. + public object GetKey(AnimationClip clip) => Component != null ? Component.GetKey(clip) : clip; + + /************************************************************************************************************************/ + // Play Immediately. + /************************************************************************************************************************/ + + /// Stops all other animations on the same layer, plays the `clip`, and returns its state. + /// + /// The animation will continue playing from its current . + /// To restart it from the beginning you can use ...Play(clip).Time = 0;. + /// + /// This method is safe to call repeatedly without checking whether the `clip` was already playing. + /// + public AnimancerState Play(AnimationClip clip) + => Play(States.GetOrCreate(clip)); + + /// Stops all other animations on the same layer, plays the `state`, and returns it. + /// + /// The animation will continue playing from its current . + /// To restart it from the beginning you can use ...Play(state).Time = 0;. + /// + /// This method is safe to call repeatedly without checking whether the `state` was already playing. + /// + public AnimancerState Play(AnimancerState state) + { + return GetLocalLayer(state).Play(state); + } + + /************************************************************************************************************************/ + // Cross Fade. + /************************************************************************************************************************/ + + /// + /// Starts fading in the `clip` while fading out all other states in the same layer over the course of the + /// `fadeDuration`. Returns its state. + /// + /// + /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this + /// method will allow it to complete the existing fade rather than starting a slower one. + /// + /// If the layer currently has 0 , this method will fade in the layer itself + /// and simply the `state`. + /// + /// This method is safe to call repeatedly without checking whether the `state` was already playing. + /// + /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds. + /// + public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = default) + => Play(States.GetOrCreate(clip), fadeDuration, mode); + + /// + /// Starts fading in the `state` while fading out all others in the same layer over the course of the + /// `fadeDuration`. Returns the `state`. + /// + /// + /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this + /// method will allow it to complete the existing fade rather than starting a slower one. + /// + /// If the layer currently has 0 , this method will fade in the layer itself + /// and simply the `state`. + /// + /// This method is safe to call repeatedly without checking whether the `state` was already playing. + /// + /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds. + /// + public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = default) + { + return GetLocalLayer(state).Play(state, fadeDuration, mode); + } + + /************************************************************************************************************************/ + // Transition. + /************************************************************************************************************************/ + + /// + /// Creates a state for the `transition` if it didn't already exist, then calls + /// or + /// depending on the . + /// + /// + /// This method is safe to call repeatedly without checking whether the `transition` was already playing. + /// + public AnimancerState Play(ITransition transition) + => Play(transition, transition.FadeDuration, transition.FadeMode); + + /// + /// Creates a state for the `transition` if it didn't already exist, then calls + /// or + /// depending on the . + /// + /// + /// This method is safe to call repeatedly without checking whether the `transition` was already playing. + /// + public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = default) + { + var state = States.GetOrCreate(transition); + state = Play(state, fadeDuration, mode); + transition.Apply(state); + return state; + } + + /************************************************************************************************************************/ + // Try Play. + /************************************************************************************************************************/ + + /// + /// Stops all other animations on the same layer, plays the animation registered with the `key`, and returns + /// that state. Or if no state is registered with that `key`, this method does nothing and returns null. + /// + /// + /// The animation will continue playing from its current . + /// If you wish to force it back to the start, you can simply set the returned state's time to 0. + /// + /// This method is safe to call repeatedly without checking whether the animation was already playing. + /// + /// The `key` is null. + public AnimancerState TryPlay(object key) + => States.TryGet(key, out var state) ? Play(state) : null; + + /// + /// Starts fading in the animation registered with the `key` while fading out all others in the same layer + /// over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does + /// nothing and returns null. + /// + /// + /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this + /// method will allow it to complete the existing fade rather than starting a slower one. + /// + /// If the layer currently has 0 , this method will fade in the layer itself + /// and simply the `state`. + /// + /// This method is safe to call repeatedly without checking whether the animation was already playing. + /// + /// Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds. + /// + /// The `key` is null. + public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = default) + => States.TryGet(key, out var state) ? Play(state, fadeDuration, mode) : null; + + /************************************************************************************************************************/ + + /// + /// Returns the if the is this. + /// Otherwise returns the first layer in this graph. + /// + private AnimancerLayer GetLocalLayer(AnimancerState state) + { + if (state.Root == this) + { + var layer = state.Layer; + if (layer != null) + return layer; + } + + return Layers[0]; + } + + /************************************************************************************************************************/ + + /// + /// Gets the state registered with the , stops and rewinds it to the start, then + /// returns it. + /// + public AnimancerState Stop(IHasKey hasKey) => Stop(hasKey.Key); + + /// + /// Calls on the state registered with the `key` to stop it from playing and + /// rewind it to the start. + /// + public AnimancerState Stop(object key) + { + if (States.TryGet(key, out var state)) + state.Stop(); + + return state; + } + + /// + /// Calls on all animations to stop them from playing and rewind them to the + /// start. + /// + public void Stop() + { + for (int i = Layers.Count - 1; i >= 0; i--) + Layers.GetLayer(i).Stop(); + } + + /************************************************************************************************************************/ + + /// Is a state registered with the and currently playing? + public bool IsPlaying(IHasKey hasKey) => IsPlaying(hasKey.Key); + + /// Is a state registered with the `key` and currently playing? + public bool IsPlaying(object key) => States.TryGet(key, out var state) && state.IsPlaying; + + /// Is least one animation being played? + public bool IsPlaying() + { + if (!_IsGraphPlaying) + return false; + + for (int i = Layers.Count - 1; i >= 0; i--) + { + if (Layers.GetLayer(i).IsAnyStatePlaying()) + return true; + } + + return false; + } + + /************************************************************************************************************************/ + + /// + /// Returns true if the `clip` is currently being played by at least one state in the specified layer. + /// + /// This method is inefficient because it searches through every state to find any that are playing the `clip`, + /// unlike which only checks the state registered using the specified key. + /// + public bool IsPlayingClip(AnimationClip clip) + { + if (!_IsGraphPlaying) + return false; + + for (int i = Layers.Count - 1; i >= 0; i--) + if (Layers.GetLayer(i).IsPlayingClip(clip)) + return true; + + return false; + } + + /************************************************************************************************************************/ + + /// Calculates the total of all states in all layers. + public float GetTotalWeight() + { + float weight = 0; + + for (int i = Layers.Count - 1; i >= 0; i--) + weight += Layers.GetLayer(i).GetTotalWeight(); + + return weight; + } + + /************************************************************************************************************************/ + + /// [] Gathers all the animations in all layers. + public void GatherAnimationClips(ICollection clips) => Layers.GatherAnimationClips(clips); + + /************************************************************************************************************************/ + // IEnumerator for yielding in a coroutine to wait until animations have stopped. + /************************************************************************************************************************/ + + /// Are any animations playing? + /// This allows this object to be used as a custom yield instruction. + bool IEnumerator.MoveNext() + { + for (int i = Layers.Count - 1; i >= 0; i--) + if (Layers.GetLayer(i).IsPlayingAndNotEnding()) + return true; + + return false; + } + + /// Returns null. + object IEnumerator.Current => null; + + /// Does nothing. + void IEnumerator.Reset() { } + + /************************************************************************************************************************/ + #region Key Error Methods +#if UNITY_EDITOR + /************************************************************************************************************************/ + // These are overloads of other methods that take a System.Object key to ensure the user doesn't try to use an + // AnimancerState as a key, since the whole point of a key is to identify a state in the first place. + /************************************************************************************************************************/ + + /// [Warning] + /// You should not use an as a key. + /// Just call . + /// + [Obsolete("You should not use an AnimancerState as a key. Just call AnimancerState.Stop().", true)] + public AnimancerState Stop(AnimancerState key) + { + key.Stop(); + return key; + } + + /// [Warning] + /// You should not use an as a key. + /// Just check . + /// + [Obsolete("You should not use an AnimancerState as a key. Just check AnimancerState.IsPlaying.", true)] + public bool IsPlaying(AnimancerState key) => key.IsPlaying; + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Evaluation + /************************************************************************************************************************/ + + private bool _IsGraphPlaying = true; + + /// Indicates whether the is currently playing. + public bool IsGraphPlaying + { + get => _IsGraphPlaying; + set + { + if (value) + UnpauseGraph(); + else + PauseGraph(); + } + } + + /// + /// Resumes playing the if was called previously. + /// + public void UnpauseGraph() + { + if (!_IsGraphPlaying) + { + _Graph.Play(); + _IsGraphPlaying = true; + +#if UNITY_EDITOR + // In Edit Mode, unpausing the graph does not work properly unless we force it to change. + if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) + Evaluate(Time.maximumDeltaTime); +#endif + } + } + + /// + /// Freezes the at its current state. + /// + /// If you call this method, you are responsible for calling to resume playing. + /// + public void PauseGraph() + { + if (_IsGraphPlaying) + { + _Graph.Stop(); + _IsGraphPlaying = false; + } + } + + /************************************************************************************************************************/ + + /// + /// Evaluates all of the currently playing animations to apply their states to the animated objects. + /// + public void Evaluate() => _Graph.Evaluate(); + + /// + /// Advances all currently playing animations by the specified amount of time (in seconds) and evaluates the + /// graph to apply their states to the animated objects. + /// + public void Evaluate(float deltaTime) => _Graph.Evaluate(deltaTime); + + /************************************************************************************************************************/ + + /// Returns a detailed descrption of all currently playing states and other registered states. + public string GetDescription() + { + var text = ObjectPool.AcquireStringBuilder(); + AppendDescription(text); + return text.ReleaseToString(); + } + + /// Appends a detailed descrption of all currently playing states and other registered states. + public void AppendDescription(StringBuilder text) + { + text.Append($"{nameof(AnimancerPlayable)} (") + .Append(Component) + .Append(") Layer Count: ") + .Append(Layers.Count); + + const string separator = "\n "; + AnimancerNode.AppendIKDetails(text, separator, this); + + var count = Layers.Count; + for (int i = 0; i < count; i++) + { + text.Append(separator); + Layers[i].AppendDescription(text, separator); + } + + text.AppendLine(); + AppendInternalDetails(text, Strings.Indent, Strings.Indent + Strings.Indent); + } + + /// Appends all registered s and s. + public void AppendInternalDetails(StringBuilder text, string sectionPrefix, string itemPrefix) + { + AppendAll(text, sectionPrefix, itemPrefix, _PreUpdatables, "Pre Updatables"); + text.AppendLine(); + AppendAll(text, sectionPrefix, itemPrefix, _PostUpdatables, "Post Updatables"); + text.AppendLine(); + AppendAll(text, sectionPrefix, itemPrefix, _Disposables, "Disposables"); + } + + private static void AppendAll(StringBuilder text, string sectionPrefix, string itemPrefix, ICollection collection, string name) + { + var count = collection != null ? collection.Count : 0; + text.Append(sectionPrefix).Append(name).Append(": ").Append(count); + if (collection != null) + { + foreach (var item in collection) + { + text.AppendLine().Append(itemPrefix).Append(item); + } + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Update + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Adds the `updatable` to the list that need to be updated before the playables if it was not there already. + /// + /// + /// This method is safe to call at any time, even during an update. + /// + /// The execution order is non-deterministic. Specifically, the most recently added will be updated first and + /// will change the order by swapping the last one into the place of the removed + /// object. + /// + public void RequirePreUpdate(IUpdatable updatable) + { +#if UNITY_ASSERTIONS + if (updatable is AnimancerNode node) + { + Validate.AssertPlayable(node); + Validate.AssertRoot(node, this); + } +#endif + + _PreUpdatables.AddNew(updatable); + } + + /************************************************************************************************************************/ + + /// [Pro-Only] + /// Adds the `updatable` to the list that need to be updated after the playables if it was not there already. + /// + /// + /// This method is safe to call at any time, even during an update. + /// + /// The execution order is non-deterministic. Specifically, the most recently added will be updated first and + /// will change the order by swapping the last one into the place of the removed + /// object. + /// + public void RequirePostUpdate(IUpdatable updatable) + { +#if UNITY_ASSERTIONS + if (updatable is AnimancerNode node) + { + Validate.AssertPlayable(node); + Validate.AssertRoot(node, this); + } +#endif + + _PostUpdatables.AddNew(updatable); + } + + /************************************************************************************************************************/ + + /// Removes the `updatable` from the `updatables`. + /// + /// This method is safe to call at any time, even during an update. + /// + /// The last element is swapped into the place of the one being removed so that the rest of them do not need to + /// be moved down one place to fill the gap. This is more efficient, but means that the update order can change. + /// + private void CancelUpdate(Key.KeyedList updatables, IUpdatable updatable) + { + var index = updatables.IndexOf(updatable); + if (index < 0) + return; + + updatables.RemoveAtSwap(index); + + if (_CurrentUpdatable < index && updatables == _CurrentUpdatables) + _CurrentUpdatable--; + } + + /// Removes the `updatable` from the list of objects that need to be updated before the playables. + /// + /// This method is safe to call at any time, even during an update. + /// + /// The last element is swapped into the place of the one being removed so that the rest of them do not need to + /// be moved down one place to fill the gap. This is more efficient, but means that the update order can change. + /// + public void CancelPreUpdate(IUpdatable updatable) => CancelUpdate(_PreUpdatables, updatable); + + /// Removes the `updatable` from the list of objects that need to be updated after the playebles. + /// + /// This method is safe to call at any time, even during an update. + /// + /// The last element is swapped into the place of the one being removed so that the rest of them do not need to + /// be moved down one place to fill the gap. This is more efficient, but means that the update order can change. + /// + public void CancelPostUpdate(IUpdatable updatable) => CancelUpdate(_PostUpdatables, updatable); + + /************************************************************************************************************************/ + + /// The number of objects that have been registered by . + public int PreUpdatableCount => _PreUpdatables.Count; + + /// The number of objects that have been registered by . + public int PostUpdatableCount => _PostUpdatables.Count; + + /************************************************************************************************************************/ + + /// Returns the object registered by at the specified `index`. + public IUpdatable GetPreUpdatable(int index) => _PreUpdatables[index]; + + /// Returns the object registered by at the specified `index`. + public IUpdatable GetPostUpdatable(int index) => _PostUpdatables[index]; + + /************************************************************************************************************************/ + + /// The object currently executing . + public static AnimancerPlayable Current { get; private set; } + + /// The current . + /// After , this property will be left at its most recent value. + public static float DeltaTime { get; private set; } + + /// The current . + /// + /// After , this property will be left at its most recent value. + /// + /// uses this value to determine whether it has accessed the playable's time + /// since it was last updated in order to cache its value. + /// + public ulong FrameID { get; private set; } + + /// The list s currently being updated. + private static Key.KeyedList _CurrentUpdatables; + + /// The index of the currently being updated. + private static int _CurrentUpdatable = -1; + + /************************************************************************************************************************/ + + /// [Internal] + /// Calls on everything registered using . + /// + /// + /// Called by the before the rest of the s are evaluated. + /// + public override void PrepareFrame(Playable playable, FrameData info) + { +#if UNITY_ASSERTIONS + if (OptionalWarning.AnimatorSpeed.IsEnabled() && Component != null) + { + var animator = Component.Animator; + if (animator != null && + animator.speed != 1 && + animator.runtimeAnimatorController == null) + { + animator.speed = 1; + OptionalWarning.AnimatorSpeed.Log( + $"{nameof(Animator)}.{nameof(Animator.speed)} does not affect {nameof(Animancer)}." + + $" Use {nameof(AnimancerPlayable)}.{nameof(Speed)} instead.", animator); + } + } +#endif + + UpdateAll(_PreUpdatables, info.deltaTime * info.effectiveParentSpeed); + + if (!_KeepChildrenConnected) + _PostUpdate.IsConnected = _PostUpdatables.Count != 0; + + // Any time before or during this method will still have all Playables at their time from last frame, so we + // don't want them to think their time is dirty until we are done. + FrameID = info.frameId; + } + + /************************************************************************************************************************/ + + /// Calls on each of the updatables`. + private void UpdateAll(Key.KeyedList updatables, float deltaTime) + { + var previous = Current; + Current = this; + + var previousUpdatables = _CurrentUpdatables; + _CurrentUpdatables = updatables; + + DeltaTime = deltaTime; + + var previousUpdatable = _CurrentUpdatable; + _CurrentUpdatable = updatables.Count; + ContinueNodeLoop: + try + { + while (--_CurrentUpdatable >= 0) + { + updatables[_CurrentUpdatable].Update(); + } + } + catch (Exception exception) + { + Debug.LogException(exception, Component as Object); + goto ContinueNodeLoop; + } + _CurrentUpdatable = previousUpdatable; + + _CurrentUpdatables = previousUpdatables; + Current = previous; + } + + /************************************************************************************************************************/ + #region Post Update + /************************************************************************************************************************/ + + /// Indicates whether the internal is currently executing. + public static bool IsRunningPostUpdate(AnimancerPlayable animancer) => _CurrentUpdatables == animancer._PostUpdatables; + + /************************************************************************************************************************/ + + /// + /// A which connects to a later port than the main layer mixer so that its + /// method gets called after all other playables are updated in order to call + /// on the . + /// + private sealed class PostUpdate : PlayableBehaviour + { + /************************************************************************************************************************/ + + /// See . + private static readonly PostUpdate Template = new PostUpdate(); + + /// The this behaviour is connected to. + private AnimancerPlayable _Root; + + /// The underlying of this behaviour. + private Playable _Playable; + + /************************************************************************************************************************/ + + /// Creates a new for the `root`. + public static PostUpdate Create(AnimancerPlayable root) + { + var instance = ScriptPlayable.Create(root._Graph, Template, 0) + .GetBehaviour(); + instance._Root = root; + return instance; + } + + /************************************************************************************************************************/ + + /// Called by Unity as it creates this . + public override void OnPlayableCreate(Playable playable) => _Playable = playable; + + /************************************************************************************************************************/ + + private bool _IsConnected; + + /// + /// Indicates whether this behaviour is connected to the and thus, whether it + /// will receive calls. + /// + public bool IsConnected + { + get => _IsConnected; + set + { + if (value) + { + if (!_IsConnected) + { + _IsConnected = true; + _Root._Graph.Connect(_Playable, 0, _Root._RootPlayable, 1); + } + } + else + { + if (_IsConnected) + { + _IsConnected = false; + _Root._Graph.Disconnect(_Root._RootPlayable, 1); + } + } + } + } + + /************************************************************************************************************************/ + + /// [Internal] + /// Calls on everything registered using . + /// + /// + /// Called by the after the rest of the s are evaluated. + /// + public override void PrepareFrame(Playable playable, FrameData info) + { + _Root.UpdateAll(_Root._PostUpdatables, info.deltaTime * info.effectiveParentSpeed); + + // Ideally we would be able to update the dirty nodes here instead of in the early update so that they + // can respond immediately to the effects of the post update. + + // However, doing that with KeepChildrenConnected == false causes problems where states that aren't + // connected early (before they update) don't affect the output even though weight changes do apply. So + // in the first frame when cross fading to a new animation it will lower the weight of the previous + // state a bit without the corresponding increase to the new animation's weight having any effect, + // giving a total weight less than 1 and thus an incorrect output. + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Editor +#if UNITY_EDITOR + /************************************************************************************************************************/ + + private static List _AllInstances; + + /// [Editor-Only] + /// Registers this object in the list of things that need to be cleaned up in Edit Mode. + /// + private void RegisterInstance() + { + if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) + return; + + if (_AllInstances == null) + { + _AllInstances = new List(); + UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += () => + { + for (int i = _AllInstances.Count - 1; i >= 0; i--) + { + var playable = _AllInstances[i]; + if (playable.IsValid) + playable.DestroyGraph(); + } + + _AllInstances.Clear(); + }; + } + else// Clear out any old instances. + { + for (int i = _AllInstances.Count - 1; i >= 0; i--) + { + var playable = _AllInstances[i]; + if (!playable.ShouldStayAlive()) + { + if (playable.IsValid) + playable.DestroyGraph(); + + _AllInstances.RemoveAt(i); + } + } + } + + _AllInstances.Add(this); + } + + /************************************************************************************************************************/ + + /// Should this playable should stay alive instead of being destroyed? + private bool ShouldStayAlive() + { + if (!IsValid) + return false; + + if (Component == null) + return true; + + if (Component is Object obj && obj == null) + return false; + + if (Component.Animator == null) + return false; + + return true; + } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Returns true if the `initial` mode was and the `current` + /// has changed to another mode or if the `initial` mode was something else and the `current` has changed to + /// . + /// + public static bool HasChangedToOrFromAnimatePhysics(AnimatorUpdateMode? initial, AnimatorUpdateMode current) + { + if (initial == null) + return false; + + var wasAnimatePhysics = initial.Value == AnimatorUpdateMode.Fixed; + var isAnimatePhysics = current == AnimatorUpdateMode.Fixed; + return wasAnimatePhysics != isAnimatePhysics; + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.cs.meta new file mode 100644 index 0000000000..d48d407dec --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: bc4986a9d73f3b4459b9d99e8ce9066b +timeCreated: 1515048758 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerState.EventDispatcher.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerState.EventDispatcher.cs new file mode 100644 index 0000000000..e105771590 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerState.EventDispatcher.cs @@ -0,0 +1,708 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerState + partial class AnimancerState + { + /************************************************************************************************************************/ + + /// The that manages the events of this state. + /// + /// This field is null by default, acquires its reference from an when accessed, and + /// if it contains no events at the end of an update it releases the reference back to the pool. + /// + private EventDispatcher _EventDispatcher; + + /************************************************************************************************************************/ + + /// + /// A list of s that will occur while this state plays as well as one that + /// specifically defines when this state ends. + /// + /// + /// Accessing this property will acquire a spare from the + /// if none was already assigned. You can use to check + /// beforehand. + /// + /// These events will automatically be cleared by , , and + /// (unless is disabled). + /// + /// Animancer Lite does not allow the use of events in runtime builds, except for + /// . + /// + /// Documentation: Animancer Events + /// + public AnimancerEvent.Sequence Events + { + get + { + EventDispatcher.Acquire(this); + return _EventDispatcher.Events; + } + set + { + if (value != null) + { + EventDispatcher.Acquire(this); + _EventDispatcher.Events = value; + } + else if (_EventDispatcher != null) + { + _EventDispatcher.Events = null; + } + } + } + + /************************************************************************************************************************/ + + /// + /// Indicates whether this state currently has an (since accessing the + /// would automatically get one from the ). + /// + public bool HasEvents => _EventDispatcher != null; + + /************************************************************************************************************************/ + + /// + /// Should the be cleared automatically whenever , , + /// or are called? Default true. + /// + /// + /// Disabling this property is not usually recommended since it would allow events to continue being triggered + /// while a state is fading out. For example, if a Flinch animation interrupts an Attack, you + /// probably don't want the Attack's Hit event to still get triggered while it's fading out. + /// + /// Documentation: + /// Clear Automatically + /// + public static bool AutomaticallyClearEvents { get; set; } = true; + + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// [Assert-Only] + /// Returns null if Animancer Events will work properly on this type of state, or a message explaining + /// why they might not work. + /// + protected virtual string UnsupportedEventsMessage => null; +#endif + + /************************************************************************************************************************/ + + /// An which triggers events in an . + /// https://kybernetik.com.au/animancer/api/Animancer/EventDispatcher + public sealed class EventDispatcher : Key, IUpdatable + { + /************************************************************************************************************************/ + #region Pooling + /************************************************************************************************************************/ + + /// + /// If the `state` has no , this method gets one from the + /// . + /// + internal static void Acquire(AnimancerState state) + { + ref var dispatcher = ref state._EventDispatcher; + if (dispatcher != null) + return; + + ObjectPool.Acquire(out dispatcher); + +#if UNITY_ASSERTIONS + dispatcher._LoggedEndEventInterrupt = false; + + OptionalWarning.UnsupportedEvents.Log(state.UnsupportedEventsMessage, state.Root?.Component); + + if (dispatcher._State != null) + Debug.LogError(dispatcher + " already has a state even though it was in the list of spares.", + state.Root?.Component as Object); + + if (dispatcher._Events != null) + Debug.LogError(dispatcher + " has event sequence even though it was in the list of spares.", + state.Root?.Component as Object); + + if (dispatcher._GotEventsFromPool) + Debug.LogError(dispatcher + " is marked as having pooled events even though it has no events.", + state.Root?.Component as Object); + + if (dispatcher._NextEventIndex != RecalculateEventIndex) + Debug.LogError($"{dispatcher} has a {nameof(_NextEventIndex)} even though it was pooled.", + state.Root?.Component as Object); + + if (IsInList(dispatcher)) + Debug.LogError(dispatcher + " is currently in a Keyed List even though it was also in the list of spares.", + state.Root?.Component as Object); +#endif + + dispatcher._IsLooping = state.IsLooping; + dispatcher._PreviousTime = state.NormalizedTime; + dispatcher._State = state; + state.Root?.RequirePostUpdate(dispatcher); + } + + /************************************************************************************************************************/ + + /// Returns this to the . + private void Release() + { + if (_State == null) + return; + + _State.Root?.CancelPostUpdate(this); + _State._EventDispatcher = null; + _State = null; + + Events = null; + + ObjectPool.Release(this); + } + + /************************************************************************************************************************/ + + /// + /// If the was acquired from the , this + /// method clears it. Otherwise it simply discards the reference. + /// + internal static void TryClear(EventDispatcher events) + { + if (events != null) + events.Events = null; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + private AnimancerState _State; + private AnimancerEvent.Sequence _Events; + private bool _GotEventsFromPool; + private bool _IsLooping; + private float _PreviousTime; + private int _NextEventIndex = RecalculateEventIndex; + private int _SequenceVersion; + private bool _WasPlayingForwards; + + /// + /// A special value used by the to indicate that it needs to be recalculated. + /// + private const int RecalculateEventIndex = int.MinValue; + + /// + /// This system accounts for external modifications to the sequence, but modifying it while checking which + /// of its events to update is not allowed because it would be impossible to efficiently keep track of + /// which events have been checked/invoked and which still need to be checked. + /// + private const string SequenceVersionException = + nameof(AnimancerState) + "." + nameof(AnimancerState.Events) + " sequence was modified while iterating through it." + + " Events in a sequence must not modify that sequence."; + + /************************************************************************************************************************/ + + /// The events managed by this dispatcher. + /// If null, a new sequence will be acquired from the . + internal AnimancerEvent.Sequence Events + { + get + { + if (_Events == null) + { + ObjectPool.Acquire(out _Events); + _GotEventsFromPool = true; + +#if UNITY_ASSERTIONS + if (!_Events.IsEmpty) + Debug.LogError(_Events + " is not in its default state even though it was in the list of spares.", + _State?.Root?.Component as Object); +#endif + } + + return _Events; + } + set + { + if (_GotEventsFromPool) + { + _Events.Clear(); + ObjectPool.Release(_Events); + _GotEventsFromPool = false; + } + + _Events = value; + _NextEventIndex = RecalculateEventIndex; + } + } + + /************************************************************************************************************************/ + + void IUpdatable.Update() + { + if (_Events == null || _Events.IsEmpty) + { + Release(); + return; + } + + var length = _State.Length; + if (length == 0) + { + UpdateZeroLength(); + return; + } + + var currentTime = _State.Time / length; + if (_PreviousTime == currentTime) + return; + + // General events are triggered on the frame when their time passes. + // This happens either once or repeatedly depending on whether the animation is looping or not. + CheckGeneralEvents(currentTime); + if (_Events == null) + { + Release(); + return; + } + + // End events are triggered every frame after their time passes. This ensures that assigning the event + // after the time has passed will still trigger it rather than leaving it playing indefinitely. + var endEvent = _Events.endEvent; + if (endEvent.callback != null) + { + + if (currentTime > _PreviousTime)// Playing Forwards. + { + var eventTime = float.IsNaN(endEvent.normalizedTime) + ? 1 + : endEvent.normalizedTime; + + if (currentTime > eventTime) + { + ValidateBeforeEndEvent(); + endEvent.Invoke(_State); + ValidateAfterEndEvent(endEvent.callback); + } + } + else// Playing Backwards. + { + var eventTime = float.IsNaN(endEvent.normalizedTime) + ? 0 + : endEvent.normalizedTime; + + if (currentTime < eventTime) + { + ValidateBeforeEndEvent(); + endEvent.Invoke(_State); + ValidateAfterEndEvent(endEvent.callback); + } + } + } + + // Store the current time as the previous for the next frame unless OnTimeChanged was called. + if (_NextEventIndex != RecalculateEventIndex) + _PreviousTime = currentTime; + } + + /************************************************************************************************************************/ + #region End Event Validation + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + private bool _LoggedEndEventInterrupt; + + private static AnimancerLayer _BeforeEndLayer; + private static int _BeforeEndCommandCount; +#endif + + /************************************************************************************************************************/ + + /// [Assert-Conditional] + /// Called after the is triggered to log a warning if the + /// was not interrupted or the `callback` contains multiple calls to the same method. + /// + /// + /// It would be better if we could validate the callback when it is assigned to get a useful stack trace, + /// but that is unfortunately not possible since needs to be + /// a field for efficiency. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + private void ValidateBeforeEndEvent() + { +#if UNITY_ASSERTIONS + _BeforeEndLayer = _State.Layer; + _BeforeEndCommandCount = _BeforeEndLayer.CommandCount; +#endif + } + + /************************************************************************************************************************/ + + /// [Assert-Conditional] + /// Called after the is triggered to log a warning if the + /// was not interrupted or the `callback` contains multiple calls to the same method. + /// + /// + /// It would be better if we could validate the callback when it is assigned to get a useful stack trace, + /// but that is unfortunately not possible since needs to be + /// a field for efficiency. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + private void ValidateAfterEndEvent(Action callback) + { +#if UNITY_ASSERTIONS + if (ShouldLogEndEventInterrupt(callback)) + { + _LoggedEndEventInterrupt = true; + if (OptionalWarning.EndEventInterrupt.IsEnabled()) + OptionalWarning.EndEventInterrupt.Log( + "An End Event did not actually end the animation:" + + $"\n - State: {_State}" + + $"\n - Callback: {callback.Method.DeclaringType.Name}.{callback.Method.Name}" + + "\n\nEnd Events are triggered every frame after their time has passed," + + " so if that is not desired behaviour then it might be necessary to explicitly set the" + + $" state.{nameof(AnimancerState.Events)}.{nameof(AnimancerEvent.Sequence.OnEnd)} = null" + + " or simply use a regular event instead.", + _State.Root?.Component); + } + + if (OptionalWarning.DuplicateEvent.IsDisabled()) + return; + + if (!AnimancerUtilities.TryGetInvocationListNonAlloc(callback, out var delegates) || + delegates == null) + return; + + var count = delegates.Length; + for (int iA = 0; iA < count; iA++) + { + var a = delegates[iA]; + for (int iB = iA + 1; iB < count; iB++) + { + var b = delegates[iB]; + + if (a == b) + { + OptionalWarning.DuplicateEvent.Log( + $"The {nameof(AnimancerEvent)}.{nameof(AnimancerEvent.Sequence)}.{nameof(AnimancerEvent.Sequence.OnEnd)}" + + " callback being invoked contains multiple identical delegates which may mean" + + " that they are being unintentionally added multiple times." + + $"\n - State: {_State}" + + $"\n - Method: {a.Method.Name}", + _State.Root?.Component); + } + else if (a?.Method == b?.Method) + { + OptionalWarning.DuplicateEvent.Log( + $"The {nameof(AnimancerEvent)}.{nameof(AnimancerEvent.Sequence)}.{nameof(AnimancerEvent.Sequence.OnEnd)}" + + " callback being invoked contains multiple delegates using the same method with different targets." + + " This often happens when a Transition is shared by multiple objects," + + " in which case it can be avoided by giving each object its own" + + $" {nameof(AnimancerEvent)}.{nameof(AnimancerEvent.Sequence)} as explained in the documentation:" + + $" {Strings.DocsURLs.SharedEventSequences}" + + $"\n - State: {_State}" + + $"\n - Method: {a.Method.Name}", + _State.Root?.Component); + } + } + } +#endif + } + + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// Should be logged? + private bool ShouldLogEndEventInterrupt(Action callback) + { + if (_LoggedEndEventInterrupt || + _Events == null || + _Events.OnEnd != callback) + return false; + + var layer = _State.Layer; + if (_BeforeEndLayer != layer || + _BeforeEndCommandCount != layer.CommandCount || + !_State.Root.IsGraphPlaying || + !_State.IsPlaying) + return false; + + var speed = _State.EffectiveSpeed; + if (speed > 0) + { + return _State.NormalizedTime > _State.NormalizedEndTime; + } + else if (speed < 0) + { + return _State.NormalizedTime < _State.NormalizedEndTime; + } + else return false;// Speed 0. + } +#endif + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + /// Notifies this dispatcher that the target's has changed. + internal void OnTimeChanged() + { + _PreviousTime = _State.NormalizedTime; + _NextEventIndex = RecalculateEventIndex; + } + + /************************************************************************************************************************/ + + /// If the state has zero length, trigger its end event every frame. + private void UpdateZeroLength() + { + var speed = _State.EffectiveSpeed; + if (speed == 0) + return; + + if (_Events.Count > 0) + { + var sequenceVersion = _Events.Version; + + int playDirectionInt; + if (speed < 0) + { + playDirectionInt = -1; + if (_NextEventIndex == RecalculateEventIndex || + _SequenceVersion != sequenceVersion || + _WasPlayingForwards) + { + _NextEventIndex = Events.Count - 1; + _SequenceVersion = sequenceVersion; + _WasPlayingForwards = false; + } + } + else + { + playDirectionInt = 1; + if (_NextEventIndex == RecalculateEventIndex || + _SequenceVersion != sequenceVersion || + !_WasPlayingForwards) + { + _NextEventIndex = 0; + _SequenceVersion = sequenceVersion; + _WasPlayingForwards = true; + } + } + + if (!InvokeAllEvents(1, playDirectionInt)) + return; + } + + var endEvent = _Events.endEvent; + if (endEvent.callback != null) + endEvent.Invoke(_State); + } + + /************************************************************************************************************************/ + + private void CheckGeneralEvents(float currentTime) + { + var count = _Events.Count; + if (count == 0) + { + _NextEventIndex = 0; + return; + } + + ValidateNextEventIndex(ref currentTime, out var playDirectionFloat, out var playDirectionInt); + + if (_IsLooping)// Looping. + { + var animancerEvent = _Events[_NextEventIndex]; + var eventTime = animancerEvent.normalizedTime * playDirectionFloat; + + var loopDelta = GetLoopDelta(_PreviousTime, currentTime, eventTime); + if (loopDelta == 0) + return; + + // For each additional loop, invoke all events without needing to check their times. + if (!InvokeAllEvents(loopDelta - 1, playDirectionInt)) + return; + + var loopStartIndex = _NextEventIndex; + + Invoke: + animancerEvent.Invoke(_State); + + if (!NextEventLooped(playDirectionInt) || + _NextEventIndex == loopStartIndex) + return; + + animancerEvent = _Events[_NextEventIndex]; + eventTime = animancerEvent.normalizedTime * playDirectionFloat; + if (loopDelta == GetLoopDelta(_PreviousTime, currentTime, eventTime)) + goto Invoke; + } + else// Non-Looping. + { + while ((uint)_NextEventIndex < (uint)count) + { + var animancerEvent = _Events[_NextEventIndex]; + var eventTime = animancerEvent.normalizedTime * playDirectionFloat; + + if (currentTime <= eventTime) + break; + + animancerEvent.Invoke(_State); + + if (!NextEvent(playDirectionInt)) + return; + } + } + } + + /************************************************************************************************************************/ + + private void ValidateNextEventIndex(ref float currentTime, + out float playDirectionFloat, out int playDirectionInt) + { + var sequenceVersion = _Events.Version; + + if (currentTime < _PreviousTime)// Playing Backwards. + { + var previousTime = _PreviousTime; + _PreviousTime = -previousTime; + currentTime = -currentTime; + playDirectionFloat = -1; + playDirectionInt = -1; + + if (_NextEventIndex == RecalculateEventIndex || + _SequenceVersion != sequenceVersion || + _WasPlayingForwards) + { + _NextEventIndex = _Events.Count - 1; + _SequenceVersion = sequenceVersion; + _WasPlayingForwards = false; + + if (_IsLooping) + previousTime = AnimancerUtilities.Wrap01(previousTime); + + while (_NextEventIndex > 0 && + _Events[_NextEventIndex].normalizedTime > previousTime) + _NextEventIndex--; + + _Events.AssertNormalizedTimes(_State, _IsLooping); + } + } + else// Playing Forwards. + { + playDirectionFloat = 1; + playDirectionInt = 1; + + if (_NextEventIndex == RecalculateEventIndex || + _SequenceVersion != sequenceVersion || + !_WasPlayingForwards) + { + _NextEventIndex = 0; + _SequenceVersion = sequenceVersion; + _WasPlayingForwards = true; + + var previousTime = _PreviousTime; + if (_IsLooping) + previousTime = AnimancerUtilities.Wrap01(previousTime); + + var max = _Events.Count - 1; + while (_NextEventIndex < max && + _Events[_NextEventIndex].normalizedTime < previousTime) + _NextEventIndex++; + + _Events.AssertNormalizedTimes(_State, _IsLooping); + } + } + + // This method could be slightly optimised for playback direction changes by using the current index + // as the starting point instead of iterating from the edge of the sequence, but that would make it + // significantly more complex for something that should not happen very often and would only matter if + // there are lots of events (in which case the optimisation would be tiny compared to the cost of + // actually invoking all those events and running the rest of the application). + } + + /************************************************************************************************************************/ + + private static int GetLoopDelta(float previousTime, float nextTime, float eventTime) + { + previousTime -= eventTime; + var previousLoopCount = Mathf.FloorToInt(previousTime); + var nextLoopCount = Mathf.FloorToInt(nextTime - eventTime); + + if (previousTime == previousLoopCount) + nextLoopCount++; + + return nextLoopCount - previousLoopCount; + } + + /************************************************************************************************************************/ + + private bool InvokeAllEvents(int count, int playDirectionInt) + { + var loopStartIndex = _NextEventIndex; + while (count-- > 0) + { + do + { + _Events[_NextEventIndex].Invoke(_State); + + if (!NextEventLooped(playDirectionInt)) + return false; + } + while (_NextEventIndex != loopStartIndex); + } + + return true; + } + + /************************************************************************************************************************/ + + private bool NextEvent(int playDirectionInt) + { + if (_NextEventIndex == RecalculateEventIndex) + return false; + + if (_Events.Version != _SequenceVersion) + throw new InvalidOperationException(SequenceVersionException); + + _NextEventIndex += playDirectionInt; + + return true; + } + + /************************************************************************************************************************/ + + private bool NextEventLooped(int playDirectionInt) + { + if (!NextEvent(playDirectionInt)) + return false; + + var count = _Events.Count; + if (_NextEventIndex >= count) + _NextEventIndex = 0; + else if (_NextEventIndex < 0) + _NextEventIndex = count - 1; + + return true; + } + + /************************************************************************************************************************/ + + /// Returns " (Target State)". + public override string ToString() + { + return _State != null ? + $"{nameof(EventDispatcher)} ({_State})" : + $"{nameof(EventDispatcher)} (No Target State)"; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerState.EventDispatcher.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerState.EventDispatcher.cs.meta new file mode 100644 index 0000000000..21abd41ffd --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerState.EventDispatcher.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 2b948ae61bb921c45b0af9e45ecc16b9 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerState.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerState.cs new file mode 100644 index 0000000000..3a0fa2b3d8 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerState.cs @@ -0,0 +1,995 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Text; +using UnityEngine; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +#if UNITY_EDITOR +using UnityEditor; +using Animancer.Editor; +#endif + +namespace Animancer +{ + /// + /// Base class for all states in an graph which manages one or more + /// s. + /// + /// + /// + /// This class can be used as a custom yield instruction to wait until the animation either stops playing or + /// reaches its end. + /// + /// Documentation: States + /// + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerState + /// + public abstract partial class AnimancerState : AnimancerNode, IAnimationClipCollection + { + /************************************************************************************************************************/ + #region Graph + /************************************************************************************************************************/ + + /// The at the root of the graph. + public void SetRoot(AnimancerPlayable root) + { + if (Root == root) + return; + + if (Root != null) + { + Root.CancelPreUpdate(this); + Root.States.Unregister(this); + + if (_EventDispatcher != null) + Root.CancelPostUpdate(_EventDispatcher); + + if (_Parent != null) + { + _Parent.OnRemoveChild(this); + _Parent = null; + } + + Index = -1; + + DestroyPlayable(); + } + + Root = root; + + if (root != null) + { +#if UNITY_ASSERTIONS + GC.SuppressFinalize(this); +#endif + + root.States.Register(this); + + if (_EventDispatcher != null) + root.RequirePostUpdate(_EventDispatcher); + + CreatePlayable(); + } + + for (int i = ChildCount - 1; i >= 0; i--) + GetChild(i)?.SetRoot(root); + + if (_Parent != null) + CopyIKFlags(_Parent); + } + + /************************************************************************************************************************/ + + private AnimancerNode _Parent; + + /// The object which receives the output of the . + public sealed override IPlayableWrapper Parent => _Parent; + + /// Connects this state to the `parent` mixer at the specified `index`. + /// + /// Use instead of this method to connect a state to an + /// available port on a layer. + /// + public void SetParent(AnimancerNode parent, int index) + { + if (_Parent != null) + { + _Parent.OnRemoveChild(this); + _Parent = null; + } + + if (parent == null) + { + Index = -1; + return; + } + + SetRoot(parent.Root); + Index = index; + _Parent = parent; + parent.OnAddChild(this); + CopyIKFlags(parent); + } + + /// [Internal] + /// Called by if the specified + /// port is already occupied so it can be cleared without triggering any other calls. + /// + internal void ClearParent() + { + Index = -1; + _Parent = null; + } + + /************************************************************************************************************************/ + // Layer. + /************************************************************************************************************************/ + + /// + public override AnimancerLayer Layer => _Parent?.Layer; + + /// + /// The index of the this state is connected to (determined by the + /// ). Returns -1 if this state is not connected to a layer. + /// + public int LayerIndex + { + get + { + if (_Parent == null) + return -1; + + var layer = _Parent.Layer; + if (layer == null) + return -1; + + return layer.Index; + } + set + { + Root.Layers[value].AddChild(this); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Key and Clip + /************************************************************************************************************************/ + + internal object _Key; + + /// + /// The object used to identify this state in the root dictionary. + /// Can be null. + /// + public object Key + { + get => _Key; + set + { + if (Root == null) + { + _Key = value; + } + else + { + Root.States.Unregister(this); + _Key = value; + Root.States.Register(this); + } + } + } + + /************************************************************************************************************************/ + + /// The which this state plays (if any). + /// This state type doesn't have a clip and you try to set it. + public virtual AnimationClip Clip + { + get => null; + set => throw new NotSupportedException($"{GetType()} does not support setting the {nameof(Clip)}."); + } + + /// The main object to show in the Inspector for this state (if any). + /// This state type doesn't have a main object and you try to set it. + /// This state can't use the assigned value. + public virtual Object MainObject + { + get => null; + set => throw new NotSupportedException($"{GetType()} does not support setting the {nameof(MainObject)}."); + } + + /************************************************************************************************************************/ + + /// + /// Sets the `currentObject` and calls . If the `currentObject` was + /// being used as the then it is changed as well. + /// + /// The `newObject` is null. + protected void ChangeMainObject(ref T currentObject, T newObject) where T : Object + { + if (newObject == null) + throw new ArgumentNullException(nameof(newObject)); + + if (ReferenceEquals(currentObject, newObject)) + return; + + if (ReferenceEquals(_Key, currentObject)) + Key = newObject; + + currentObject = newObject; + RecreatePlayable(); + } + + /************************************************************************************************************************/ + + /// The average velocity of the root motion caused by this state. + public virtual Vector3 AverageVelocity => default; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Playing + /************************************************************************************************************************/ + + /// Is the automatically advancing? + private bool _IsPlaying; + + /// Has changed since it was last applied to the . + /// + /// Playables start playing by default so we start dirty to pause it during the first update (unless + /// is set to true before that). + /// + private bool _IsPlayingDirty = true; + + /************************************************************************************************************************/ + + /// Is the automatically advancing? + /// + /// + /// void IsPlayingExample(AnimancerComponent animancer, AnimationClip clip) + /// { + /// var state = animancer.States.GetOrCreate(clip); + /// + /// if (state.IsPlaying) + /// Debug.Log(clip + " is playing"); + /// else + /// Debug.Log(clip + " is paused"); + /// + /// state.IsPlaying = false;// Pause the animation. + /// + /// state.IsPlaying = true;// Unpause the animation. + /// } + /// + public bool IsPlaying + { + get => _IsPlaying; + set + { + if (_IsPlaying == value) + return; + + _IsPlaying = value; + + // If it was already dirty then we just returned to the previous state so it is no longer dirty. + if (_IsPlayingDirty) + { + _IsPlayingDirty = false; + // We may still need to be updated for other reasons (such as Weight), + // but if not then we will be removed from the update list next update. + } + else// Otherwise we are now dirty so we need to be updated. + { + _IsPlayingDirty = true; + RequireUpdate(); + } + + OnSetIsPlaying(); + } + } + + /// Called when the value of is changed. + protected virtual void OnSetIsPlaying() { } + + /// Creates and assigns the managed by this state. + /// This method also applies the and . + public sealed override void CreatePlayable() + { + base.CreatePlayable(); + + if (_MustSetTime) + { + _MustSetTime = false; + RawTime = _Time; + } + + if (!_IsPlaying) + _Playable.Pause(); + _IsPlayingDirty = false; + } + + /************************************************************************************************************************/ + + /// + /// Returns true if this state is playing and is at or fading towards a non-zero + /// . + /// + public bool IsActive => _IsPlaying && TargetWeight > 0; + + /// + /// Returns true if this state is not playing and is at 0 . + /// + public bool IsStopped => !_IsPlaying && Weight == 0; + + /************************************************************************************************************************/ + + /// Plays this state immediately, without any blending. + /// + /// Sets = true, = 1, and clears the + /// (unless is disabled). + /// + /// This method does not change the so it will continue from its current value. + /// + public void Play() + { + IsPlaying = true; + Weight = 1; + if (AutomaticallyClearEvents) + EventDispatcher.TryClear(_EventDispatcher); + } + + /************************************************************************************************************************/ + + /// Stops the animation and makes it inactive immediately so it no longer affects the output. + /// + /// Sets = 0, = false, = 0, and + /// clears the (unless is disabled). + /// + /// To freeze the animation in place without ending it, you only need to set = false + /// instead. Or to freeze all animations, you can call . + /// + public override void Stop() + { + base.Stop(); + + IsPlaying = false; + Time = 0; + if (AutomaticallyClearEvents) + EventDispatcher.TryClear(_EventDispatcher); + } + + /************************************************************************************************************************/ + + /// + /// Called by . + /// Clears the (unless is disabled). + /// + protected internal override void OnStartFade() + { + if (AutomaticallyClearEvents) + EventDispatcher.TryClear(_EventDispatcher); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Timing + /************************************************************************************************************************/ + // Time. + /************************************************************************************************************************/ + + /// + /// The current time of the , retrieved by whenever the + /// is different from the . + /// + private float _Time; + + /// + /// Indicates whether the needs to be assigned to the next update. + /// + /// + /// executes after all other playables, at which point changes can still be made to + /// their time but not their weight which means that if we set the time immediately then it can be out of sync + /// with the weight. For example, if an animation ends and you play another, the first animation would be + /// stopped and rewinded to the start but would still be at full weight so it would show its first frame before + /// the new animation actually takes effect (even if the previous animation was not looping). + /// + /// So instead, we simply delay setting the actual playable time until the next update so that time and weight + /// are always in sync. + /// + private bool _MustSetTime; + + /// + /// The from when the was last retrieved from the + /// . + /// + private ulong _TimeFrameID; + + /************************************************************************************************************************/ + + /// The number of seconds that have passed since the start of this animation. + /// + /// + /// This value will continue increasing after the animation passes the end of its while + /// the animated object either freezes in place or starts again from the beginning according to whether it is + /// looping or not. + /// + /// This property internally uses whenever the value is out of date or gets changed. + /// + /// Animancer Lite does not allow this value to be changed in runtime builds (except resetting it to 0). + /// + /// + /// + /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) + /// { + /// var state = animancer.Play(clip); + /// + /// // Skip 0.5 seconds into the animation: + /// state.Time = 0.5f; + /// + /// // Skip 50% of the way through the animation (0.5 in a range of 0 to 1): + /// state.NormalizedTime = 0.5f; + /// + /// // Skip to the end of the animation and play backwards. + /// state.NormalizedTime = 1; + /// state.Speed = -1; + /// } + /// + public float Time + { + get + { + var root = Root; + if (root == null || _MustSetTime) + return _Time; + + var frameID = root.FrameID; + if (_TimeFrameID != frameID) + { + _TimeFrameID = frameID; + _Time = RawTime; + } + + return _Time; + } + set + { +#if UNITY_ASSERTIONS + if (!value.IsFinite()) + throw new ArgumentOutOfRangeException(nameof(value), value, $"{nameof(Time)} must be finite"); +#endif + + _Time = value; + + var root = Root; + if (root == null) + { + _MustSetTime = true; + } + else + { + _TimeFrameID = root.FrameID; + + // Don't allow the time to be changed during a post update because it would take effect this frame but + // Weight changes wouldn't so the Time and Weight would be out of sync. For example, if en event plays + // a state, the old state's Time would be 0 but its Weight would not yet be 0 so it would show its + // first frame before the new animation takes effect. + + if (AnimancerPlayable.IsRunningPostUpdate(root)) + { + _MustSetTime = true; + root.RequirePreUpdate(this); + } + else + { + RawTime = value; + } + } + + _EventDispatcher?.OnTimeChanged(); + } + } + + /************************************************************************************************************************/ + + /// + /// The internal implementation of which directly gets and sets the underlying value. + /// + /// + /// Setting this value actually calls twice to ensure that animation + /// events aren't triggered incorrectly. Calling it only once would trigger any animation events between the + /// previous time and the new time. So if an animation plays to the end and you set the time back to 0 (such as + /// by calling or playing a different animation), the next time that animation played it + /// would immediately trigger all of its events, then play through and trigger them normally as well. + /// + protected virtual float RawTime + { + get + { + Validate.AssertPlayable(this); + return (float)_Playable.GetTime(); + } + set + { + Validate.AssertPlayable(this); + var time = (double)value; + _Playable.SetTime(time); + _Playable.SetTime(time); + } + } + + /************************************************************************************************************************/ + + /// + /// The of this state as a portion of the animation's , meaning the + /// value goes from 0 to 1 as it plays from start to end, regardless of how long that actually takes. + /// + /// + /// + /// This value will continue increasing after the animation passes the end of its while + /// the animated object either freezes in place or starts again from the beginning according to whether it is + /// looping or not. + /// + /// The fractional part of the value (NormalizedTime % 1) is the percentage (0-1) of progress in the + /// current loop while the integer part ((int)NormalizedTime) is the number of times the animation has + /// been looped. + /// + /// Animancer Lite does not allow this value to be changed to a value other than 0 in runtime builds. + /// + /// + /// + /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) + /// { + /// var state = animancer.Play(clip); + /// + /// // Skip 0.5 seconds into the animation: + /// state.Time = 0.5f; + /// + /// // Skip 50% of the way through the animation (0.5 in a range of 0 to 1): + /// state.NormalizedTime = 0.5f; + /// + /// // Skip to the end of the animation and play backwards. + /// state.NormalizedTime = 1; + /// state.Speed = -1; + /// } + /// + public float NormalizedTime + { + get + { + var length = Length; + if (length != 0) + return Time / Length; + else + return 0; + } + set => Time = value * Length; + } + + /************************************************************************************************************************/ + + /// + /// Sets the or , but unlike those properties this method + /// applies any Root Motion and Animation Events (but not Animancer Events) between the old and new time. + /// + public virtual void MoveTime(float time, bool normalized) + { +#if UNITY_ASSERTIONS + if (!time.IsFinite()) + throw new ArgumentOutOfRangeException(nameof(time), time, $"{nameof(Time)} must be finite"); +#endif + + var root = Root; + if (root != null) + _TimeFrameID = root.FrameID; + + if (normalized) + time *= Length; + + _Time = time; + _Playable.SetTime(time); + } + + /************************************************************************************************************************/ + + /// Prevents the from being applied. + protected void CancelSetTime() => _MustSetTime = false; + + /************************************************************************************************************************/ + // Duration. + /************************************************************************************************************************/ + + /// [Pro-Only] + /// The after which the callback will + /// be invoked every frame. + /// + /// + /// This is a wrapper around so that if the value has + /// not been set () it can be determined based on the + /// : positive speed ends at 1 and negative speed ends at 0. + /// + /// Animancer Lite does not allow this value to be changed in runtime builds. + /// + public float NormalizedEndTime + { + get + { + if (_EventDispatcher != null) + { + var time = _EventDispatcher.Events.NormalizedEndTime; + if (!float.IsNaN(time)) + return time; + } + + return AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(EffectiveSpeed); + } + set => Events.NormalizedEndTime = value; + } + + /************************************************************************************************************************/ + + /// + /// The number of seconds the animation will take to play fully at its current + /// . + /// + /// + /// + /// For the time remaining from now until it reaches the end, use instead. + /// + /// Setting this value modifies the , not the . + /// + /// Animancer Lite does not allow this value to be changed in runtime builds. + /// + /// + /// + /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) + /// { + /// var state = animancer.Play(clip); + /// + /// state.Duration = 1;// Play fully in 1 second. + /// state.Duration = 2;// Play fully in 2 seconds. + /// state.Duration = 0.5f;// Play fully in half a second. + /// state.Duration = -1;// Play backwards fully in 1 second. + /// state.NormalizedTime = 1; state.Duration = -1;// Play backwards from the end in 1 second. + /// } + /// + public float Duration + { + get + { + var speed = EffectiveSpeed; + if (_EventDispatcher != null) + { + var endTime = _EventDispatcher.Events.NormalizedEndTime; + if (!float.IsNaN(endTime)) + { + if (speed > 0) + return Length * endTime / speed; + else + return Length * (1 - endTime) / -speed; + } + } + + return Length / Math.Abs(speed); + } + set + { + var length = Length; + if (_EventDispatcher != null) + { + var endTime = _EventDispatcher.Events.NormalizedEndTime; + if (!float.IsNaN(endTime)) + { + if (EffectiveSpeed > 0) + length *= endTime; + else + length *= 1 - endTime; + } + } + + EffectiveSpeed = length / value; + } + } + + /************************************************************************************************************************/ + + /// + /// The number of seconds this state will take to go from its current to the + /// at its current . + /// + /// + /// + /// For the time it would take to play fully from the start, use the instead. + /// + /// Setting this value modifies the , not the . + /// + /// Animancer Lite does not allow this value to be changed in runtime builds. + /// + /// + /// + /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) + /// { + /// var state = animancer.Play(clip); + /// + /// state.RemainingDuration = 1;// Play from the current time to the end in 1 second. + /// state.RemainingDuration = 2;// Play from the current time to the end in 2 seconds. + /// state.RemainingDuration = 0.5f;// Play from the current time to the end in half a second. + /// state.RemainingDuration = -1;// Play from the current time away from the end. + /// } + /// + public float RemainingDuration + { + get => (Length * NormalizedEndTime - Time) / EffectiveSpeed; + set => EffectiveSpeed = (Length * NormalizedEndTime - Time) / value; + } + + /************************************************************************************************************************/ + // Length. + /************************************************************************************************************************/ + + /// The total time this state would take to play in seconds when = 1. + public abstract float Length { get; } + + /// Will this state loop back to the start when it reaches the end? + public virtual bool IsLooping => false; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Methods + /************************************************************************************************************************/ + + /// + /// Updates the for fading, applies it to this state's port on the parent + /// mixer, and plays or pauses the if its state is dirty. + /// + /// + /// If the 's is set to false, this + /// method will also connect/disconnect this node from the in the playable graph. + /// + protected internal override void Update(out bool needsMoreUpdates) + { + base.Update(out needsMoreUpdates); + + if (_IsPlayingDirty) + { + _IsPlayingDirty = false; + + if (_IsPlaying) + _Playable.Play(); + else + _Playable.Pause(); + } + + if (_MustSetTime) + { + _MustSetTime = false; + RawTime = _Time; + } + } + + /************************************************************************************************************************/ + + /// Destroys the and cleans up this state. + /// + /// This method is NOT called automatically, so when implementing a custom state type you must use + /// if you need to guarantee that things will get cleaned up. + /// + public virtual void Destroy() + { + if (_Parent != null) + { + _Parent.OnRemoveChild(this); + _Parent = null; + } + + Index = -1; + EventDispatcher.TryClear(_EventDispatcher); + + var root = Root; + if (root != null) + { + root.States.Unregister(this); + + // For some reason this is slightly faster than _Playable.Destroy(). + if (_Playable.IsValid()) + root._Graph.DestroyPlayable(_Playable); + } + } + + /************************************************************************************************************************/ + + /// [] Gathers all the animations in this state. + public virtual void GatherAnimationClips(ICollection clips) + { + clips.Gather(Clip); + + for (int i = ChildCount - 1; i >= 0; i--) + GetChild(i).GatherAnimationClips(clips); + } + + /************************************************************************************************************************/ + + /// + /// Returns true if the animation is playing and has not yet passed the + /// . + /// + /// + /// This method is called by so this object can be used as a custom yield + /// instruction to wait until it finishes. + /// + protected internal override bool IsPlayingAndNotEnding() + { + if (!IsPlaying) + return false; + + var speed = EffectiveSpeed; + if (speed > 0) + { + float endTime; + if (_EventDispatcher != null) + { + endTime = _EventDispatcher.Events.endEvent.normalizedTime; + if (float.IsNaN(endTime)) + endTime = Length; + else + endTime *= Length; + } + else endTime = Length; + + return Time <= endTime; + } + else if (speed < 0) + { + float endTime; + if (_EventDispatcher != null) + { + endTime = _EventDispatcher.Events.endEvent.normalizedTime; + if (float.IsNaN(endTime)) + endTime = 0; + else + endTime *= Length; + } + else endTime = 0; + + return Time >= endTime; + } + else return true; + } + + /************************************************************************************************************************/ + + /// + /// Returns the if one is set, otherwise a string describing the type of this + /// state and the name of the . + /// + public override string ToString() + { +#if UNITY_ASSERTIONS + if (!string.IsNullOrEmpty(DebugName)) + return DebugName; +#endif + + var type = GetType().Name; + var mainObject = MainObject; + if (mainObject != null) + return $"{mainObject.name} ({type})"; + else + return type; + } + + /************************************************************************************************************************/ + #region Descriptions + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] Returns a custom drawer for this state. + protected internal virtual IAnimancerNodeDrawer CreateDrawer() + => new AnimancerStateDrawer(this); +#endif + + /************************************************************************************************************************/ + + /// + protected override void AppendDetails(StringBuilder text, string separator) + { + text.Append(separator).Append($"{nameof(Key)}: ").Append(AnimancerUtilities.ToStringOrNull(_Key)); + + var mainObject = MainObject; + if (mainObject != _Key as Object) + text.Append(separator).Append($"{nameof(MainObject)}: ").Append(AnimancerUtilities.ToStringOrNull(mainObject)); + +#if UNITY_EDITOR + if (mainObject != null) + text.Append(separator).Append("AssetPath: ").Append(AssetDatabase.GetAssetPath(mainObject)); +#endif + + base.AppendDetails(text, separator); + + text.Append(separator).Append($"{nameof(IsPlaying)}: ").Append(IsPlaying); + + try + { + text.Append(separator).Append($"{nameof(Time)} (Normalized): ").Append(Time); + text.Append(" (").Append(NormalizedTime).Append(')'); + text.Append(separator).Append($"{nameof(Length)}: ").Append(Length); + text.Append(separator).Append($"{nameof(IsLooping)}: ").Append(IsLooping); + } + catch (Exception exception) + { + text.Append(separator).Append(exception); + } + + text.Append(separator).Append($"{nameof(Events)}: "); + if (_EventDispatcher != null && _EventDispatcher.Events != null) + text.Append(_EventDispatcher.Events.DeepToString(false)); + else + text.Append("null"); + } + + /************************************************************************************************************************/ + + /// Returns the hierarchy path of this state through its s. + public string GetPath() + { + if (_Parent == null) + return null; + + var path = ObjectPool.AcquireStringBuilder(); + + AppendPath(path, _Parent); + AppendPortAndType(path); + + return path.ReleaseToString(); + } + + /// Appends the hierarchy path of this state through its s. + private static void AppendPath(StringBuilder path, AnimancerNode parent) + { + var parentState = parent as AnimancerState; + if (parentState != null && parentState._Parent != null) + { + AppendPath(path, parentState._Parent); + } + else + { + path.Append("Layers[") + .Append(parent.Layer.Index) + .Append("].States"); + return; + } + + var state = parent as AnimancerState; + if (state != null) + { + state.AppendPortAndType(path); + } + else + { + path.Append(" -> ") + .Append(parent.GetType()); + } + } + + /// Appends "[Index] -> GetType().Name". + private void AppendPortAndType(StringBuilder path) + { + path.Append('[') + .Append(Index) + .Append("] -> ") + .Append(GetType().Name); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerState.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerState.cs.meta new file mode 100644 index 0000000000..c57a027ea8 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerState.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 887b4c2f23914df4085099d24992df1c +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerUtilities.cs b/Assets/Plugins/Animancer/Internal/Core/AnimancerUtilities.cs new file mode 100644 index 0000000000..65463b33bd --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerUtilities.cs @@ -0,0 +1,618 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using Unity.Collections; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// Various extension methods and utilities. + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities + /// + public static partial class AnimancerUtilities + { + /************************************************************************************************************************/ + #region Misc + /************************************************************************************************************************/ + + /// This is Animancer Pro. + public const bool IsAnimancerPro = true; + + /************************************************************************************************************************/ + + /// Loops the `value` so that 0 <= value < 1. + /// This is more efficient than using with a length of 1. + public static float Wrap01(float value) + { + var valueAsDouble = (double)value; + value = (float)(valueAsDouble - Math.Floor(valueAsDouble)); + return value < 1 ? value : 0; + } + + /// Loops the `value` so that 0 <= value < length. + /// Unike , this method will never return the `length`. + public static float Wrap(float value, float length) + { + var valueAsDouble = (double)value; + var lengthAsDouble = (double)length; + value = (float)(valueAsDouble - Math.Floor(valueAsDouble / lengthAsDouble) * lengthAsDouble); + return value < length ? value : 0; + } + + /************************************************************************************************************************/ + + /// + /// Rounds the `value` to the nearest integer using . + /// + public static float Round(float value) + => (float)Math.Round(value, MidpointRounding.AwayFromZero); + + /// + /// Rounds the `value` to be a multiple of the `multiple` using . + /// + public static float Round(float value, float multiple) + => Round(value / multiple) * multiple; + + /************************************************************************************************************************/ + + /// [Animancer Extension] Returns true as long as the `value` is not NaN or Infinity. + /// Newer versions of the .NET framework apparently have a float.IsFinite method. + public static bool IsFinite(this float value) => !float.IsNaN(value) && !float.IsInfinity(value); + + /************************************************************************************************************************/ + + /// + /// If `obj` exists, this method returns . + /// Or if it is null, this method returns "Null". + /// Or if it is an that has been destroyed, this method returns "Null (ObjectType)". + /// + public static string ToStringOrNull(object obj) + { + if (obj is null) + return "Null"; + + if (obj is Object unityObject && unityObject == null) + return $"Null ({obj.GetType()})"; + + return obj.ToString(); + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] Swaps array[a] with array[b]. + public static void Swap(this T[] array, int a, int b) + { + var temp = array[a]; + array[a] = array[b]; + array[b] = temp; + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Is the `array` null or its 0? + /// + public static bool IsNullOrEmpty(this T[] array) => array == null || array.Length == 0; + + /************************************************************************************************************************/ + + /// + /// If the `array` is null or its isn't equal to the specified `length`, this + /// method creates a new array with that `length` and returns true. + /// + /// + /// Unlike , this method doesn't copy over the contents of the old + /// `array` into the new one. + /// + public static bool SetLength(ref T[] array, int length) + { + if (array == null || array.Length != length) + { + array = new T[length]; + return true; + } + else return false; + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] Is the `node` is not null and ? + public static bool IsValid(this AnimancerNode node) => node != null && node.IsValid; + + /// [Animancer Extension] Is the `transition` not null and ? + public static bool IsValid(this ITransitionDetailed transition) => transition != null && transition.IsValid; + + /************************************************************************************************************************/ + + /// [Animancer Extension] Calls and . + public static AnimancerState CreateStateAndApply(this ITransition transition, AnimancerPlayable root = null) + { + var state = transition.CreateState(); + state.SetRoot(root); + transition.Apply(state); + return state; + } + + /************************************************************************************************************************/ + + /// [Pro-Only] Reconnects the input of the specified `playable` to its output. + public static void RemovePlayable(Playable playable, bool destroy = true) + { + if (!playable.IsValid()) + return; + + Assert(playable.GetInputCount() == 1, + $"{nameof(RemovePlayable)} can only be used on playables with 1 input."); + Assert(playable.GetOutputCount() == 1, + $"{nameof(RemovePlayable)} can only be used on playables with 1 output."); + + var input = playable.GetInput(0); + if (!input.IsValid()) + { + if (destroy) + playable.Destroy(); + return; + } + + var graph = playable.GetGraph(); + var output = playable.GetOutput(0); + + if (output.IsValid())// Connected to another Playable. + { + if (destroy) + { + playable.Destroy(); + } + else + { + Assert(output.GetInputCount() == 1, + $"{nameof(RemovePlayable)} can only be used on playables connected to a playable with 1 input."); + graph.Disconnect(output, 0); + graph.Disconnect(playable, 0); + } + + graph.Connect(input, 0, output, 0); + } + else// Connected to the graph output. + { + Assert(graph.GetOutput(0).GetSourcePlayable().Equals(playable), + $"{nameof(RemovePlayable)} can only be used on playables connected to another playable or to the graph output."); + + if (destroy) + playable.Destroy(); + else + graph.Disconnect(playable, 0); + + graph.GetOutput(0).SetSourcePlayable(input); + } + } + + /************************************************************************************************************************/ + + /// + /// Checks if any in the `source` has an animation event with the specified + /// `functionName`. + /// + public static bool HasEvent(IAnimationClipCollection source, string functionName) + { + var clips = ObjectPool.AcquireSet(); + source.GatherAnimationClips(clips); + + foreach (var clip in clips) + { + if (HasEvent(clip, functionName)) + { + ObjectPool.Release(clips); + return true; + } + } + + ObjectPool.Release(clips); + return false; + } + + /// Checks if the `clip` has an animation event with the specified `functionName`. + public static bool HasEvent(AnimationClip clip, string functionName) + { + var events = clip.events; + for (int i = events.Length - 1; i >= 0; i--) + { + if (events[i].functionName == functionName) + return true; + } + + return false; + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] [Pro-Only] + /// Calculates all thresholds in the `mixer` using the of each + /// state on the X and Z axes. + /// + /// Note that this method requires the Root Transform Position (XZ) -> Bake Into Pose toggle to be + /// disabled in the Import Settings of each in the mixer. + /// + public static void CalculateThresholdsFromAverageVelocityXZ(this MixerState mixer) + { + mixer.ValidateThresholdCount(); + + for (int i = mixer.ChildCount - 1; i >= 0; i--) + { + var state = mixer.GetChild(i); + if (state == null) + continue; + + var averageVelocity = state.AverageVelocity; + mixer.SetThreshold(i, new Vector2(averageVelocity.x, averageVelocity.z)); + } + } + + /************************************************************************************************************************/ + + /// Gets the value of the `parameter` in the `animator`. + public static object GetParameterValue(Animator animator, AnimatorControllerParameter parameter) + { + switch (parameter.type) + { + case AnimatorControllerParameterType.Float: + return animator.GetFloat(parameter.nameHash); + + case AnimatorControllerParameterType.Int: + return animator.GetInteger(parameter.nameHash); + + case AnimatorControllerParameterType.Bool: + case AnimatorControllerParameterType.Trigger: + return animator.GetBool(parameter.nameHash); + + default: + throw new ArgumentException($"Unsupported {nameof(AnimatorControllerParameterType)}: " + parameter.type); + } + } + + /// Gets the value of the `parameter` in the `playable`. + public static object GetParameterValue(AnimatorControllerPlayable playable, AnimatorControllerParameter parameter) + { + switch (parameter.type) + { + case AnimatorControllerParameterType.Float: + return playable.GetFloat(parameter.nameHash); + + case AnimatorControllerParameterType.Int: + return playable.GetInteger(parameter.nameHash); + + case AnimatorControllerParameterType.Bool: + case AnimatorControllerParameterType.Trigger: + return playable.GetBool(parameter.nameHash); + + default: + throw new ArgumentException($"Unsupported {nameof(AnimatorControllerParameterType)}: " + parameter.type); + } + } + + /************************************************************************************************************************/ + + /// Sets the `value` of the `parameter` in the `animator`. + public static void SetParameterValue(Animator animator, AnimatorControllerParameter parameter, object value) + { + switch (parameter.type) + { + case AnimatorControllerParameterType.Float: + animator.SetFloat(parameter.nameHash, (float)value); + break; + + case AnimatorControllerParameterType.Int: + animator.SetInteger(parameter.nameHash, (int)value); + break; + + case AnimatorControllerParameterType.Bool: + animator.SetBool(parameter.nameHash, (bool)value); + break; + + case AnimatorControllerParameterType.Trigger: + if ((bool)value) + animator.SetTrigger(parameter.nameHash); + else + animator.ResetTrigger(parameter.nameHash); + break; + + default: + throw new ArgumentException($"Unsupported {nameof(AnimatorControllerParameterType)}: " + parameter.type); + } + } + + /// Sets the `value` of the `parameter` in the `playable`. + public static void SetParameterValue(AnimatorControllerPlayable playable, AnimatorControllerParameter parameter, object value) + { + switch (parameter.type) + { + case AnimatorControllerParameterType.Float: + playable.SetFloat(parameter.nameHash, (float)value); + break; + + case AnimatorControllerParameterType.Int: + playable.SetInteger(parameter.nameHash, (int)value); + break; + + case AnimatorControllerParameterType.Bool: + playable.SetBool(parameter.nameHash, (bool)value); + break; + + case AnimatorControllerParameterType.Trigger: + if ((bool)value) + playable.SetTrigger(parameter.nameHash); + else + playable.ResetTrigger(parameter.nameHash); + break; + + default: + throw new ArgumentException($"Unsupported {nameof(AnimatorControllerParameterType)}: " + parameter.type); + } + } + + /************************************************************************************************************************/ + + /// + /// Creates a containing a single element so that it can be used like a reference + /// in Unity's C# Job system which does not allow regular reference types. + /// + /// Note that you must call when you are done with the array. + /// + public static NativeArray CreateNativeReference() where T : struct + { + return new NativeArray(1, Allocator.Persistent, NativeArrayOptions.ClearMemory); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Components + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Adds the specified type of , links it to the `animator`, and returns it. + /// + public static T AddAnimancerComponent(this Animator animator) where T : Component, IAnimancerComponent + { + var animancer = animator.gameObject.AddComponent(); + animancer.Animator = animator; + return animancer; + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Returns the on the same as the `animator` if + /// there is one. Otherwise this method adds a new one and returns it. + /// + public static T GetOrAddAnimancerComponent(this Animator animator) where T : Component, IAnimancerComponent + { + var animancer = animator.GetComponent(); + if (animancer != null) + return animancer; + else + return animator.AddAnimancerComponent(); + } + + /************************************************************************************************************************/ + + /// + /// Returns the first component on the `gameObject` or its parents or children (in + /// that order). + /// + public static T GetComponentInParentOrChildren(this GameObject gameObject) where T : class + { + var component = gameObject.GetComponentInParent(); + if (component != null) + return component; + + return gameObject.GetComponentInChildren(); + } + + /// + /// If the `component` is null, this method tries to find one on the `gameObject` or its parents or + /// children (in that order). + /// + public static bool GetComponentInParentOrChildren(this GameObject gameObject, ref T component) where T : class + { + if (component != null && + (!(component is Object obj) || obj != null)) + return false; + + component = gameObject.GetComponentInParentOrChildren(); + return !(component is null); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Editor + /************************************************************************************************************************/ + + /// [Assert-Conditional] + /// Throws an if the `condition` is false. + /// + /// + /// This method is similar to , but it throws an exception instead of + /// just logging the `message`. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void Assert(bool condition, object message) + { +#if UNITY_ASSERTIONS + if (!condition) + throw new UnityEngine.Assertions.AssertionException(message != null ? message.ToString() : "Assertion failed.", null); +#endif + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] Indicates that the `target` needs to be re-serialized. + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public static void SetDirty(Object target) + { +#if UNITY_EDITOR + UnityEditor.EditorUtility.SetDirty(target); +#endif + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] + /// Applies the effects of the animation `clip` to the . + /// + /// This method is safe to call during .OnValidate. + /// The animation to apply. If null, this method does nothing. + /// + /// The animation will be applied to an or component on the same + /// object as this or on any of its parents or children. If null, this method does nothing. + /// + /// Determines which part of the animation to apply (in seconds). + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public static void EditModeSampleAnimation(this AnimationClip clip, Component component, float time = 0) + { +#if UNITY_EDITOR + if (!ShouldEditModeSample(clip, component)) + return; + + var gameObject = component.gameObject; + component = gameObject.GetComponentInParentOrChildren(); + if (component == null) + { + component = gameObject.GetComponentInParentOrChildren(); + if (component == null) + return; + } + + UnityEditor.EditorApplication.delayCall += () => + { + if (!ShouldEditModeSample(clip, component)) + return; + + clip.SampleAnimation(component.gameObject, time); + }; + } + + private static bool ShouldEditModeSample(AnimationClip clip, Component component) + { + return + !UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode && + clip != null && + component != null && + !UnityEditor.EditorUtility.IsPersistent(component); +#endif + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] Plays the specified `clip` if called in Edit Mode. + /// This method is safe to call during .OnValidate. + /// The animation to apply. If null, this method does nothing. + /// + /// The animation will be played on an on the same object as this or on any + /// of its parents or children. If null, this method does nothing. + /// + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public static void EditModePlay(this AnimationClip clip, Component component) + { +#if UNITY_EDITOR + if (!ShouldEditModeSample(clip, component)) + return; + + var animancer = component as IAnimancerComponent; + if (animancer == null) + animancer = component.gameObject.GetComponentInParentOrChildren(); + + if (!ShouldEditModePlay(animancer, clip)) + return; + + // If it's already initialized, play immediately. + if (animancer.IsPlayableInitialized) + { + animancer.Playable.Play(clip); + return; + } + + // Otherwise, delay it in case this was called at a bad time (such as during OnValidate). + UnityEditor.EditorApplication.delayCall += () => + { + if (ShouldEditModePlay(animancer, clip)) + animancer.Playable.Play(clip); + }; + } + + private static bool ShouldEditModePlay(IAnimancerComponent animancer, AnimationClip clip) + { + return + ShouldEditModeSample(clip, animancer?.Animator) && + (!(animancer is Object obj) || obj != null); +#endif + } + + /************************************************************************************************************************/ +#if UNITY_ASSERTIONS + /************************************************************************************************************************/ + + private static System.Reflection.FieldInfo _DelegatesField; + private static bool _GotDelegatesField; + + /// [Assert-Only] + /// Uses reflection to achieve the same as without allocating + /// garbage every time. + /// + /// If the delegate is null or , this method returns false and outputs null. + /// If the underlying delegate field was not found, this method returns false and outputs null. + /// If the delegate is not multicast, this method this method returns true and outputs null. + /// If the delegate is multicast, this method this method returns true and outputs its invocation list. + /// + /// + public static bool TryGetInvocationListNonAlloc(MulticastDelegate multicast, out Delegate[] delegates) + { + if (multicast == null) + { + delegates = null; + return false; + } + + if (!_GotDelegatesField) + { + const string FieldName = "delegates"; + + _GotDelegatesField = true; + _DelegatesField = typeof(MulticastDelegate).GetField("delegates", + System.Reflection.BindingFlags.Public | + System.Reflection.BindingFlags.NonPublic | + System.Reflection.BindingFlags.Instance); + + if (_DelegatesField != null && _DelegatesField.FieldType != typeof(Delegate[])) + _DelegatesField = null; + + if (_DelegatesField == null) + Debug.LogError($"Unable to find {nameof(MulticastDelegate)}.{FieldName} field."); + } + + if (_DelegatesField == null) + { + delegates = null; + return false; + } + else + { + delegates = (Delegate[])_DelegatesField.GetValue(multicast); + return true; + } + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/AnimancerUtilities.cs.meta b/Assets/Plugins/Animancer/Internal/Core/AnimancerUtilities.cs.meta new file mode 100644 index 0000000000..d99063e83e --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/AnimancerUtilities.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5951f73829d4fe5478c69d982a08e77e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/ClipState.cs b/Assets/Plugins/Animancer/Internal/Core/ClipState.cs new file mode 100644 index 0000000000..0d7e0cbc80 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/ClipState.cs @@ -0,0 +1,176 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// An which plays an . + /// + /// Documentation: States + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ClipState + /// + public sealed class ClipState : AnimancerState + { + /************************************************************************************************************************/ + + /// An that creates a . + public interface ITransition : ITransition { } + + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + /// The which this state plays. + private AnimationClip _Clip; + + /// The which this state plays. + public override AnimationClip Clip + { + get => _Clip; + set + { + Validate.AssertNotLegacy(value); + ChangeMainObject(ref _Clip, value); + } + } + + /// The which this state plays. + public override Object MainObject + { + get => _Clip; + set => Clip = (AnimationClip)value; + } + + /************************************************************************************************************************/ + + /// The . + public override float Length => _Clip.length; + + /************************************************************************************************************************/ + + /// The . + public override bool IsLooping => _Clip.isLooping; + + /************************************************************************************************************************/ + + /// + public override Vector3 AverageVelocity => _Clip.averageSpeed; + + /************************************************************************************************************************/ + #region Inverse Kinematics + /************************************************************************************************************************/ + + /// + public override bool ApplyAnimatorIK + { + get + { + Validate.AssertPlayable(this); + return ((AnimationClipPlayable)_Playable).GetApplyPlayableIK(); + } + set + { + Validate.AssertPlayable(this); + ((AnimationClipPlayable)_Playable).SetApplyPlayableIK(value); + } + } + + /************************************************************************************************************************/ + + /// + public override bool ApplyFootIK + { + get + { + Validate.AssertPlayable(this); + return ((AnimationClipPlayable)_Playable).GetApplyFootIK(); + } + set + { + Validate.AssertPlayable(this); + ((AnimationClipPlayable)_Playable).SetApplyFootIK(value); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Methods + /************************************************************************************************************************/ + + /// Creates a new and sets its . + /// The `clip` is null. + public ClipState(AnimationClip clip) + { + Validate.AssertNotLegacy(clip); + _Clip = clip; + } + + /************************************************************************************************************************/ + + /// Creates and assigns the managed by this node. + protected override void CreatePlayable(out Playable playable) + { + var clipPlayable = AnimationClipPlayable.Create(Root._Graph, _Clip); + playable = clipPlayable; + } + + /************************************************************************************************************************/ + + /// + public override void Destroy() + { + _Clip = null; + base.Destroy(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Inspector +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] Returns a for this state. + protected internal override Editor.IAnimancerNodeDrawer CreateDrawer() => new Drawer(this); + + /************************************************************************************************************************/ + + /// + public sealed class Drawer : Editor.AnimancerStateDrawer + { + /************************************************************************************************************************/ + + /// Creates a new to manage the Inspector GUI for the `state`. + public Drawer(ClipState state) : base(state) { } + + /************************************************************************************************************************/ + + /// + protected override void AddContextMenuFunctions(UnityEditor.GenericMenu menu) + { + menu.AddDisabledItem(new GUIContent(DetailsPrefix + "Animation Type: " + + Editor.AnimationBindings.GetAnimationType(Target._Clip))); + + base.AddContextMenuFunctions(menu); + + Editor.AnimancerEditorUtilities.AddContextMenuIK(menu, Target); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/ClipState.cs.meta b/Assets/Plugins/Animancer/Internal/Core/ClipState.cs.meta new file mode 100644 index 0000000000..7d1c09ba93 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/ClipState.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5cba070da561e2f4fa6d618d4701bce3 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/FadeMode.cs b/Assets/Plugins/Animancer/Internal/Core/FadeMode.cs new file mode 100644 index 0000000000..8e81473217 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/FadeMode.cs @@ -0,0 +1,109 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +namespace Animancer +{ + /// Determines how works. + /// + /// Documentation: Fading + /// + /// Example: Playing and Fading + /// + /// https://kybernetik.com.au/animancer/api/Animancer/FadeMode + /// + public enum FadeMode + { + /************************************************************************************************************************/ + + /// + /// Calculate the fade speed to bring the from 0 to 1 over the specified + /// fade duration (in seconds), regardless of the actual starting weight. + /// + /// + /// + /// A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is. + /// + /// This is generally the same as but differs when starting the fade from a + /// non-zero , for example: + /// + /// Fade Duration: 0.25 + /// To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds + /// To fade from 0.5 to 1 with would get a speed of 2 and take 0.25 seconds. + /// It has half the distance to cover so it goes half as fast to maintain the expected duration. + /// To fade from 0.5 to 1 with would get a speed of 4 and take 0.125 seconds. + /// It gets the same speed regardless of the distance to cover, so with less distance it completes faster. + /// + /// + /// + /// The is null. + /// + /// + /// More states have been created for the than the + /// allows. + /// + FixedSpeed, + + /// + /// Calculate the fade speed to bring the to the target value over the + /// specified fade duration (in seconds). + /// + /// + /// + /// A fade duration of 0.5 would make the fade last for 0.5 seconds, regardless of how long the animation is. + /// + /// This is generally the same as , but differs when starting the fade from a + /// non-zero : + /// + /// Fade Duration: 0.25 + /// To fade from 0 to 1 with either mode would get a speed of 4 and take 0.25 seconds + /// To fade from 0.5 to 1 with would get a speed of 2 and take 0.25 seconds. + /// It has half the distance to cover so it goes half as fast to maintain the expected duration. + /// To fade from 0.5 to 1 with would get a speed of 4 and take 0.125 seconds. + /// It gets the same speed regardless of the distance to cover, so with less distance it completes faster. + /// + /// + /// + /// + /// This was how fading worked prior to the introduction of s in Animancer v4.0. + /// + FixedDuration, + + /// + /// If the state is not currently at 0 , this mode will use + /// to get a copy of it that is at 0 weight so it can + /// fade the copy in while the original fades out with all other states. + /// + /// Using this mode repeatedly on subsequent frames will probably have undesirable effects because it will + /// create a new state each time. In such a situation you most likely want instead. + /// + /// This mode only works for s. + /// + /// + /// + /// This can be useful when you want to repeat an action while the previous animation is still fading out. + /// For example, if you play an 'Attack' animation, it ends and starts fading back to 'Idle', and while it is + /// doing so you want to start another 'Attack'. The previous 'Attack' can't simply snap back to the start, so + /// you can use this method to create a second 'Attack' state to fade in while the old one fades out. + /// + FromStart, + + /// + /// Like , except that the fade duration is multiplied by the animation length. + /// + NormalizedSpeed, + + /// + /// Like , except that the fade duration is multiplied by the animation length. + /// + NormalizedDuration, + + /// + /// Like , except that the fade duration is multiplied by the animation length. + /// + NormalizedFromStart, + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/FadeMode.cs.meta b/Assets/Plugins/Animancer/Internal/Core/FadeMode.cs.meta new file mode 100644 index 0000000000..fcc84ff9f6 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/FadeMode.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b5a0e7e1cf8f4e74b8b43a8841174cc9 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/PlayableAssetState.cs b/Assets/Plugins/Animancer/Internal/Core/PlayableAssetState.cs new file mode 100644 index 0000000000..1065ff3f10 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/PlayableAssetState.cs @@ -0,0 +1,279 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Audio; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// [Pro-Only] An which plays a . + /// + /// Documentation: Timeline + /// + /// https://kybernetik.com.au/animancer/api/Animancer/PlayableAssetState + /// + public sealed class PlayableAssetState : AnimancerState + { + /************************************************************************************************************************/ + + /// An that creates a . + public interface ITransition : ITransition { } + + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + /// The which this state plays. + private PlayableAsset _Asset; + + /// The which this state plays. + public PlayableAsset Asset + { + get => _Asset; + set => ChangeMainObject(ref _Asset, value); + } + + /// The which this state plays. + public override Object MainObject + { + get => _Asset; + set => _Asset = (PlayableAsset)value; + } + + /************************************************************************************************************************/ + + private float _Length; + + /// The . + public override float Length => _Length; + + /************************************************************************************************************************/ + + /// + protected override void OnSetIsPlaying() + { + var inputCount = _Playable.GetInputCount(); + for (int i = 0; i < inputCount; i++) + { + var playable = _Playable.GetInput(i); + if (!playable.IsValid()) + continue; + + if (IsPlaying) + playable.Play(); + else + playable.Pause(); + } + } + + /************************************************************************************************************************/ + + /// IK cannot be dynamically enabled on a . + public override void CopyIKFlags(AnimancerNode node) { } + + /************************************************************************************************************************/ + + /// IK cannot be dynamically enabled on a . + public override bool ApplyAnimatorIK + { + get => false; + set + { +#if UNITY_ASSERTIONS + if (value) + OptionalWarning.UnsupportedIK.Log( + $"IK cannot be dynamically enabled on a {nameof(PlayableAssetState)}.", Root?.Component); +#endif + } + } + + /************************************************************************************************************************/ + + /// IK cannot be dynamically enabled on a . + public override bool ApplyFootIK + { + get => false; + set + { +#if UNITY_ASSERTIONS + if (value) + OptionalWarning.UnsupportedIK.Log( + $"IK cannot be dynamically enabled on a {nameof(PlayableAssetState)}.", Root?.Component); +#endif + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Methods + /************************************************************************************************************************/ + + /// Creates a new to play the `asset`. + /// The `asset` is null. + public PlayableAssetState(PlayableAsset asset) + { + if (asset == null) + throw new ArgumentNullException(nameof(asset)); + + _Asset = asset; + } + + /************************************************************************************************************************/ + + /// + protected override void CreatePlayable(out Playable playable) + { + playable = _Asset.CreatePlayable(Root._Graph, Root.Component.gameObject); + playable.SetDuration(9223372.03685477);// https://github.com/KybernetikGames/animancer/issues/111 + + _Length = (float)_Asset.duration; + + if (!_HasInitializedBindings) + InitializeBindings(); + } + + /************************************************************************************************************************/ + + private IList _Bindings; + private bool _HasInitializedBindings; + + /************************************************************************************************************************/ + + /// The objects controlled by each track in the asset. + public IList Bindings + { + get => _Bindings; + set + { + _Bindings = value; + InitializeBindings(); + } + } + + /************************************************************************************************************************/ + + /// Sets the . + public void SetBindings(params Object[] bindings) + { + Bindings = bindings; + } + + /************************************************************************************************************************/ + + private void InitializeBindings() + { + if (Root == null) + return; + + _HasInitializedBindings = true; + + var output = _Asset.outputs.GetEnumerator(); + var graph = Root._Graph; + + var bindingIndex = 0; + var bindingCount = _Bindings != null ? _Bindings.Count : 0; + + while (output.MoveNext()) + { + GetBindingDetails(output.Current, out var name, out var type, out var isMarkers); + + var binding = bindingIndex < bindingCount ? _Bindings[bindingIndex] : null; + +#if UNITY_ASSERTIONS + if (type != null && !(binding is null) && !type.IsAssignableFrom(binding.GetType())) + { + Debug.LogError( + $"Binding Type Mismatch: bindings[{bindingIndex}] is '{binding}' but should be a {type.FullName} for {name}", + Root.Component as Object); + bindingIndex++; + continue; + } + + Validate.AssertPlayable(this); +#endif + + var playable = _Playable.GetInput(bindingIndex); + + if (type == typeof(Animator))// AnimationTrack. + { + if (binding != null) + { +#if UNITY_ASSERTIONS + if (binding == Root.Component?.Animator) + Debug.LogError( + $"{nameof(PlayableAsset)} tracks should not be bound to the same {nameof(Animator)} as" + + $" Animancer. Leaving binding {bindingIndex} empty will automatically apply its animation" + + $" to the object being controlled by Animancer.", + Root.Component as Object); +#endif + + var playableOutput = AnimationPlayableOutput.Create(graph, name, (Animator)binding); + playableOutput.SetSourcePlayable(playable); + playableOutput.SetWeight(1); + } + } + else if (type == typeof(AudioSource))// AudioTrack. + { + if (binding != null) + { + var playableOutput = AudioPlayableOutput.Create(graph, name, (AudioSource)binding); + playableOutput.SetSourcePlayable(playable); + playableOutput.SetWeight(1); + } + } + else if (isMarkers)// Markers. + { + var animancer = Root.Component as Component; + var playableOutput = ScriptPlayableOutput.Create(graph, name); + playableOutput.SetUserData(animancer); + playableOutput.SetSourcePlayable(playable); + playableOutput.SetWeight(1); + foreach (var receiver in animancer.GetComponents()) + { + playableOutput.AddNotificationReceiver(receiver); + } + + continue;// Don't increment the bindingIndex. + } + else// ActivationTrack, ControlTrack, PlayableTrack, SignalTrack. + { + var playableOutput = ScriptPlayableOutput.Create(graph, name); + playableOutput.SetUserData(binding); + playableOutput.SetSourcePlayable(playable); + playableOutput.SetWeight(1); + } + + bindingIndex++; + } + } + + /************************************************************************************************************************/ + + /// Should the `binding` be skipped when determining how to map the ? + public static void GetBindingDetails(PlayableBinding binding, out string name, out Type type, out bool isMarkers) + { + name = binding.streamName; + type = binding.outputTargetType; + isMarkers = type == typeof(GameObject) && name == "Markers"; + } + + /************************************************************************************************************************/ + + /// + public override void Destroy() + { + _Asset = null; + base.Destroy(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Core/PlayableAssetState.cs.meta b/Assets/Plugins/Animancer/Internal/Core/PlayableAssetState.cs.meta new file mode 100644 index 0000000000..8b223819ce --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/PlayableAssetState.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c8771e9c8ab67844b8e5cf90e14bf90e +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Core/SoloAnimation.cs b/Assets/Plugins/Animancer/Internal/Core/SoloAnimation.cs new file mode 100644 index 0000000000..fe04795fb3 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/SoloAnimation.cs @@ -0,0 +1,551 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using Animancer.Units; +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Playables; + +namespace Animancer +{ + /// Plays a single . + /// + /// Documentation: Component Types + /// + /// + /// Solo Animation + /// + /// https://kybernetik.com.au/animancer/api/Animancer/SoloAnimation + /// + [AddComponentMenu(Strings.MenuPrefix + "Solo Animation")] + [DefaultExecutionOrder(DefaultExecutionOrder)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(SoloAnimation))] + public sealed class SoloAnimation : MonoBehaviour, IAnimationClipSource + { + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + /// Initialize before anything else tries to use this component. + public const int DefaultExecutionOrder = -5000; + + /************************************************************************************************************************/ + + [SerializeField, Tooltip("The Animator component which this script controls")] + private Animator _Animator; + + /// [] + /// The component which this script controls. + /// + /// + /// If you need to set this value at runtime you are likely better off using a proper + /// . + /// + public Animator Animator + { + get => _Animator; + set + { + _Animator = value; + if (IsInitialized) + Play(); + } + } + + /************************************************************************************************************************/ + + [SerializeField, Tooltip("The animation that will be played")] + private AnimationClip _Clip; + + /// [] The that will be played. + /// + /// If you need to set this value at runtime you are likely better off using a proper + /// . + /// + public AnimationClip Clip + { + get => _Clip; + set + { + _Clip = value; + if (IsInitialized) + Play(); + } + } + + /************************************************************************************************************************/ + + /// + /// If true, disabling this object will stop and rewind the animation. Otherwise it will simply be paused + /// and will resume from its current state when it is re-enabled. + /// + /// + /// The default value is true. + /// + /// This property wraps and inverts its value. + /// The value is serialized by the . + /// + public bool StopOnDisable + { + get => !_Animator.keepAnimatorStateOnDisable; + set => _Animator.keepAnimatorStateOnDisable = !value; + } + + /************************************************************************************************************************/ + + /// The being used to play the . + private PlayableGraph _Graph; + + /// The being used to play the . + private AnimationClipPlayable _Playable; + + /************************************************************************************************************************/ + + private bool _IsPlaying; + + /// Is the animation playing (true) or paused (false)? + public bool IsPlaying + { + get => _IsPlaying; + set + { + _IsPlaying = value; + + if (value) + { + if (!IsInitialized) + Play(); + else + _Graph.Play(); + } + else + { + if (IsInitialized) + _Graph.Stop(); + } + } + } + + /************************************************************************************************************************/ + + [SerializeField, Multiplier, Tooltip("The speed at which the animation plays (default 1)")] + private float _Speed = 1; + + /// [] The speed at which the animation is playing (default 1). + /// This component is not yet . + public float Speed + { + get => _Speed; + set + { + _Speed = value; + _Playable.SetSpeed(value); + IsPlaying = value != 0; + } + } + + /************************************************************************************************************************/ + + [SerializeField, Tooltip("Determines whether Foot IK will be applied to the model (if it is Humanoid)")] + private bool _FootIK; + + /// [] Should Foot IK will be applied to the model (if it is Humanoid)? + /// + /// The developers of Unity have stated that they believe it looks better with this enabled, but more often + /// than not it just makes the legs end up in a slightly different pose to what the animator intended. + /// + /// This component is not yet . + public bool FootIK + { + get => _FootIK; + set + { + _FootIK = value; + _Playable.SetApplyFootIK(value); + } + } + + /************************************************************************************************************************/ + + /// The number of seconds that have passed since the start of the animation. + /// This component is not yet . + public float Time + { + get => (float)_Playable.GetTime(); + set + { + // We need to call SetTime twice to ensure that animation events aren't triggered incorrectly. + _Playable.SetTime(value); + _Playable.SetTime(value); + + IsPlaying = true; + } + } + + /// + /// The of this state as a portion of the , meaning the + /// value goes from 0 to 1 as it plays from start to end, regardless of how long that actually takes. + /// + /// + /// This value will continue increasing after the animation passes the end of its length and it will either + /// freeze in place or start again from the beginning according to whether it is looping or not. + /// + /// The fractional part of the value (NormalizedTime % 1) is the percentage (0-1) of progress in the + /// current loop while the integer part ((int)NormalizedTime) is the number of times the animation has + /// been looped. + /// + /// This component is not yet . + public float NormalizedTime + { + get => Time / _Clip.length; + set => Time = value * _Clip.length; + } + + /************************************************************************************************************************/ + + /// Indicates whether the is valid. + public bool IsInitialized => _Graph.IsValid(); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /************************************************************************************************************************/ + + [SerializeField, Tooltip("Should the " + nameof(Clip) + " be automatically applied to the object in Edit Mode?")] + private bool _ApplyInEditMode = true; + + /// [Editor-Only] Should the be automatically applied to the object in Edit Mode? + public ref bool ApplyInEditMode => ref _ApplyInEditMode; + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Tries to find an component on this or its + /// children or parents (in that order). + /// + /// + /// Called by the Unity Editor when this component is first added (in Edit Mode) and whenever the Reset command + /// is executed from its context menu. + /// + private void Reset() + { + gameObject.GetComponentInParentOrChildren(ref _Animator); + } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Applies the , , and . + /// + /// Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector. + private void OnValidate() + { + if (IsInitialized) + { + Speed = Speed; + FootIK = FootIK; + } + else if (_ApplyInEditMode && enabled) + { + _Clip.EditModeSampleAnimation(_Animator); + } + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + + /// Plays the . + public void Play() => Play(_Clip); + + /// Plays the `clip`. + public void Play(AnimationClip clip) + { + if (clip == null || _Animator == null) + return; + + if (_Graph.IsValid()) + _Graph.Destroy(); + + _Playable = AnimationPlayableUtilities.PlayClip(_Animator, clip, out _Graph); + + _Playable.SetSpeed(_Speed); + + if (!_FootIK) + _Playable.SetApplyFootIK(false); + + if (!clip.isLooping) + _Playable.SetDuration(clip.length); + + _IsPlaying = true; + } + + /************************************************************************************************************************/ + + /// Plays the on the target . + /// Called by Unity when this component becomes enabled and active. + private void OnEnable() + { + IsPlaying = true; + } + + /************************************************************************************************************************/ + + /// + /// Checks if the animation is done so it can pause the to improve performance. + /// + /// Called by Unity every frame while this component is enabled and active. + private void Update() + { + if (!IsPlaying) + return; + + if (_Graph.IsDone()) + { + IsPlaying = false; + } + else if (_Speed < 0 && Time <= 0) + { + IsPlaying = false; + Time = 0; + } + } + + /************************************************************************************************************************/ + + /// Ensures that the is properly cleaned up. + /// Called by Unity when this component becomes disabled or inactive. + private void OnDisable() + { + IsPlaying = false; + + if (IsInitialized && StopOnDisable) + { + // Call SetTime twice to ensure that animation events aren't triggered incorrectly. + _Playable.SetTime(0); + _Playable.SetTime(0); + } + } + + /************************************************************************************************************************/ + + /// Ensures that the is properly cleaned up. + /// Called by Unity when this component is destroyed. + private void OnDestroy() + { + if (IsInitialized) + _Graph.Destroy(); + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] Ensures that the is destroyed. + ~SoloAnimation() + { + UnityEditor.EditorApplication.delayCall += OnDestroy; + } +#endif + + /************************************************************************************************************************/ + + /// [] Adds the to the list. + public void GetAnimationClips(List clips) + { + if (_Clip != null) + clips.Add(_Clip); + } + + /************************************************************************************************************************/ + } +} + +/************************************************************************************************************************/ +#if UNITY_EDITOR +/************************************************************************************************************************/ + +namespace Animancer.Editor +{ + [UnityEditor.CustomEditor(typeof(SoloAnimation)), UnityEditor.CanEditMultipleObjects] + internal sealed class SoloAnimationEditor : UnityEditor.Editor + { + /************************************************************************************************************************/ + + /// The animator referenced by each target. + [NonSerialized] + private Animator[] _Animators; + + /// A encapsulating the . + [NonSerialized] + private UnityEditor.SerializedObject _SerializedAnimator; + + /// The property. + [NonSerialized] + private UnityEditor.SerializedProperty _KeepStateOnDisable; + + /************************************************************************************************************************/ + + public override void OnInspectorGUI() + { + DoSerializedFieldsGUI(); + RefreshSerializedAnimator(); + DoStopOnDisableGUI(); + DoRuntimeDetailsGUI(); + } + + /************************************************************************************************************************/ + + /// Draws the target's serialized fields. + private void DoSerializedFieldsGUI() + { + serializedObject.Update(); + + var property = serializedObject.GetIterator(); + + property.NextVisible(true); + + if (property.name != "m_Script") + UnityEditor.EditorGUILayout.PropertyField(property, true); + + while (property.NextVisible(false)) + { + UnityEditor.EditorGUILayout.PropertyField(property, true); + } + + serializedObject.ApplyModifiedProperties(); + } + + /************************************************************************************************************************/ + + private void RefreshSerializedAnimator() + { + var targets = this.targets; + + AnimancerUtilities.SetLength(ref _Animators, targets.Length); + + var dirty = false; + var hasAll = true; + + for (int i = 0; i < _Animators.Length; i++) + { + var animator = (targets[i] as SoloAnimation).Animator; + if (_Animators[i] != animator) + { + _Animators[i] = animator; + dirty = true; + } + + if (animator == null) + hasAll = false; + } + + if (!dirty) + return; + + OnDisable(); + + if (!hasAll) + return; + + _SerializedAnimator = new UnityEditor.SerializedObject(_Animators); + _KeepStateOnDisable = _SerializedAnimator.FindProperty("m_KeepAnimatorControllerStateOnDisable"); + } + + /************************************************************************************************************************/ + + /// + /// Draws a toggle inverted from the field. + /// + private void DoStopOnDisableGUI() + { + var area = AnimancerGUI.LayoutSingleLineRect(); + + using (ObjectPool.Disposable.AcquireContent(out var label, "Stop On Disable", + "If true, disabling this object will stop and rewind all animations." + + " Otherwise they will simply be paused and will resume from their current states when it is re-enabled.")) + { + if (_KeepStateOnDisable != null) + { + _KeepStateOnDisable.serializedObject.Update(); + + var content = UnityEditor.EditorGUI.BeginProperty(area, label, _KeepStateOnDisable); + + _KeepStateOnDisable.boolValue = !UnityEditor.EditorGUI.Toggle(area, content, !_KeepStateOnDisable.boolValue); + + UnityEditor.EditorGUI.EndProperty(); + + _KeepStateOnDisable.serializedObject.ApplyModifiedProperties(); + } + else + { + using (new UnityEditor.EditorGUI.DisabledScope(true)) + UnityEditor.EditorGUI.Toggle(area, label, false); + } + } + } + + /************************************************************************************************************************/ + + /// Draws the target's runtime details. + private void DoRuntimeDetailsGUI() + { + if (!UnityEditor.EditorApplication.isPlaying || + targets.Length != 1) + return; + + AnimancerGUI.BeginVerticalBox(GUI.skin.box); + + var target = (SoloAnimation)this.target; + if (!target.IsInitialized) + { + GUILayout.Label("Not Initialized"); + } + else + { + UnityEditor.EditorGUI.BeginChangeCheck(); + var isPlaying = UnityEditor.EditorGUILayout.Toggle("Is Playing", target.IsPlaying); + if (UnityEditor.EditorGUI.EndChangeCheck()) + target.IsPlaying = isPlaying; + + UnityEditor.EditorGUI.BeginChangeCheck(); + var time = UnityEditor.EditorGUILayout.FloatField("Time", target.Time); + if (UnityEditor.EditorGUI.EndChangeCheck()) + target.Time = time; + + time = AnimancerUtilities.Wrap01(target.NormalizedTime); + if (time == 0 && target.Time != 0) + time = 1; + + UnityEditor.EditorGUI.BeginChangeCheck(); + time = UnityEditor.EditorGUILayout.Slider("Normalized Time", time, 0, 1); + if (UnityEditor.EditorGUI.EndChangeCheck()) + target.NormalizedTime = time; + } + + AnimancerGUI.EndVerticalBox(GUI.skin.box); + Repaint(); + } + + /************************************************************************************************************************/ + + private void OnDisable() + { + if (_SerializedAnimator != null) + { + _SerializedAnimator.Dispose(); + _SerializedAnimator = null; + _KeepStateOnDisable = null; + } + } + + /************************************************************************************************************************/ + } +} + +/************************************************************************************************************************/ +#endif +/************************************************************************************************************************/ + diff --git a/Assets/Plugins/Animancer/Internal/Core/SoloAnimation.cs.meta b/Assets/Plugins/Animancer/Internal/Core/SoloAnimation.cs.meta new file mode 100644 index 0000000000..3714d81b9c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Core/SoloAnimation.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: bd4c361dd5a388a41b638b1d55ed2b8e +labels: +- Component +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor.meta b/Assets/Plugins/Animancer/Internal/Editor.meta new file mode 100644 index 0000000000..b89878e130 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 65c213fe834e34046aa4275b1e5ac17b +folderAsset: yes +timeCreated: 1516751528 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Icon.png b/Assets/Plugins/Animancer/Internal/Editor/Animancer Icon.png new file mode 100644 index 0000000000..350a5c7168 Binary files /dev/null and b/Assets/Plugins/Animancer/Internal/Editor/Animancer Icon.png differ diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Icon.png.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Icon.png.meta new file mode 100644 index 0000000000..e4b3b40405 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Icon.png.meta @@ -0,0 +1,106 @@ +fileFormatVersion: 2 +guid: d4e06a71fc03595429cac47cd385c4c1 +TextureImporter: + fileIDToRecycleName: {} + externalObjects: {} + serializedVersion: 5 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: 1 + mipBias: -1 + wrapU: 1 + wrapV: 1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 2 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - serializedVersion: 2 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools.meta new file mode 100644 index 0000000000..9722f25b66 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1cc25f23cb30b8c41ba4bb4390768a6c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.AnimationModifierPanel.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.AnimationModifierPanel.cs new file mode 100644 index 0000000000..49d7f62dd1 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.AnimationModifierPanel.cs @@ -0,0 +1,98 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] [Pro-Only] A base for modifying s. + /// + /// Documentation: Animancer Tools + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimationModifierPanel + /// + [Serializable] + public abstract class AnimationModifierPanel : Panel + { + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _Animation; + + /// The currently selected asset. + public AnimationClip Animation => _Animation; + + /************************************************************************************************************************/ + + /// + public override void OnEnable(int index) + { + base.OnEnable(index); + OnAnimationChanged(); + } + + /************************************************************************************************************************/ + + /// + public override void OnSelectionChanged() + { + if (Selection.activeObject is AnimationClip animation) + { + _Animation = animation; + OnAnimationChanged(); + } + } + + /************************************************************************************************************************/ + + /// Called whenever the selected changes. + protected virtual void OnAnimationChanged() { } + + /************************************************************************************************************************/ + + /// + public override void DoBodyGUI() + { + BeginChangeCheck(); + var animation = (AnimationClip)EditorGUILayout.ObjectField("Animation", _Animation, typeof(AnimationClip), false); + if (EndChangeCheck(ref _Animation, animation)) + OnAnimationChanged(); + } + + /************************************************************************************************************************/ + + /// Calls on the animation. + protected bool SaveAs() + { + AnimancerGUI.Deselect(); + + if (SaveModifiedAsset( + "Save Modified Animation", + "Where would you like to save the new animation?", + _Animation, + Modify)) + { + _Animation = null; + OnAnimationChanged(); + return true; + } + else return false; + } + + /************************************************************************************************************************/ + + /// Override this to apply the desired modifications to the `animation` before it is saved. + protected virtual void Modify(AnimationClip animation) { } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.AnimationModifierPanel.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.AnimationModifierPanel.cs.meta new file mode 100644 index 0000000000..8a8cdbd251 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.AnimationModifierPanel.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4ab2916f8d63d1d4e9471536b78698a3 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.GenerateSpriteAnimations.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.GenerateSpriteAnimations.cs new file mode 100644 index 0000000000..045ac96fb5 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.GenerateSpriteAnimations.cs @@ -0,0 +1,391 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] [Pro-Only] + /// A for generating s from s. + /// + /// + /// Documentation: Generate Sprite Animations + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/GenerateSpriteAnimations + /// + [Serializable] + public sealed class GenerateSpriteAnimations : SpriteModifierPanel + { + /************************************************************************************************************************/ + #region Panel + /************************************************************************************************************************/ + + [NonSerialized] private readonly List Names = new List(); + [NonSerialized] private readonly Dictionary> NameToSprites = new Dictionary>(); + [NonSerialized] private ReorderableList _Display; + [NonSerialized] private bool _NamesAreDirty; + + /************************************************************************************************************************/ + + /// + public override string Name => "Generate Sprite Animations"; + + /// + public override string HelpURL => Strings.DocsURLs.GenerateSpriteAnimations; + + /// + public override string Instructions + { + get + { + if (Sprites.Count == 0) + return "Select the Sprites you want to generate animations from."; + + return "Click Generate."; + } + } + + /************************************************************************************************************************/ + + /// + public override void OnEnable(int index) + { + base.OnEnable(index); + + _Display = CreateReorderableList(Names, "Animations to Generate", (area, elementIndex, isActive, isFocused) => + { + area.y = Mathf.Ceil(area.y + EditorGUIUtility.standardVerticalSpacing * 0.5f); + area.height = EditorGUIUtility.singleLineHeight; + + var name = Names[elementIndex]; + var sprites = NameToSprites[name]; + + BeginChangeCheck(); + name = EditorGUI.TextField(area, name); + if (EndChangeCheck()) + { + Names[elementIndex] = name; + } + + for (int i = 0; i < sprites.Count; i++) + { + area.y += area.height + EditorGUIUtility.standardVerticalSpacing; + + var sprite = sprites[i]; + BeginChangeCheck(); + sprite = (Sprite)EditorGUI.ObjectField(area, sprite, typeof(Sprite), false); + if (EndChangeCheck()) + { + sprites[i] = sprite; + } + } + }); + + _Display.elementHeightCallback = (elementIndex) => + { + var lineCount = NameToSprites[Names[elementIndex]].Count + 1; + return + EditorGUIUtility.singleLineHeight * lineCount + + EditorGUIUtility.standardVerticalSpacing * lineCount; + }; + } + + /************************************************************************************************************************/ + + /// + public override void OnSelectionChanged() + { + NameToSprites.Clear(); + Names.Clear(); + _NamesAreDirty = true; + } + + /************************************************************************************************************************/ + + /// + public override void DoBodyGUI() + { + EditorGUILayout.PropertyField(AnimancerSettings.NewAnimationFrameRate); + + var sprites = Sprites; + + if (_NamesAreDirty) + { + _NamesAreDirty = false; + GatherNameToSprites(sprites, NameToSprites); + Names.AddRange(NameToSprites.Keys); + } + + using (new EditorGUI.DisabledScope(true)) + { + _Display.DoLayoutList(); + + GUILayout.BeginHorizontal(); + { + GUILayout.FlexibleSpace(); + + GUI.enabled = sprites.Count > 0; + + if (GUILayout.Button("Generate")) + { + AnimancerGUI.Deselect(); + GenerateAnimationsBySpriteName(sprites); + } + } + GUILayout.EndHorizontal(); + } + + EditorGUILayout.HelpBox("This function is also available via:" + + "\n - The 'Assets/Create/Animancer' menu." + + "\n - The Cog icon in the top right of the Inspector for Sprite and Texture assets", + MessageType.Info); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Methods + /************************************************************************************************************************/ + + /// Uses and creates new animations from those groups. + private static void GenerateAnimationsBySpriteName(List sprites) + { + if (sprites.Count == 0) + return; + + sprites.Sort(NaturalCompare); + + var nameToSprites = new Dictionary>(); + GatherNameToSprites(sprites, nameToSprites); + + var pathToSprites = new Dictionary>(); + + var message = ObjectPool.AcquireStringBuilder() + .Append("Do you wish to generate the following animations?"); + + const int MaxLines = 25; + var line = 0; + foreach (var nameToSpriteGroup in nameToSprites) + { + var path = AssetDatabase.GetAssetPath(nameToSpriteGroup.Value[0]); + path = Path.GetDirectoryName(path); + path = Path.Combine(path, nameToSpriteGroup.Key + ".anim"); + pathToSprites.Add(path, nameToSpriteGroup.Value); + + if (++line <= MaxLines) + { + message.AppendLine() + .Append("- ") + .Append(path) + .Append(" (") + .Append(nameToSpriteGroup.Value.Count) + .Append(" frames)"); + } + } + + if (line > MaxLines) + { + message.AppendLine() + .Append("And ") + .Append(line - MaxLines) + .Append(" others."); + } + + if (!EditorUtility.DisplayDialog("Generate Sprite Animations?", message.ReleaseToString(), "Generate", "Cancel")) + return; + + foreach (var pathToSpriteGroup in pathToSprites) + CreateAnimation(pathToSpriteGroup.Key, pathToSpriteGroup.Value.ToArray()); + + AssetDatabase.SaveAssets(); + } + + /************************************************************************************************************************/ + + private static char[] _Numbers, _TrimOther; + + /// Groups the `sprites` by name into the `nameToSptires`. + private static void GatherNameToSprites(List sprites, Dictionary> nameToSprites) + { + for (int i = 0; i < sprites.Count; i++) + { + var sprite = sprites[i]; + var name = sprite.name; + + // Remove numbers from the end. + if (_Numbers == null) + _Numbers = new char[] { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9' }; + name = name.TrimEnd(_Numbers); + + // Then remove other characters from the end. + if (_TrimOther == null) + _TrimOther = new char[] { ' ', '_', '-' }; + name = name.TrimEnd(_TrimOther); + + // Doing both at once would turn "Attack2-0" (Attack 2 Frame 0) into "Attack" (losing the number). + + if (!nameToSprites.TryGetValue(name, out var spriteGroup)) + { + spriteGroup = new List(); + nameToSprites.Add(name, spriteGroup); + } + + // Add the sprite to the group if it's not a duplicate. + if (spriteGroup.Count == 0 || spriteGroup[spriteGroup.Count - 1] != sprite) + spriteGroup.Add(sprite); + } + } + + /************************************************************************************************************************/ + + /// Creates and saves a new that plays the `sprites`. + private static void CreateAnimation(string path, params Sprite[] sprites) + { + var frameRate = AnimancerSettings.NewAnimationFrameRate.floatValue; + + var clip = new AnimationClip + { + frameRate = frameRate, + }; + + var spriteKeyFrames = new ObjectReferenceKeyframe[sprites.Length]; + for (int i = 0; i < spriteKeyFrames.Length; i++) + { + spriteKeyFrames[i] = new ObjectReferenceKeyframe + { + time = i / (float)frameRate, + value = sprites[i] + }; + } + + var spriteBinding = EditorCurveBinding.PPtrCurve("", typeof(SpriteRenderer), "m_Sprite"); + AnimationUtility.SetObjectReferenceCurve(clip, spriteBinding, spriteKeyFrames); + + AssetDatabase.CreateAsset(clip, path); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Menu Functions + /************************************************************************************************************************/ + + private const string GenerateAnimationsBySpriteNameFunctionName = "Generate Animations By Sprite Name"; + + /************************************************************************************************************************/ + + /// Should be enabled or greyed out? + [MenuItem(Strings.CreateMenuPrefix + GenerateAnimationsBySpriteNameFunctionName, validate = true)] + private static bool ValidateGenerateAnimationsBySpriteName() + { + var selection = Selection.objects; + for (int i = 0; i < selection.Length; i++) + { + var selected = selection[i]; + if (selected is Sprite || selected is Texture) + return true; + } + + return false; + } + + /// Calls with the selected s. + [MenuItem(Strings.CreateMenuPrefix + GenerateAnimationsBySpriteNameFunctionName, priority = Strings.AssetMenuOrder + 13)] + private static void GenerateAnimationsBySpriteName() + { + var sprites = new List(); + + var selection = Selection.objects; + for (int i = 0; i < selection.Length; i++) + { + var selected = selection[i]; + if (selected is Sprite sprite) + { + sprites.Add(sprite); + } + else if (selected is Texture2D texture) + { + sprites.AddRange(LoadAllSpritesInTexture(texture)); + } + } + + GenerateAnimationsBySpriteName(sprites); + } + + /************************************************************************************************************************/ + + private static List _CachedSprites; + + /// + /// Returns a list of s which will be passed into + /// by . + /// + private static List GetCachedSpritesToGenerateAnimations() + { + if (_CachedSprites == null) + return _CachedSprites = new List(); + + // Delay the call in case multiple objects are selected. + if (_CachedSprites.Count == 0) + { + EditorApplication.delayCall += () => + { + GenerateAnimationsBySpriteName(_CachedSprites); + _CachedSprites.Clear(); + }; + } + + return _CachedSprites; + } + + /************************************************************************************************************************/ + + /// + /// Adds the to the . + /// + [MenuItem("CONTEXT/" + nameof(Sprite) + GenerateAnimationsBySpriteNameFunctionName)] + private static void GenerateAnimationsFromSpriteByName(MenuCommand command) + { + GetCachedSpritesToGenerateAnimations().Add((Sprite)command.context); + } + + /************************************************************************************************************************/ + + /// Should be enabled or greyed out? + [MenuItem("CONTEXT/" + nameof(TextureImporter) + GenerateAnimationsBySpriteNameFunctionName, validate = true)] + private static bool ValidateGenerateAnimationsFromTextureBySpriteName(MenuCommand command) + { + var importer = (TextureImporter)command.context; + var sprites = LoadAllSpritesAtPath(importer.assetPath); + return sprites.Length > 0; + } + + /// + /// Adds all sub-assets of the to the + /// . + /// + [MenuItem("CONTEXT/" + nameof(TextureImporter) + GenerateAnimationsBySpriteNameFunctionName)] + private static void GenerateAnimationsFromTextureBySpriteName(MenuCommand command) + { + var cachedSprites = GetCachedSpritesToGenerateAnimations(); + var importer = (TextureImporter)command.context; + cachedSprites.AddRange(LoadAllSpritesAtPath(importer.assetPath)); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.GenerateSpriteAnimations.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.GenerateSpriteAnimations.cs.meta new file mode 100644 index 0000000000..cdc861a532 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.GenerateSpriteAnimations.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 435f0cce717bfc544bbb5dc56db55763 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.ModifySprites.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.ModifySprites.cs new file mode 100644 index 0000000000..f2b7e8ba32 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.ModifySprites.cs @@ -0,0 +1,244 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] [Pro-Only] + /// A for modifying detauls. + /// + /// + /// Documentation: Modify Sprites + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/ModifySprites + /// + [Serializable] + public sealed class ModifySprites : SpriteModifierPanel + { + /************************************************************************************************************************/ + + [SerializeField] private OffsetRectMode _RectMode; + [SerializeField] private Rect _RectOffset; + + [SerializeField] private bool _SetPivot; + [SerializeField] private Vector2 _Pivot; + + [SerializeField] private bool _SetAlignment; + [SerializeField] private SpriteAlignment _Alignment; + + [SerializeField] private bool _SetBorder; + [SerializeField] private RectOffset _Border; + + [SerializeField] private bool _ShowDetails; + + /************************************************************************************************************************/ + + private enum OffsetRectMode { None, Add, Subtract } + private static readonly string[] OffsetRectModes = { "None", "Add", "Subtract" }; + + private SerializedProperty _SerializedProperty; + + /************************************************************************************************************************/ + + /// + public override string Name => "Modify Sprites"; + + /// + public override string HelpURL => Strings.DocsURLs.ModifySprites; + + /// + public override string Instructions + { + get + { + if (Sprites.Count == 0) + return "Select the Sprites you want to modify."; + + if (!IsValidModification()) + return "The current Rect Offset would move some Sprites outside the texture bounds."; + + return "Enter the desired modifications and click Apply."; + } + } + + /************************************************************************************************************************/ + + public override void OnEnable(int index) + { + base.OnEnable(index); + + _SerializedProperty = Instance.SerializedObject.FindProperty($"{nameof(_ModifySprites)}.{nameof(_RectMode)}"); + } + + /************************************************************************************************************************/ + + /// + public override void DoBodyGUI() + { + var area = AnimancerGUI.LayoutSingleLineRect(); + area.xMin += 4; + using (ObjectPool.Disposable.AcquireContent(out var label, "Offset Rects", null, false)) + area = EditorGUI.PrefixLabel(area, label); + BeginChangeCheck(); + var selected = (OffsetRectMode)GUI.Toolbar(area, (int)_RectMode, OffsetRectModes); + EndChangeCheck(ref _RectMode, selected); + + using (var property = _SerializedProperty.Copy()) + { + property.serializedObject.Update(); + + var depth = property.depth; + while (property.Next(false) && property.depth >= depth) + { + EditorGUILayout.PropertyField(property, true); + } + + property.serializedObject.ApplyModifiedProperties(); + } + + GUI.enabled = false; + for (int i = 0; i < Sprites.Count; i++) + { + if (_ShowDetails) + GUILayout.BeginVertical(GUI.skin.box); + + var sprite = Sprites[i] = (Sprite)EditorGUILayout.ObjectField(Sprites[i], typeof(Sprite), false); + + if (_ShowDetails) + { + if (_RectMode != OffsetRectMode.None) + EditorGUILayout.RectField("Rect", sprite.rect); + + if (_SetPivot) + EditorGUILayout.Vector2Field("Pivot", sprite.pivot); + + if (_SetBorder) + EditorGUILayout.Vector4Field("Border", sprite.border); + + GUILayout.EndVertical(); + } + } + + GUILayout.BeginHorizontal(); + { + GUILayout.FlexibleSpace(); + + GUI.enabled = Sprites.Count > 0 && IsValidModification(); + + if (GUILayout.Button("Apply")) + { + AnimancerGUI.Deselect(); + AskAndApply(); + } + } + GUILayout.EndHorizontal(); + } + + /************************************************************************************************************************/ + + private bool IsValidModification() + { + switch (_RectMode) + { + default: + case OffsetRectMode.None: + return true; + + case OffsetRectMode.Add: + case OffsetRectMode.Subtract: + break; + } + + var offset = GetOffset(); + + var sprites = Sprites; + for (int i = 0; i < sprites.Count; i++) + { + var sprite = sprites[i]; + var rect = Add(sprite.rect, offset); + if (rect.xMin < 0 || + rect.yMin < 0 || + rect.xMax >= sprite.texture.width || + rect.xMax >= sprite.texture.height) + { + return false; + } + } + + return true; + } + + /************************************************************************************************************************/ + + private Rect GetOffset() + { + switch (_RectMode) + { + default: + case OffsetRectMode.None: + throw new InvalidOperationException($"Can't {nameof(GetOffset)} when the mode is {_RectMode}."); + + case OffsetRectMode.Add: + return _RectOffset; + + case OffsetRectMode.Subtract: + return new Rect(-_RectOffset.x, -_RectOffset.y, -_RectOffset.width, -_RectOffset.height); + } + } + + private static Rect Add(Rect a, Rect b) + { + a.x += b.x; + a.y += b.y; + a.width += b.width; + a.height += b.height; + return a; + } + + /************************************************************************************************************************/ + + /// + protected override string AreYouSure => "Are you sure you want to modify the borders of these Sprites?"; + + /************************************************************************************************************************/ + + /// + protected override void Modify(ref SpriteMetaData data, Sprite sprite) + { + switch (_RectMode) + { + default: + case OffsetRectMode.None: + break; + + case OffsetRectMode.Add: + case OffsetRectMode.Subtract: + data.rect = Add(data.rect, GetOffset()); + break; + } + + if (_SetPivot) + data.pivot = _Pivot; + + if (_SetAlignment) + data.alignment = (int)_Alignment; + + if (_SetBorder) + data.border = new Vector4(_Border.left, _Border.bottom, _Border.right, _Border.top); + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.ModifySprites.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.ModifySprites.cs.meta new file mode 100644 index 0000000000..8bc49ae3e0 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.ModifySprites.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 296afd430bc64e5419309c1f569fe899 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.PackTextures.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.PackTextures.cs new file mode 100644 index 0000000000..e83cbc93f4 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.PackTextures.cs @@ -0,0 +1,395 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] [Pro-Only] + /// A for packing multiple s into a single image. + /// + /// + /// Documentation: Pack Textures + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/PackTextures + /// + [Serializable] + public sealed class PackTextures : Panel + { + /************************************************************************************************************************/ + + [SerializeField] private List _Textures; + [SerializeField] private int _Padding; + [SerializeField] private int _MaximumSize = 8192; + + [NonSerialized] private ReorderableList _TexturesDisplay; + + /************************************************************************************************************************/ + + /// + public override string Name => "Pack Textures"; + + /// + public override string HelpURL => Strings.DocsURLs.PackTextures; + + /// + public override string Instructions + { + get + { + if (_Textures.Count == 0) + return "Add the textures you want to pack to the list."; + + return "Set the other details then click Pack and it will ask where you want to save the combined texture."; + } + } + + /************************************************************************************************************************/ + + /// + public override void OnEnable(int index) + { + base.OnEnable(index); + if (_Textures == null) + _Textures = new List(); + _TexturesDisplay = CreateReorderableObjectList(_Textures, "Textures", true); + } + + /************************************************************************************************************************/ + + /// + public override void DoBodyGUI() + { + GUILayout.BeginVertical(); + _TexturesDisplay.DoLayoutList(); + GUILayout.EndVertical(); + HandleDragAndDropIntoList(GUILayoutUtility.GetLastRect(), _Textures, overwrite: false); + RemoveDuplicates(_Textures); + + BeginChangeCheck(); + var padding = EditorGUILayout.IntField("Padding", _Padding); + EndChangeCheck(ref _Padding, padding); + + BeginChangeCheck(); + var maximumSize = EditorGUILayout.IntField("Maximum Size", _MaximumSize); + maximumSize = Math.Max(maximumSize, 16); + EndChangeCheck(ref _MaximumSize, maximumSize); + + GUILayout.BeginHorizontal(); + { + GUILayout.FlexibleSpace(); + + GUI.enabled = _Textures.Count > 0; + + if (GUILayout.Button("Clear")) + { + AnimancerGUI.Deselect(); + RecordUndo(); + _Textures.Clear(); + } + + if (GUILayout.Button("Pack")) + { + AnimancerGUI.Deselect(); + Pack(); + } + } + GUILayout.EndHorizontal(); + } + + /************************************************************************************************************************/ + + /// Removes any items from the `list` that are the same as earlier items. + private static void RemoveDuplicates(IList list) + { + for (int i = list.Count - 1; i >= 0; i--) + { + var item = list[i]; + if (item == null) + continue; + + for (int j = 0; j < i; j++) + { + if (item.Equals(list[j])) + { + list.RemoveAt(i); + break; + } + } + } + } + + /************************************************************************************************************************/ + + /// Combines the into a new one and saves it. + private void Pack() + { + var textures = GatherTextures(); + if (!MakeTexturesReadable(textures)) + return; + + var path = GetCommonDirectory(_Textures); + + path = EditorUtility.SaveFilePanelInProject("Save Packed Texture", "PackedTexture", "png", + "Where would you like to save the packed texture?", path); + + if (string.IsNullOrEmpty(path)) + return; + + try + { + const string ProgressTitle = "Packing"; + EditorUtility.DisplayProgressBar(ProgressTitle, "Packing", 0); + + var packedTexture = new Texture2D(0, 0, TextureFormat.ARGB32, false); + + var uvs = packedTexture.PackTextures(textures, _Padding, _MaximumSize); + + EditorUtility.DisplayProgressBar(ProgressTitle, "Encoding", 0.4f); + var bytes = packedTexture.EncodeToPNG(); + if (bytes == null) + return; + + EditorUtility.DisplayProgressBar(ProgressTitle, "Writing", 0.5f); + File.WriteAllBytes(path, bytes); + AssetDatabase.Refresh(); + + var importer = (TextureImporter)AssetImporter.GetAtPath(path); + importer.maxTextureSize = Math.Max(packedTexture.width, packedTexture.height); + importer.textureType = TextureImporterType.Sprite; + importer.spriteImportMode = SpriteImportMode.Multiple; + importer.spritesheet = new SpriteMetaData[0]; + EditorUtility.SetDirty(importer); + importer.SaveAndReimport(); + + // Use the UV coordinates to set up sprites for the new texture. + EditorUtility.DisplayProgressBar(ProgressTitle, "Generating Sprites", 0.7f); + + var sprites = new List(); + var spriteSheet = new List(); + for (int iTexture = 0; iTexture < textures.Length; iTexture++) + { + var texture = textures[iTexture]; + + sprites.Clear(); + GatherSprites(sprites, texture); + + var rect = uvs[iTexture]; + rect.x *= packedTexture.width; + rect.y *= packedTexture.height; + rect.width *= packedTexture.width; + rect.height *= packedTexture.height; + + for (int iSprite = 0; iSprite < sprites.Count; iSprite++) + { + var sprite = sprites[iSprite]; + + var spriteRect = rect; + spriteRect.x += spriteRect.width * sprite.rect.x / sprite.texture.width; + spriteRect.y += spriteRect.height * sprite.rect.y / sprite.texture.height; + spriteRect.width *= sprite.rect.width / sprite.texture.width; + spriteRect.height *= sprite.rect.height / sprite.texture.height; + + spriteSheet.Add(new SpriteMetaData + { + name = sprite.name, + rect = spriteRect, + alignment = (int)GetAlignment(sprite.pivot), + pivot = sprite.pivot, + border = sprite.border, + }); + } + } + importer.spritesheet = spriteSheet.ToArray(); + + EditorUtility.SetDirty(importer); + importer.SaveAndReimport(); + + Selection.activeObject = AssetDatabase.LoadAssetAtPath(path); + } + finally + { + EditorUtility.ClearProgressBar(); + } + } + + /************************************************************************************************************************/ + + private Texture2D[] GatherTextures() + { + var textures = new List(); + + for (int i = 0; i < _Textures.Count; i++) + { + var obj = _Textures[i]; + if (obj is Texture2D texture) + textures.Add(texture); + if (obj is DefaultAsset) + GatherTexturesRecursive(textures, AssetDatabase.GetAssetPath(obj)); + } + + RemoveDuplicates(textures); + + return textures.ToArray(); + } + + private static void GatherTexturesRecursive(List textures, string path) + { + var guids = AssetDatabase.FindAssets($"t:{nameof(Texture2D)}", new string[] { path }); + for (int i = 0; i < guids.Length; i++) + { + path = AssetDatabase.GUIDToAssetPath(guids[i]); + var texture = AssetDatabase.LoadAssetAtPath(path); + if (texture != null) + textures.Add(texture); + } + } + + /************************************************************************************************************************/ + + private static void GatherSprites(List sprites, Texture2D texture) + { + var path = AssetDatabase.GetAssetPath(texture); + var assets = AssetDatabase.LoadAllAssetsAtPath(path); + var foundSprite = false; + for (int i = 0; i < assets.Length; i++) + { + if (assets[i] is Sprite sprite) + { + sprites.Add(sprite); + foundSprite = true; + } + } + + if (!foundSprite) + { + var sprite = Sprite.Create(texture, + new Rect(0, 0, texture.width, texture.height), + new Vector2(0.5f, 0.5f)); + sprite.name = texture.name; + sprites.Add(sprite); + } + } + + /************************************************************************************************************************/ + + private static bool MakeTexturesReadable(Texture2D[] textures) + { + var hasAsked = false; + + for (int i = 0; i < textures.Length; i++) + { + var texture = textures[i]; + var path = AssetDatabase.GetAssetPath(texture); + var importer = (TextureImporter)AssetImporter.GetAtPath(path); + + if (importer.isReadable && + importer.textureCompression == TextureImporterCompression.Uncompressed) + continue; + + if (!hasAsked) + { + if (!EditorUtility.DisplayDialog("Make Textures Readable and Uncompressed?", + "This tool requires the source textures to be marked as readable and uncompressed in their import settings.", + "Make Textures Readable and Uncompressed", "Cancel")) + return false; + hasAsked = true; + } + + importer.isReadable = true; + importer.textureCompression = TextureImporterCompression.Uncompressed; + importer.SaveAndReimport(); + } + + return true; + } + + /************************************************************************************************************************/ + + private static string GetCommonDirectory(IList objects) where T : Object + { + if (objects == null) + return null; + + var count = objects.Count; + + for (int i = count - 1; i >= 0; i--) + { + if (objects[i] == null) + { + objects.RemoveAt(i); + count--; + } + } + + if (count == 0) + return null; + + var path = AssetDatabase.GetAssetPath(objects[0]); + path = Path.GetDirectoryName(path); + + for (int i = 1; i < count; i++) + { + var otherPath = AssetDatabase.GetAssetPath(objects[i]); + otherPath = Path.GetDirectoryName(otherPath); + + while (string.Compare(path, 0, otherPath, 0, path.Length) != 0) + { + path = Path.GetDirectoryName(path); + } + } + + return path; + } + + /************************************************************************************************************************/ + + private static SpriteAlignment GetAlignment(Vector2 pivot) + { + switch (pivot.x) + { + case 0: + switch (pivot.y) + { + case 0: return SpriteAlignment.BottomLeft; + case 0.5f: return SpriteAlignment.BottomCenter; + case 1: return SpriteAlignment.BottomRight; + } + break; + case 0.5f: + switch (pivot.y) + { + case 0: return SpriteAlignment.LeftCenter; + case 0.5f: return SpriteAlignment.Center; + case 1: return SpriteAlignment.RightCenter; + } + break; + case 1: + switch (pivot.y) + { + case 0: return SpriteAlignment.TopLeft; + case 0.5f: return SpriteAlignment.TopCenter; + case 1: return SpriteAlignment.TopRight; + } + break; + } + + return SpriteAlignment.Custom; + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.PackTextures.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.PackTextures.cs.meta new file mode 100644 index 0000000000..0f0fbac644 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.PackTextures.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 70badd2bf7a12d741aea958ec21943a6 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Panel.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Panel.cs new file mode 100644 index 0000000000..0f44c81172 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Panel.cs @@ -0,0 +1,230 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEditor.AnimatedValues; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] [Pro-Only] Base class for panels in the . + /// + /// Documentation: Animancer Tools + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/Panel + /// + public abstract class Panel + { + /************************************************************************************************************************/ + + private readonly AnimBool FullAnimator = new AnimBool(); + private readonly AnimBool BodyAnimator = new AnimBool(); + + private int _Index; + + /************************************************************************************************************************/ + + /// Is this panel currently visible? + public bool IsVisible => Instance._CurrentPanel == _Index || Instance._CurrentPanel < 0; + + /************************************************************************************************************************/ + + /// Is the body of this panel currently visible? + public bool IsExpanded + { + get { return Instance._CurrentPanel == _Index; } + set + { + if (value) + Instance._CurrentPanel = _Index; + else if (IsExpanded) + Instance._CurrentPanel = -1; + } + } + + /************************************************************************************************************************/ + + /// The display name of this panel. + public abstract string Name { get; } + + /// The usage instructions to display at the top of this panel. + public abstract string Instructions { get; } + + /// The URL for the help button in the header to open. + public virtual string HelpURL => Strings.DocsURLs.AnimancerTools; + + /// Called whenever the changes. + public virtual void OnSelectionChanged() { } + + /************************************************************************************************************************/ + + /// Called by . + public virtual void OnEnable(int index) + { + _Index = index; + FullAnimator.value = FullAnimator.target = IsVisible; + BodyAnimator.value = BodyAnimator.target = IsExpanded; + } + + /// Called by . + public virtual void OnDisable() { } + + /************************************************************************************************************************/ + + /// Draws the GUI for this panel. + public virtual void DoGUI() + { + var enabled = GUI.enabled; + + FullAnimator.target = IsVisible; + + if (EditorGUILayout.BeginFadeGroup(FullAnimator.faded)) + { + GUILayout.BeginVertical(EditorStyles.helpBox); + + DoHeaderGUI(); + + BodyAnimator.target = IsExpanded; + + if (EditorGUILayout.BeginFadeGroup(BodyAnimator.faded)) + { + var instructions = Instructions; + if (!string.IsNullOrEmpty(instructions)) + EditorGUILayout.HelpBox(instructions, MessageType.Info); + + DoBodyGUI(); + } + EditorGUILayout.EndFadeGroup(); + + GUILayout.EndVertical(); + } + EditorGUILayout.EndFadeGroup(); + + if (FullAnimator.isAnimating || BodyAnimator.isAnimating) + Repaint(); + + GUI.enabled = enabled; + } + + /************************************************************************************************************************/ + + /// + /// Draws the Header GUI for this panel which is displayed regardless of whether it is expanded or not. + /// + public virtual void DoHeaderGUI() + { + var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.BeforeAndAfter); + var click = GUI.Button(area, Name, EditorStyles.boldLabel); + + area.xMin = area.xMax - area.height; + GUI.DrawTexture(area, HelpIcon); + + if (click) + { + if (area.Contains(Event.current.mousePosition)) + { + Application.OpenURL(HelpURL); + return; + } + else + { + IsExpanded = !IsExpanded; + } + } + } + + /************************************************************************************************************************/ + + /// Draws the Body GUI for this panel which is only displayed while it is expanded. + public abstract void DoBodyGUI(); + + /************************************************************************************************************************/ + + /// Asks the user where they want to save a modified asset, calls `modify` on it, and saves it. + public static bool SaveModifiedAsset(string saveTitle, string saveMessage, + T obj, Action modify) where T : Object + { + var originalPath = AssetDatabase.GetAssetPath(obj); + + var extension = Path.GetExtension(originalPath); + if (extension[0] == '.') + extension = extension.Substring(1, extension.Length - 1); + + var directory = Path.GetDirectoryName(originalPath); + + var newName = Path.GetFileNameWithoutExtension(AssetDatabase.GenerateUniqueAssetPath(originalPath)); + var savePath = EditorUtility.SaveFilePanelInProject(saveTitle, newName, extension, saveMessage, directory); + if (string.IsNullOrEmpty(savePath)) + return false; + + if (originalPath != savePath) + { + obj = Instantiate(obj); + AssetDatabase.CreateAsset(obj, savePath); + } + + modify(obj); + + AssetDatabase.SaveAssets(); + + return true; + } + + /************************************************************************************************************************/ + + private static Texture _HelpIcon; + + /// The help icon image used in the panel header. + public static Texture HelpIcon + { + get + { + if (_HelpIcon == null) + _HelpIcon = AnimancerGUI.LoadIcon("_Help"); + return _HelpIcon; + } + } + + /************************************************************************************************************************/ + + private static int _DropIndex; + + /// Adds any objects dropped in the `area` to the `list`. + protected void HandleDragAndDropIntoList(Rect area, IList list, bool overwrite, + Func validate = null) where T : Object + { + if (overwrite) + { + _DropIndex = 0; + AnimancerGUI.HandleDragAndDrop(area, validate, (drop) => + { + if (_DropIndex < list.Count) + { + RecordUndo(); + list[_DropIndex++] = drop; + } + }); + } + else + { + AnimancerGUI.HandleDragAndDrop(area, validate, (drop) => + { + list.Add(drop); + }); + } + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Panel.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Panel.cs.meta new file mode 100644 index 0000000000..db55b3d80a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Panel.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 0981a35e6e25d944dacf3f3665c5ab78 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapAnimationBindings.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapAnimationBindings.cs new file mode 100644 index 0000000000..cf05986305 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapAnimationBindings.cs @@ -0,0 +1,358 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] [Pro-Only] + /// An for changing which bones an s controls. + /// + /// + /// Documentation: Remap Animation Bindings + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/RemapAnimationBindings + /// + [Serializable] + public sealed class RemapAnimationBindings : AnimationModifierPanel + { + /************************************************************************************************************************/ + + [SerializeField] private List _NewBindingPaths; + + [NonSerialized] private readonly List> BindingGroups = new List>(); + [NonSerialized] private readonly List OldBindingPaths = new List(); + [NonSerialized] private bool _OldBindingPathsAreDirty; + [NonSerialized] private ReorderableList _OldBindingPathsDisplay; + [NonSerialized] private ReorderableList _NewBindingPathsDisplay; + + /************************************************************************************************************************/ + + /// + public override string Name => "Remap Animation Bindings"; + + /// + public override string HelpURL => Strings.DocsURLs.RemapAnimationBindings; + + /// + public override string Instructions + { + get + { + if (Animation == null) + return "Select the animation you want to remap."; + + if (OldBindingPaths.Count == 0) + { + if (Animation.humanMotion) + return "The selected animation only has Humanoid bindings which cannot be remapped."; + + return "The selected animation does not have any bindings."; + } + + return "Enter the new paths to change the bindings into then click Save As."; + } + } + + /************************************************************************************************************************/ + + /// + public override void OnEnable(int index) + { + base.OnEnable(index); + + if (_NewBindingPaths == null) + _NewBindingPaths = new List(); + + if (Animation == null) + _NewBindingPaths.Clear(); + + _OldBindingPathsDisplay = CreateReorderableStringList(OldBindingPaths, "Old Binding Paths"); + _NewBindingPathsDisplay = CreateReorderableStringList(_NewBindingPaths, "New Binding Paths", (area, i) => + { + var color = GUI.color; + + var path = _NewBindingPaths[i]; + if (path != OldBindingPaths[i]) + GUI.color = new Color(0.15f, 0.7f, 0.15f, 1); + + path = EditorGUI.TextField(area, path); + GUI.color = color; + return path; + }); + } + + /************************************************************************************************************************/ + + /// + protected override void OnAnimationChanged() + { + base.OnAnimationChanged(); + _OldBindingPathsAreDirty = true; + } + + /************************************************************************************************************************/ + + /// + public override void DoBodyGUI() + { + base.DoBodyGUI(); + GatherBindings(); + + GUILayout.BeginHorizontal(); + { + GUILayout.BeginVertical(); + GUI.enabled = false; + _OldBindingPathsDisplay.DoLayoutList(); + GUI.enabled = true; + GUILayout.EndVertical(); + + GUILayout.BeginVertical(); + _NewBindingPathsDisplay.DoLayoutList(); + GUILayout.EndVertical(); + } + GUILayout.EndHorizontal(); + + GUI.enabled = Animation != null; + + GUILayout.BeginHorizontal(); + { + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Reset")) + { + AnimancerGUI.Deselect(); + RecordUndo(); + _NewBindingPaths.Clear(); + _OldBindingPathsAreDirty = true; + } + + if (GUILayout.Button("Copy All")) + { + AnimancerGUI.Deselect(); + CopyAll(); + } + + if (GUILayout.Button("Paste All")) + { + AnimancerGUI.Deselect(); + PasteAll(); + } + + if (GUILayout.Button("Save As")) + { + if (SaveAs()) + { + _OldBindingPathsAreDirty = true; + } + } + } + GUILayout.EndHorizontal(); + } + + /************************************************************************************************************************/ + + /// Gathers the bindings from the . + private void GatherBindings() + { + if (!_OldBindingPathsAreDirty) + return; + + _OldBindingPathsAreDirty = false; + + BindingGroups.Clear(); + OldBindingPaths.Clear(); + + if (Animation == null) + { + _NewBindingPaths.Clear(); + return; + } + + var isHumanoid = Animation.humanMotion; + + AnimationBindings.OnAnimationChanged(Animation); + var bindings = AnimationBindings.GetBindings(Animation); + Array.Sort(bindings, (a, b) => + { + var result = EditorUtility.NaturalCompare(a.path, b.path); + if (result != 0) + return result; + + return EditorUtility.NaturalCompare(a.propertyName, b.propertyName); + }); + + string previousPath = null; + List previousGroup = null; + for (int i = 0; i < bindings.Length; i++) + { + var binding = bindings[i]; + if (isHumanoid && + string.IsNullOrEmpty(binding.path) && + IsHumanoidBinding(binding.propertyName)) + continue; + + var path = binding.path; + if (path == previousPath) + { + previousGroup.Add(binding); + continue; + } + + previousPath = path; + previousGroup = new List { binding }; + + BindingGroups.Add(previousGroup); + + OldBindingPaths.Add(path); + if (_NewBindingPaths.Count < OldBindingPaths.Count) + _NewBindingPaths.Add(path); + } + + if (_NewBindingPaths.Count > OldBindingPaths.Count) + _NewBindingPaths.RemoveRange(OldBindingPaths.Count, _NewBindingPaths.Count - OldBindingPaths.Count); + } + + /************************************************************************************************************************/ + + private static HashSet _HumanoidBindingNames; + + /// Is the `propertyName` one of the bindings used by Humanoid animations? + private static bool IsHumanoidBinding(string propertyName) + { + if (_HumanoidBindingNames == null) + { + _HumanoidBindingNames = new HashSet + { + "RootT.x", "RootT.y", "RootT.z", + "RootQ.x", "RootQ.y", "RootQ.z", "RootQ.w", + "LeftFootT.x", "LeftFootT.y", "LeftFootT.z", + "LeftFootQ.x", "LeftFootQ.y", "LeftFootQ.z", "LeftFootQ.w", + "RightFootT.x", "RightFootT.y", "RightFootT.z", + "RightFootQ.x", "RightFootQ.y", "RightFootQ.z", "RightFootQ.w", + "LeftHandT.x", "LeftHandT.y", "LeftHandT.z", + "LeftHandQ.x", "LeftHandQ.y", "LeftHandQ.z", "LeftHandQ.w", + "RightHandT.x", "RightHandT.y", "RightHandT.z", + "RightHandQ.x", "RightHandQ.y", "RightHandQ.z", "RightHandQ.w", + "Spine Front-Back", "Spine Left-Right", "Spine Twist Left-Right", + "Chest Front-Back", "Chest Left-Right", "Chest Twist Left-Right", + "UpperChest Front-Back", "UpperChest Left-Right", "UpperChest Twist Left-Right", + "Neck Nod Down-Up", "Neck Tilt Left-Right", "Neck Turn Left-Right", + "Head Nod Down-Up", "Head Tilt Left-Right", "Head Turn Left-Right", + "Left Eye Down-Up", "Left Eye In-Out", + "Right Eye Down-Up", "Right Eye In-Out", + "Jaw Close", "Jaw Left-Right", + "Left Upper Leg Front-Back", "Left Upper Leg In-Out", "Left Upper Leg Twist In-Out", + "Left Lower Leg Stretch", "Left Lower Leg Twist In-Out", + "Left Foot Up-Down", "Left Foot Twist In-Out", + "Left Toes Up-Down", + "Right Upper Leg Front-Back", "Right Upper Leg In-Out", "Right Upper Leg Twist In-Out", + "Right Lower Leg Stretch", "Right Lower Leg Twist In-Out", + "Right Foot Up-Down", "Right Foot Twist In-Out", + "Right Toes Up-Down", + "Left Shoulder Down-Up", "Left Shoulder Front-Back", + "Left Arm Down-Up", "Left Arm Front-Back", "Left Arm Twist In-Out", + "Left Forearm Stretch", "Left Forearm Twist In-Out", + "Left Hand Down-Up", "Left Hand In-Out", + "Right Shoulder Down-Up", "Right Shoulder Front-Back", + "Right Arm Down-Up", "Right Arm Front-Back", "Right Arm Twist In-Out", + "Right Forearm Stretch", "Right Forearm Twist In-Out", + "Right Hand Down-Up", "Right Hand In-Out", + "LeftHand.Thumb.Spread", "LeftHand.Thumb.1 Stretched", "LeftHand.Thumb.2 Stretched", "LeftHand.Thumb.3 Stretched", + "LeftHand.Index.Spread", "LeftHand.Index.1 Stretched", "LeftHand.Index.2 Stretched", "LeftHand.Index.3 Stretched", + "LeftHand.Middle.Spread", "LeftHand.Middle.1 Stretched", "LeftHand.Middle.2 Stretched", "LeftHand.Middle.3 Stretched", + "LeftHand.Ring.Spread", "LeftHand.Ring.1 Stretched", "LeftHand.Ring.2 Stretched", "LeftHand.Ring.3 Stretched", + "LeftHand.Little.Spread", "LeftHand.Little.1 Stretched", "LeftHand.Little.2 Stretched", "LeftHand.Little.3 Stretched", + "RightHand.Thumb.Spread", "RightHand.Thumb.1 Stretched", "RightHand.Thumb.2 Stretched", "RightHand.Thumb.3 Stretched", + "RightHand.Index.Spread", "RightHand.Index.1 Stretched", "RightHand.Index.2 Stretched", "RightHand.Index.3 Stretched", + "RightHand.Middle.Spread", "RightHand.Middle.1 Stretched", "RightHand.Middle.2 Stretched", "RightHand.Middle.3 Stretched", + "RightHand.Ring.Spread", "RightHand.Ring.1 Stretched", "RightHand.Ring.2 Stretched", "RightHand.Ring.3 Stretched", + "RightHand.Little.Spread", "RightHand.Little.1 Stretched", "RightHand.Little.2 Stretched", "RightHand.Little.3 Stretched", + }; + } + + return _HumanoidBindingNames.Contains(propertyName); + } + + /************************************************************************************************************************/ + + /// Copies all of the to the system clipboard. + private void CopyAll() + { + var text = ObjectPool.AcquireStringBuilder(); + + for (int i = 0; i < _NewBindingPaths.Count; i++) + { + text.AppendLine(_NewBindingPaths[i]); + } + + EditorGUIUtility.systemCopyBuffer = text.ReleaseToString(); + } + + /// Pastes the string from the system clipboard into the . + private void PasteAll() + { + using (var reader = new StringReader(EditorGUIUtility.systemCopyBuffer)) + { + for (int i = 0; i < _NewBindingPaths.Count; i++) + { + var line = reader.ReadLine(); + if (line == null) + return; + + _NewBindingPaths[i] = line; + } + } + } + + /************************************************************************************************************************/ + + /// + protected override void Modify(AnimationClip animation) + { + for (int iGroup = 0; iGroup < BindingGroups.Count; iGroup++) + { + var oldPath = OldBindingPaths[iGroup]; + var newPath = _NewBindingPaths[iGroup]; + if (oldPath == newPath) + continue; + + var group = BindingGroups[iGroup]; + for (int iBinding = 0; iBinding < group.Count; iBinding++) + { + var binding = group[iBinding]; + if (binding.isPPtrCurve) + { + var curve = AnimationUtility.GetObjectReferenceCurve(animation, binding); + AnimationUtility.SetObjectReferenceCurve(animation, binding, null); + + binding.path = newPath; + AnimationUtility.SetObjectReferenceCurve(animation, binding, curve); + } + else + { + var curve = AnimationUtility.GetEditorCurve(animation, binding); + AnimationUtility.SetEditorCurve(animation, binding, null); + + binding.path = newPath; + AnimationUtility.SetEditorCurve(animation, binding, curve); + } + } + } + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapAnimationBindings.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapAnimationBindings.cs.meta new file mode 100644 index 0000000000..1b7f29682e --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapAnimationBindings.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: d75e4cf8a82981c4f94e52c1de8b0a78 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapSpriteAnimation.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapSpriteAnimation.cs new file mode 100644 index 0000000000..1a8896772c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapSpriteAnimation.cs @@ -0,0 +1,195 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] [Pro-Only] + /// An for changing which s an + /// uses. + /// + /// + /// Documentation: Remap Sprite Animation + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/RemapSpriteAnimation + /// + [Serializable] + public sealed class RemapSpriteAnimation : AnimationModifierPanel + { + /************************************************************************************************************************/ + + [SerializeField] private List _NewSprites; + + [NonSerialized] private readonly List OldSprites = new List(); + [NonSerialized] private bool _OldSpritesAreDirty; + [NonSerialized] private ReorderableList _OldSpriteDisplay; + [NonSerialized] private ReorderableList _NewSpriteDisplay; + [NonSerialized] private EditorCurveBinding _SpriteBinding; + [NonSerialized] private ObjectReferenceKeyframe[] _SpriteKeyframes; + + /************************************************************************************************************************/ + + /// + public override string Name => "Remap Sprite Animation"; + + /// + public override string HelpURL => Strings.DocsURLs.RemapSpriteAnimation; + + /// + public override string Instructions + { + get + { + if (Animation == null) + return "Select the animation you want to remap."; + + if (OldSprites.Count == 0) + return "The selected animation does not use Sprites."; + + return "Assign the New Sprites that you want to replace the Old Sprites with then click Save As." + + " You can Drag and Drop multiple Sprites onto the New Sprites list at the same time."; + } + } + + /************************************************************************************************************************/ + + /// + public override void OnEnable(int index) + { + base.OnEnable(index); + + if (_NewSprites == null) + _NewSprites = new List(); + + if (Animation == null) + _NewSprites.Clear(); + + _OldSpriteDisplay = CreateReorderableObjectList(OldSprites, "Old Sprites"); + _NewSpriteDisplay = CreateReorderableObjectList(_NewSprites, "New Sprites"); + } + + /************************************************************************************************************************/ + + /// + protected override void OnAnimationChanged() + { + base.OnAnimationChanged(); + _OldSpritesAreDirty = true; + } + + /************************************************************************************************************************/ + + /// + public override void DoBodyGUI() + { + base.DoBodyGUI(); + GatherOldSprites(); + + GUILayout.BeginHorizontal(); + { + GUILayout.BeginVertical(); + GUI.enabled = false; + _OldSpriteDisplay.DoLayoutList(); + GUI.enabled = true; + GUILayout.EndVertical(); + + GUILayout.BeginVertical(); + _NewSpriteDisplay.DoLayoutList(); + GUILayout.EndVertical(); + + HandleDragAndDropIntoList(GUILayoutUtility.GetLastRect(), _NewSprites, overwrite: true); + } + GUILayout.EndHorizontal(); + + GUI.enabled = Animation != null; + + GUILayout.BeginHorizontal(); + { + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Reset")) + { + AnimancerGUI.Deselect(); + RecordUndo(); + _NewSprites.Clear(); + _OldSpritesAreDirty = true; + } + + if (GUILayout.Button("Save As")) + { + if (SaveAs()) + { + _OldSpritesAreDirty = true; + } + } + } + GUILayout.EndHorizontal(); + } + + /************************************************************************************************************************/ + + /// Gathers the from the . + private void GatherOldSprites() + { + if (!_OldSpritesAreDirty) + return; + + _OldSpritesAreDirty = false; + + OldSprites.Clear(); + _NewSprites.Clear(); + + if (Animation == null) + return; + + var bindings = AnimationUtility.GetObjectReferenceCurveBindings(Animation); + for (int iBinding = 0; iBinding < bindings.Length; iBinding++) + { + var binding = bindings[iBinding]; + if (binding.type == typeof(SpriteRenderer) && binding.propertyName == "m_Sprite") + { + _SpriteBinding = binding; + _SpriteKeyframes = AnimationUtility.GetObjectReferenceCurve(Animation, binding); + + for (int iKeyframe = 0; iKeyframe < _SpriteKeyframes.Length; iKeyframe++) + { + var reference = _SpriteKeyframes[iKeyframe].value as Sprite; + if (reference != null) + OldSprites.Add(reference); + } + + _NewSprites.AddRange(OldSprites); + + return; + } + } + } + + /************************************************************************************************************************/ + + /// + protected override void Modify(AnimationClip animation) + { + for (int i = 0; i < _SpriteKeyframes.Length; i++) + { + _SpriteKeyframes[i].value = _NewSprites[i]; + } + + AnimationUtility.SetObjectReferenceCurve(animation, _SpriteBinding, _SpriteKeyframes); + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapSpriteAnimation.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapSpriteAnimation.cs.meta new file mode 100644 index 0000000000..fb8588e1f1 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapSpriteAnimation.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5d3732333127095459feb68e4b95a191 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RenameSprites.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RenameSprites.cs new file mode 100644 index 0000000000..6db402bfea --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RenameSprites.cs @@ -0,0 +1,237 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] [Pro-Only] + /// A for bulk-renaming s. + /// + /// + /// Documentation: Rename Sprites + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/RenameSprites + /// + [Serializable] + public sealed class RenameSprites : SpriteModifierPanel + { + /************************************************************************************************************************/ + + [NonSerialized] private readonly List Names = new List(); + [NonSerialized] private bool _NamesAreDirty; + [NonSerialized] private ReorderableList _SpritesDisplay; + [NonSerialized] private ReorderableList _NamesDisplay; + + [SerializeField] private string _NewName = ""; + [SerializeField] private int _MinimumDigits; + + /************************************************************************************************************************/ + + /// + public override string Name => "Rename Sprites"; + + /// + public override string HelpURL => Strings.DocsURLs.RenameSprites; + + /// + public override string Instructions + { + get + { + if (Sprites.Count == 0) + return "Select the Sprites you want to rename."; + + return "Enter the new name(s) you want to give the Sprites then click Apply."; + } + } + + /************************************************************************************************************************/ + + /// + public override void OnEnable(int index) + { + base.OnEnable(index); + _SpritesDisplay = CreateReorderableObjectList(Sprites, "Sprites"); + _NamesDisplay = CreateReorderableStringList(Names, "Names"); + } + + /************************************************************************************************************************/ + + /// + public override void OnSelectionChanged() + { + base.OnSelectionChanged(); + _NamesAreDirty = true; + } + + /************************************************************************************************************************/ + + /// Refreshes the . + private void UpdateNames() + { + if (!_NamesAreDirty) + return; + + _NamesAreDirty = false; + + var sprites = Sprites; + AnimancerEditorUtilities.SetCount(Names, sprites.Count); + + if (string.IsNullOrEmpty(_NewName)) + { + for (int i = 0; i < sprites.Count; i++) + Names[i] = sprites[i].name; + } + else + { + var digits = Mathf.FloorToInt(Mathf.Log10(Names.Count)) + 1; + if (digits < _MinimumDigits) + digits = _MinimumDigits; + + var formatCharacters = new char[digits]; + for (int i = 0; i < digits; i++) + formatCharacters[i] = '0'; + var format = new string(formatCharacters); + + for (int i = 0; i < Names.Count; i++) + Names[i] = _NewName + (i + 1).ToString(format); + } + } + + /************************************************************************************************************************/ + + /// + public override void DoBodyGUI() + { + EditorGUILayout.HelpBox(ReferencesLostMessage, MessageType.Warning); + + BeginChangeCheck(); + var newName = EditorGUILayout.TextField("New Name", _NewName); + if (EndChangeCheck(ref _NewName, newName)) + _NamesAreDirty = true; + + BeginChangeCheck(); + var digits = EditorGUILayout.IntField("Minimum Digits", _MinimumDigits); + if (EndChangeCheck(ref _MinimumDigits, Mathf.Max(digits, 1))) + _NamesAreDirty = true; + + UpdateNames(); + + GUILayout.BeginHorizontal(); + { + GUILayout.BeginVertical(); + _SpritesDisplay.DoLayoutList(); + GUILayout.EndVertical(); + + GUILayout.BeginVertical(); + _NamesDisplay.DoLayoutList(); + GUILayout.EndVertical(); + } + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + { + GUILayout.FlexibleSpace(); + + GUI.enabled = _NewName.Length > 0; + + if (GUILayout.Button("Clear")) + { + AnimancerGUI.Deselect(); + RecordUndo(); + _NewName = ""; + _NamesAreDirty = true; + } + + GUI.enabled = _SpritesDisplay.list.Count > 0; + + if (GUILayout.Button("Apply")) + { + AnimancerGUI.Deselect(); + AskAndApply(); + } + } + GUILayout.EndHorizontal(); + } + + /************************************************************************************************************************/ + + // We could prevent it from causing animations to lose their data by using ISpriteEditorDataProvider + // instead of TextureImporter, but it's in the 2D Sprite package which Animancer does not otherwise require. + + private const string ReferencesLostMessage = + "Any references to the renamed Sprites will be lost (including animations that use them)" + + " but you can use the 'Remap Sprite Animations' panel to reassign them afterwards."; + + /************************************************************************************************************************/ + + /// + protected override string AreYouSure => + "Are you sure you want to rename these Sprites?" + + "\n\n" + ReferencesLostMessage; + + /************************************************************************************************************************/ + + private static Dictionary _SpriteToName; + + /// + protected override void PrepareToApply() + { + if (_SpriteToName == null) + _SpriteToName = new Dictionary(); + else + _SpriteToName.Clear(); + + var sprites = Sprites; + for (int i = 0; i < sprites.Count; i++) + { + _SpriteToName.Add(sprites[i], Names[i]); + } + + // Renaming selected Sprites will lose the selection without triggering OnSelectionChanged. + EditorApplication.delayCall += OnSelectionChanged; + } + + /************************************************************************************************************************/ + + /// + protected override void Modify(ref SpriteMetaData data, Sprite sprite) + { + data.name = _SpriteToName[sprite]; + } + + /************************************************************************************************************************/ + + /// + protected override void Modify(TextureImporter importer, List sprites) + { + if (sprites.Count == 1 && importer.spriteImportMode != SpriteImportMode.Multiple) + { + var sprite = sprites[0]; + var fileName = Path.GetFileNameWithoutExtension(importer.assetPath); + if (fileName == sprite.name) + { + AssetDatabase.RenameAsset(importer.assetPath, _SpriteToName[sprite]); + sprites.Clear(); + } + } + + base.Modify(importer, sprites); + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RenameSprites.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RenameSprites.cs.meta new file mode 100644 index 0000000000..23908b8e6f --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RenameSprites.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: dc63a439782ec8841905e29c181dbd28 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Settings.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Settings.cs new file mode 100644 index 0000000000..6155dcd341 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Settings.cs @@ -0,0 +1,65 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] Displays the . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/Settings + internal sealed class Settings : Panel + { + /************************************************************************************************************************/ + + /// + public override string Name => "Settings"; + + /// + public override string Instructions => null; + + /// + public override string HelpURL => Strings.DocsURLs.APIDocumentation + "." + nameof(Editor) + "/" + nameof(AnimancerSettings); + + /************************************************************************************************************************/ + + [NonSerialized] + private UnityEditor.Editor _SettingsEditor; + + /************************************************************************************************************************/ + + /// + public override void OnEnable(int index) + { + base.OnEnable(index); + + var settings = AnimancerSettings.Instance; + if (settings != null) + _SettingsEditor = UnityEditor.Editor.CreateEditor(settings); + } + + /// + public override void OnDisable() + { + base.OnDisable(); + DestroyImmediate(_SettingsEditor); + } + + /************************************************************************************************************************/ + + /// + public override void DoBodyGUI() + { + if (_SettingsEditor != null) + _SettingsEditor.OnInspectorGUI(); + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Settings.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Settings.cs.meta new file mode 100644 index 0000000000..d9978b6d03 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Settings.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 809481e9287856440bbcfa5e886163d4 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.SpriteModifierPanel.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.SpriteModifierPanel.cs new file mode 100644 index 0000000000..f6e2669c81 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.SpriteModifierPanel.cs @@ -0,0 +1,247 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + partial class AnimancerToolsWindow + { + /// [Editor-Only] [Pro-Only] A base for modifying s. + /// + /// Documentation: Animancer Tools + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/SpriteModifierPanel + /// + [Serializable] + public abstract class SpriteModifierPanel : Panel + { + /************************************************************************************************************************/ + + private static readonly List SelectedSprites = new List(); + private static bool _HasGatheredSprites; + + /// The currently selected s. + public static List Sprites + { + get + { + if (!_HasGatheredSprites) + { + _HasGatheredSprites = true; + GatherSelectedSprites(SelectedSprites); + } + + return SelectedSprites; + } + } + + /// + public override void OnSelectionChanged() + { + _HasGatheredSprites = false; + } + + /************************************************************************************************************************/ + + /// + /// Adds all s in the or their sub-assets to the + /// list of `sprites`. + /// + public static void GatherSelectedSprites(List sprites) + { + sprites.Clear(); + + var selection = Selection.objects; + for (int i = 0; i < selection.Length; i++) + { + var selected = selection[i]; + if (selected is Sprite sprite) + { + sprites.Add(sprite); + } + else if (selected is Texture2D texture) + { + sprites.AddRange(LoadAllSpritesInTexture(texture)); + } + } + + sprites.Sort(NaturalCompare); + } + + /************************************************************************************************************************/ + + /// The message to confirm that the user is certain they want to apply the changes. + protected virtual string AreYouSure => "Are you sure you want to modify these Sprites?"; + + /// Called immediately after the user confirms they want to apply changes. + protected virtual void PrepareToApply() { } + + /// Applies the desired modifications to the `data` before it is saved. + protected virtual void Modify(ref SpriteMetaData data, Sprite sprite) { } + + /// Applies the desired modifications to the `data` before it is saved. + protected virtual void Modify(TextureImporter importer, List sprites) + { + var spriteSheet = importer.spritesheet; + var hasError = false; + + for (int i = 0; i < sprites.Count; i++) + { + var sprite = sprites[i]; + var dataIndex = GetDataIndex(spriteSheet, sprite); + + if (dataIndex < 0) + continue; + + ref var spriteData = ref spriteSheet[dataIndex]; + Modify(ref spriteData, sprite); + sprites.RemoveAt(i--); + + if (!ValidateBounds(spriteData, sprite)) + hasError = true; + } + + if (!hasError) + { + importer.spritesheet = spriteSheet; + EditorUtility.SetDirty(importer); + importer.SaveAndReimport(); + } + } + + /************************************************************************************************************************/ + + /// + /// Tries to find the index of the matching the and + /// . Or if that fails, just the . + /// + /// + /// Returns -1 if there is no data matching the . + /// + /// Returns -2 if there is more than one data matching the but no + /// match. + /// + public static int GetDataIndex(SpriteMetaData[] spriteSheet, Sprite sprite) + { + var nameMatchIndex = -1; + + for (int i = 0; i < spriteSheet.Length; i++) + { + ref var spriteData = ref spriteSheet[i]; + if (spriteData.name == sprite.name) + { + if (spriteData.rect == sprite.rect) + return i; + + if (nameMatchIndex == -1)// First name match. + nameMatchIndex = i; + else + nameMatchIndex = -2;// Already found 2 name matches. + } + } + + if (nameMatchIndex == -1) + { + Debug.LogError($"No {nameof(SpriteMetaData)} for '{sprite.name}' was found.", sprite); + } + else if (nameMatchIndex == -2) + { + Debug.LogError($"More than one {nameof(SpriteMetaData)} for '{sprite.name}' was found" + + $" but none of them matched the {nameof(Sprite)}.{nameof(Sprite.rect)}." + + $" If the texture's Max Size is smaller than its actual size, increase the Max Size before performing this" + + $" operation so that the {nameof(Rect)}s can be used to identify the correct data.", sprite); + } + + return nameMatchIndex; + } + + /************************************************************************************************************************/ + + public static bool ValidateBounds(SpriteMetaData data, Sprite sprite) + { + var widthScale = data.rect.width / sprite.rect.width; + var heightScale = data.rect.height / sprite.rect.height; + if (data.rect.xMin < 0 || + data.rect.yMin < 0 || + data.rect.xMax > sprite.texture.width * widthScale || + data.rect.yMax > sprite.texture.height * heightScale) + { + var path = AssetDatabase.GetAssetPath(sprite); + Debug.LogError($"This modification would have put '{sprite.name}' out of bounds" + + $" so '{path}' was not modified.", sprite); + + return false; + } + + return true; + } + + /************************************************************************************************************************/ + + /// + /// Asks the user if they want to modify the target s and calls + /// on each of them before saving any changes. + /// + protected void AskAndApply() + { + if (!EditorUtility.DisplayDialog("Are You Sure?", + AreYouSure + "\n\nThis operation cannot be undone.", + "Modify", "Cancel")) + return; + + PrepareToApply(); + + var pathToSprites = new Dictionary>(); + var sprites = Sprites; + for (int i = 0; i < sprites.Count; i++) + { + var sprite = sprites[i]; + + var path = AssetDatabase.GetAssetPath(sprite); + + if (!pathToSprites.TryGetValue(path, out var spritesAtPath)) + pathToSprites.Add(path, spritesAtPath = new List()); + + spritesAtPath.Add(sprite); + } + + foreach (var asset in pathToSprites) + { + var importer = (TextureImporter)AssetImporter.GetAtPath(asset.Key); + + Modify(importer, asset.Value); + + if (asset.Value.Count > 0) + { + var message = ObjectPool.AcquireStringBuilder() + .Append("Modification failed: unable to find data in '") + .Append(asset.Key) + .Append("' for ") + .Append(asset.Value.Count) + .Append(" Sprites:"); + + for (int i = 0; i < sprites.Count; i++) + { + message.AppendLine() + .Append(" - ") + .Append(sprites[i].name); + } + + Debug.LogError(message.ReleaseToString(), AssetDatabase.LoadAssetAtPath(asset.Key)); + } + } + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.SpriteModifierPanel.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.SpriteModifierPanel.cs.meta new file mode 100644 index 0000000000..32089d6543 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.SpriteModifierPanel.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: f495ecfca64b9c04aa19924036014776 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs new file mode 100644 index 0000000000..376a3518a7 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs @@ -0,0 +1,287 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] [Pro-Only] + /// An with various utilities for managing sprites and generating animations. + /// + /// + /// Documentation: Animancer Tools + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerToolsWindow + /// + internal sealed partial class AnimancerToolsWindow : EditorWindow + { + /************************************************************************************************************************/ + + /// The display name of this window. + public const string Name = "Animancer Tools"; + + /// The singleton instance of this window. + public static AnimancerToolsWindow Instance { get; private set; } + + [SerializeField] private PackTextures _PackTextures; + [SerializeField] private ModifySprites _ModifySprites; + [SerializeField] private RenameSprites _RenameSprites; + [SerializeField] private GenerateSpriteAnimations _GenerateSpriteAnimations; + [SerializeField] private RemapSpriteAnimation _RemapSpriteAnimation; + [SerializeField] private RemapAnimationBindings _RemapAnimationBindings; + [SerializeField] private Vector2 _Scroll; + [SerializeField] private int _CurrentPanel = -1; + + private Panel[] _Panels; + private string[] _PanelNames; + + private SerializedObject _SerializedObject; + + private SerializedObject SerializedObject + => _SerializedObject ?? (_SerializedObject = new SerializedObject(this)); + + /************************************************************************************************************************/ + + private void OnEnable() + { + titleContent = new GUIContent(Name); + Instance = this; + + if (_PackTextures == null) + _PackTextures = new PackTextures(); + if (_ModifySprites == null) + _ModifySprites = new ModifySprites(); + if (_RenameSprites == null) + _RenameSprites = new RenameSprites(); + if (_GenerateSpriteAnimations == null) + _GenerateSpriteAnimations = new GenerateSpriteAnimations(); + if (_RemapSpriteAnimation == null) + _RemapSpriteAnimation = new RemapSpriteAnimation(); + if (_RemapAnimationBindings == null) + _RemapAnimationBindings = new RemapAnimationBindings(); + + _Panels = new Panel[] + { + _PackTextures, + _ModifySprites, + _RenameSprites, + _GenerateSpriteAnimations, + _RemapSpriteAnimation, + _RemapAnimationBindings, + new Settings(), + }; + _PanelNames = new string[_Panels.Length]; + + for (int i = 0; i < _Panels.Length; i++) + { + var panel = _Panels[i]; + panel.OnEnable(i); + _PanelNames[i] = panel.Name; + } + + Undo.undoRedoPerformed += Repaint; + + OnSelectionChange(); + } + + /************************************************************************************************************************/ + + private void OnDisable() + { + Undo.undoRedoPerformed -= Repaint; + + for (int i = 0; i < _Panels.Length; i++) + _Panels[i].OnDisable(); + } + + /************************************************************************************************************************/ + + private void OnSelectionChange() + { + for (int i = 0; i < _Panels.Length; i++) + _Panels[i].OnSelectionChanged(); + + Repaint(); + } + + /************************************************************************************************************************/ + + private void OnGUI() + { + EditorGUIUtility.labelWidth = Mathf.Min(EditorGUIUtility.labelWidth, position.width * 0.5f); + + _Scroll = GUILayout.BeginScrollView(_Scroll); + GUILayout.BeginVertical(); + GUILayout.EndVertical(); + for (int i = 0; i < _Panels.Length; i++) + _Panels[i].DoGUI(); + GUILayout.EndScrollView(); + } + + /************************************************************************************************************************/ + + private static new void Repaint() => ((EditorWindow)Instance).Repaint(); + + private static void RecordUndo() => Undo.RecordObject(Instance, Name); + + /************************************************************************************************************************/ + + /// Calls . + private static void BeginChangeCheck() => EditorGUI.BeginChangeCheck(); + + /// Calls and if it returned true. + private static bool EndChangeCheck() + { + if (EditorGUI.EndChangeCheck()) + { + RecordUndo(); + return true; + } + else return false; + } + + /// Calls and sets the field = value if it returned true. + private static bool EndChangeCheck(ref T field, T value) + { + if (EndChangeCheck()) + { + field = value; + return true; + } + else return false; + } + + /************************************************************************************************************************/ + + /// Creates and initializes a new . + private static ReorderableList CreateReorderableList(List list, string name, + ReorderableList.ElementCallbackDelegate drawElementCallback, bool showFooter = false) + { + var reorderableList = new ReorderableList(list, typeof(T)) + { + drawHeaderCallback = (area) => GUI.Label(area, name), + drawElementCallback = drawElementCallback, + elementHeight = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing, + }; + + if (!showFooter) + { + reorderableList.footerHeight = 0; + reorderableList.displayAdd = false; + reorderableList.displayRemove = false; + } + + return reorderableList; + } + + /************************************************************************************************************************/ + + /// Creates and initializes a new for s. + private static ReorderableList CreateReorderableObjectList(List objects, string name, bool showFooter = false) where T : Object + { + var reorderableList = CreateReorderableList(objects, name, (area, index, isActive, isFocused) => + { + area.y = Mathf.Ceil(area.y + EditorGUIUtility.standardVerticalSpacing * 0.5f); + area.height = EditorGUIUtility.singleLineHeight; + + BeginChangeCheck(); + var obj = (T)EditorGUI.ObjectField(area, objects[index], typeof(T), false); + if (EndChangeCheck()) + { + objects[index] = obj; + } + }, showFooter); + + if (showFooter) + { + reorderableList.onAddCallback = (list) => list.list.Add(null); + } + + return reorderableList; + } + + /************************************************************************************************************************/ + + /// Creates a new for s. + private static ReorderableList CreateReorderableStringList(List strings, string name, + Func doElementGUI) + { + return CreateReorderableList(strings, name, (area, index, isActive, isFocused) => + { + area.y = Mathf.Ceil(area.y + EditorGUIUtility.standardVerticalSpacing * 0.5f); + area.height = EditorGUIUtility.singleLineHeight; + + BeginChangeCheck(); + var str = doElementGUI(area, index); + if (EndChangeCheck()) + { + strings[index] = str; + } + }); + } + + /// Creates a new for s. + private static ReorderableList CreateReorderableStringList(List strings, string name) + { + return CreateReorderableStringList(strings, name, (area, index) => + { + return EditorGUI.TextField(area, strings[index]); + }); + } + + /************************************************************************************************************************/ + + /// Returns all the sub-assets of the `texture`. + public static Sprite[] LoadAllSpritesInTexture(Texture2D texture) + => LoadAllSpritesAtPath(AssetDatabase.GetAssetPath(texture)); + + /// Returns all the assets at the `path`. + public static Sprite[] LoadAllSpritesAtPath(string path) + { + var assets = AssetDatabase.LoadAllAssetsAtPath(path); + var sprites = new List(); + for (int j = 0; j < assets.Length; j++) + { + if (assets[j] is Sprite sprite) + sprites.Add(sprite); + } + return sprites.ToArray(); + } + + /************************************************************************************************************************/ + + /// Calls on the s. + public static int NaturalCompare(Object a, Object b) => EditorUtility.NaturalCompare(a.name, b.name); + + /************************************************************************************************************************/ + + /// Opens the . + [MenuItem(Strings.AnimancerToolsMenuPath)] + public static void Open() => GetWindow(); + + /// Opens the showing the specified `panel`. + public static void Open(Type panel) + { + var window = GetWindow(); + for (int i = 0; i < window._Panels.Length; i++) + { + if (window._Panels[i].GetType() == panel) + { + window._CurrentPanel = i; + return; + } + } + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs.meta new file mode 100644 index 0000000000..2aa6dd07e0 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 92f977efd2d1e4c49ada1f068a739289 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/AnimancerEditorUtilities.cs b/Assets/Plugins/Animancer/Internal/Editor/AnimancerEditorUtilities.cs new file mode 100644 index 0000000000..ae0d1d0ae6 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AnimancerEditorUtilities.cs @@ -0,0 +1,574 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.Reflection; +using System.Text; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] Various utilities used throughout Animancer. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerEditorUtilities + /// + public static partial class AnimancerEditorUtilities + { + /************************************************************************************************************************/ + #region Misc + /************************************************************************************************************************/ + + /// Commonly used combinations. + public const BindingFlags + AnyAccessBindings = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static, + InstanceBindings = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance, + StaticBindings = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static; + + /************************************************************************************************************************/ + + /// [Animancer Extension] [Editor-Only] + /// Returns the first attribute on the `member` or null if there is none. + /// + public static TAttribute GetAttribute(this ICustomAttributeProvider member, bool inherit = false) + where TAttribute : class + { + var type = typeof(TAttribute); + if (member.IsDefined(type, inherit)) + return (TAttribute)member.GetCustomAttributes(type, inherit)[0]; + else + return null; + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] [Editor-Only] Is the or NaN? + public static bool IsNaN(this Vector2 vector) => float.IsNaN(vector.x) || float.IsNaN(vector.y); + + /// [Animancer Extension] [Editor-Only] Is the , , or NaN? + public static bool IsNaN(this Vector3 vector) => float.IsNaN(vector.x) || float.IsNaN(vector.y) || float.IsNaN(vector.z); + + /************************************************************************************************************************/ + + /// Finds an asset of the specified type anywhere in the project. + public static T FindAssetOfType() where T : Object + { + var filter = typeof(Component).IsAssignableFrom(typeof(T)) ? $"t:{nameof(GameObject)}" : $"t:{typeof(T).Name}"; + var guids = AssetDatabase.FindAssets(filter); + if (guids.Length == 0) + return null; + + for (int i = 0; i < guids.Length; i++) + { + var path = AssetDatabase.GUIDToAssetPath(guids[i]); + var asset = AssetDatabase.LoadAssetAtPath(path); + if (asset != null) + return asset; + } + + return null; + } + + /************************************************************************************************************************/ + + // The "g" format gives a lower case 'e' for exponentials instead of upper case 'E'. + private static readonly ConversionCache + FloatToString = new ConversionCache((value) => $"{value:g}"); + + /// [Animancer Extension] + /// Calls using "g" as the format and caches the result. + /// + public static string ToStringCached(this float value) => FloatToString.Convert(value); + + /************************************************************************************************************************/ + + /// The most recent . + public static PlayModeStateChange PlayModeState { get; private set; } + + /// Is the Unity Editor is currently changing between Play Mode and Edit Mode? + public static bool IsChangingPlayMode => + PlayModeState == PlayModeStateChange.ExitingEditMode || + PlayModeState == PlayModeStateChange.ExitingPlayMode; + + [InitializeOnLoadMethod] + private static void WatchForPlayModeChanges() + { + if (EditorApplication.isPlayingOrWillChangePlaymode) + PlayModeState = EditorApplication.isPlaying ? + PlayModeStateChange.EnteredPlayMode : + PlayModeStateChange.ExitingEditMode; + + EditorApplication.playModeStateChanged += (change) => PlayModeState = change; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Collections + /************************************************************************************************************************/ + + /// Adds default items or removes items to make the equal to the `count`. + public static void SetCount(List list, int count) + { + if (list.Count < count) + { + while (list.Count < count) + list.Add(default); + } + else + { + list.RemoveRange(count, list.Count - count); + } + } + + /************************************************************************************************************************/ + + /// + /// Removes any items from the `list` that are null and items that appear multiple times. + /// Returns true if the `list` was modified. + /// + public static bool RemoveMissingAndDuplicates(ref List list) + { + if (list == null) + { + list = new List(); + return false; + } + + var modified = false; + + using (ObjectPool.Disposable.AcquireSet(out var previousItems)) + { + for (int i = list.Count - 1; i >= 0; i--) + { + var item = list[i]; + if (item == null || previousItems.Contains(item)) + { + list.RemoveAt(i); + modified = true; + } + else + { + previousItems.Add(item); + } + } + } + + return modified; + } + + /************************************************************************************************************************/ + + /// Removes any items from the `dictionary` that use destroyed objects as their key. + public static void RemoveDestroyedObjects(Dictionary dictionary) where TKey : Object + { + using (ObjectPool.Disposable.AcquireList(out var oldObjects)) + { + foreach (var obj in dictionary.Keys) + { + if (obj == null) + oldObjects.Add(obj); + } + + for (int i = 0; i < oldObjects.Count; i++) + { + dictionary.Remove(oldObjects[i]); + } + } + } + + /// + /// Creates a new dictionary and returns true if it was null or calls and + /// returns false if it wasn't. + /// + public static bool InitializeCleanDictionary(ref Dictionary dictionary) where TKey : Object + { + if (dictionary == null) + { + dictionary = new Dictionary(); + return true; + } + else + { + RemoveDestroyedObjects(dictionary); + return false; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Context Menus + /************************************************************************************************************************/ + + /// + /// Adds a menu function which passes the result of into `startFade`. + /// + public static void AddFadeFunction(GenericMenu menu, string label, bool isEnabled, AnimancerNode node, Action startFade) + { + // Fade functions need to be delayed twice since the context menu itself causes the next frame delta + // time to be unreasonably high (which would skip the start of the fade). + menu.AddFunction(label, isEnabled, + () => EditorApplication.delayCall += + () => EditorApplication.delayCall += + () => + { + startFade(node.CalculateEditorFadeDuration()); + }); + } + + /// [Animancer Extension] [Editor-Only] + /// Returns the duration of the `node`s current fade (if any), otherwise returns the `defaultDuration`. + /// + public static float CalculateEditorFadeDuration(this AnimancerNode node, float defaultDuration = 1) + => node.FadeSpeed > 0 ? 1 / node.FadeSpeed : defaultDuration; + + /************************************************************************************************************************/ + + /// + /// Adds a menu function to open a web page. If the `linkSuffix` starts with a '/' then it will be relative to + /// the . + /// + public static void AddDocumentationLink(GenericMenu menu, string label, string linkSuffix) + { + if (linkSuffix[0] == '/') + linkSuffix = Strings.DocsURLs.Documentation + linkSuffix; + + menu.AddItem(new GUIContent(label), false, () => + { + EditorUtility.OpenWithDefaultApp(linkSuffix); + }); + } + + /************************************************************************************************************************/ + + /// Is the editable? + [MenuItem("CONTEXT/" + nameof(AnimationClip) + "/Toggle Looping", validate = true)] + [MenuItem("CONTEXT/" + nameof(AnimationClip) + "/Toggle Legacy", validate = true)] + private static bool ValidateEditable(MenuCommand command) + { + return (command.context.hideFlags & HideFlags.NotEditable) != HideFlags.NotEditable; + } + + /************************************************************************************************************************/ + + /// Toggles the flag between true and false. + [MenuItem("CONTEXT/" + nameof(AnimationClip) + "/Toggle Looping")] + private static void ToggleLooping(MenuCommand command) + { + var clip = (AnimationClip)command.context; + SetLooping(clip, !clip.isLooping); + } + + /// Sets the flag. + public static void SetLooping(AnimationClip clip, bool looping) + { + var settings = AnimationUtility.GetAnimationClipSettings(clip); + settings.loopTime = looping; + AnimationUtility.SetAnimationClipSettings(clip, settings); + + Debug.Log($"Set {clip.name} to be {(looping ? "Looping" : "Not Looping")}." + + " Note that you may need to restart Unity for this change to take effect.", clip); + + // None of these let us avoid the need to restart Unity. + //EditorUtility.SetDirty(clip); + //AssetDatabase.SaveAssets(); + + //var path = AssetDatabase.GetAssetPath(clip); + //AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate); + } + + /************************************************************************************************************************/ + + /// Swaps the flag between true and false. + [MenuItem("CONTEXT/" + nameof(AnimationClip) + "/Toggle Legacy")] + private static void ToggleLegacy(MenuCommand command) + { + var clip = (AnimationClip)command.context; + clip.legacy = !clip.legacy; + } + + /************************************************************************************************************************/ + + /// Calls . + [MenuItem("CONTEXT/" + nameof(Animator) + "/Restore Bind Pose", priority = 110)] + private static void RestoreBindPose(MenuCommand command) + { + var animator = (Animator)command.context; + + Undo.RegisterFullObjectHierarchyUndo(animator.gameObject, "Restore bind pose"); + + const string TypeName = "UnityEditor.AvatarSetupTool, UnityEditor"; + var type = Type.GetType(TypeName); + if (type == null) + throw new TypeLoadException($"Unable to find the type '{TypeName}'"); + + const string MethodName = "SampleBindPose"; + var method = type.GetMethod(MethodName, StaticBindings); + if (method == null) + throw new MissingMethodException($"Unable to find the method '{MethodName}'"); + + method.Invoke(null, new object[] { animator.gameObject }); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Type Names + /************************************************************************************************************************/ + + private static readonly Dictionary + TypeNames = new Dictionary + { + { typeof(object), "object" }, + { typeof(void), "void" }, + { typeof(bool), "bool" }, + { typeof(byte), "byte" }, + { typeof(sbyte), "sbyte" }, + { typeof(char), "char" }, + { typeof(string), "string" }, + { typeof(short), "short" }, + { typeof(int), "int" }, + { typeof(long), "long" }, + { typeof(ushort), "ushort" }, + { typeof(uint), "uint" }, + { typeof(ulong), "ulong" }, + { typeof(float), "float" }, + { typeof(double), "double" }, + { typeof(decimal), "decimal" }, + }; + + private static readonly Dictionary + FullTypeNames = new Dictionary(TypeNames); + + /************************************************************************************************************************/ + + /// Returns the name of a `type` as it would appear in C# code. + /// Returned values are stored in a dictionary to speed up repeated use. + /// + /// typeof(List<float>).FullName would give you: + /// System.Collections.Generic.List`1[[System.Single, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]] + /// + /// This method would instead return System.Collections.Generic.List<float> if `fullName` is true, or + /// just List<float> if it is false. + /// + public static string GetNameCS(this Type type, bool fullName = true) + { + if (type == null) + return "null"; + + // Check if we have already got the name for that type. + var names = fullName ? FullTypeNames : TypeNames; + + if (names.TryGetValue(type, out var name)) + return name; + + var text = ObjectPool.AcquireStringBuilder(); + + if (type.IsArray)// Array = TypeName[]. + { + text.Append(type.GetElementType().GetNameCS(fullName)); + + text.Append('['); + var dimensions = type.GetArrayRank(); + while (dimensions-- > 1) + text.Append(','); + text.Append(']'); + + goto Return; + } + + if (type.IsPointer)// Pointer = TypeName*. + { + text.Append(type.GetElementType().GetNameCS(fullName)); + text.Append('*'); + + goto Return; + } + + if (type.IsGenericParameter)// Generic Parameter = TypeName (for unspecified generic parameters). + { + text.Append(type.Name); + goto Return; + } + + var underlyingType = Nullable.GetUnderlyingType(type); + if (underlyingType != null)// Nullable = TypeName != null ? + { + text.Append(underlyingType.GetNameCS(fullName)); + text.Append('?'); + + goto Return; + } + + // Other Type = Namespace.NestedTypes.TypeName. + + if (fullName && type.Namespace != null)// Namespace. + { + text.Append(type.Namespace); + text.Append('.'); + } + + var genericArguments = 0; + + if (type.DeclaringType != null)// Account for Nested Types. + { + // Count the nesting level. + var nesting = 1; + var declaringType = type.DeclaringType; + while (declaringType.DeclaringType != null) + { + declaringType = declaringType.DeclaringType; + nesting++; + } + + // Append the name of each outer type, starting from the outside. + while (nesting-- > 0) + { + // Walk out to the current nesting level. + // This avoids the need to make a list of types in the nest or to insert type names instead of appending them. + declaringType = type; + for (int i = nesting; i >= 0; i--) + declaringType = declaringType.DeclaringType; + + // Nested Type Name. + genericArguments = AppendNameAndGenericArguments(text, declaringType, fullName, genericArguments); + text.Append('.'); + } + } + + // Type Name. + AppendNameAndGenericArguments(text, type, fullName, genericArguments); + + Return:// Remember and return the name. + name = text.ReleaseToString(); + names.Add(type, name); + return name; + } + + /************************************************************************************************************************/ + + /// Appends the generic arguments of `type` (after skipping the specified number). + public static int AppendNameAndGenericArguments(StringBuilder text, Type type, bool fullName = true, int skipGenericArguments = 0) + { + var name = type.Name; + text.Append(name); + + if (type.IsGenericType) + { + var backQuote = name.IndexOf('`'); + if (backQuote >= 0) + { + text.Length -= name.Length - backQuote; + + var genericArguments = type.GetGenericArguments(); + if (skipGenericArguments < genericArguments.Length) + { + text.Append('<'); + + var firstArgument = genericArguments[skipGenericArguments]; + skipGenericArguments++; + + if (firstArgument.IsGenericParameter) + { + while (skipGenericArguments < genericArguments.Length) + { + text.Append(','); + skipGenericArguments++; + } + } + else + { + text.Append(firstArgument.GetNameCS(fullName)); + + while (skipGenericArguments < genericArguments.Length) + { + text.Append(", "); + text.Append(genericArguments[skipGenericArguments].GetNameCS(fullName)); + skipGenericArguments++; + } + } + + text.Append('>'); + } + } + } + + return skipGenericArguments; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Dummy Animancer Component + /************************************************************************************************************************/ + + /// [Editor-Only] An which is not actually a . + public sealed class DummyAnimancerComponent : IAnimancerComponent + { + /************************************************************************************************************************/ + + /// Creates a new . + public DummyAnimancerComponent(Animator animator, AnimancerPlayable playable) + { + Animator = animator; + Playable = playable; + InitialUpdateMode = animator.updateMode; + } + + /************************************************************************************************************************/ + + /// [] Returns true. + public bool enabled => true; + + /// [] Returns the 's . + public GameObject gameObject => Animator.gameObject; + + /// [] The target . + public Animator Animator { get; set; } + + /// [] The target . + public AnimancerPlayable Playable { get; private set; } + + /// [] Returns true. + public bool IsPlayableInitialized => true; + + /// [] Returns false. + public bool ResetOnDisable => false; + + /// [] The . + public AnimatorUpdateMode UpdateMode + { + get => Animator.updateMode; + set => Animator.updateMode = value; + } + + /************************************************************************************************************************/ + + /// [] Returns the `clip`. + public object GetKey(AnimationClip clip) => clip; + + /************************************************************************************************************************/ + + /// [] Returns null. + public string AnimatorFieldName => null; + + /// [] Returns null. + public string ActionOnDisableFieldName => null; + + /// [] Returns the from when this object was created. + public AnimatorUpdateMode? InitialUpdateMode { get; private set; } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/AnimancerEditorUtilities.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/AnimancerEditorUtilities.cs.meta new file mode 100644 index 0000000000..82f4001689 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AnimancerEditorUtilities.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 27eecf5aa14ee5a44b06436c4b4ab75b +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/AnimancerSettings.cs b/Assets/Plugins/Animancer/Internal/Editor/AnimancerSettings.cs new file mode 100644 index 0000000000..2f35567509 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AnimancerSettings.cs @@ -0,0 +1,213 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using Animancer.Units; +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] Persistent settings used by Animancer. + /// + /// This asset automatically creates itself when first accessed such as when opening the + /// or viewing an . + /// + /// The default location is Assets/Plugins/Animancer/Editor, but you can freely move it (and the whole + /// Animancer folder) anywhere in your project. + /// + /// These settings can also be accessed in panel in the + /// (Window/Animation/Animancer Tools). + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerSettings + /// + [HelpURL(Strings.DocsURLs.APIDocumentation + "." + nameof(Editor) + "/" + nameof(AnimancerSettings))] + public sealed class AnimancerSettings : ScriptableObject + { + /************************************************************************************************************************/ + + private static AnimancerSettings _Instance; + + /// + /// Loads an existing if there is one anywhere in your project, but otherwise + /// creates a new one and saves it in the same folder as this script. + /// + public static AnimancerSettings Instance + { + get + { + if (_Instance != null) + return _Instance; + + _Instance = AnimancerEditorUtilities.FindAssetOfType(); + + if (_Instance != null) + return _Instance; + + _Instance = CreateInstance(); + _Instance.name = "Animancer Settings"; + _Instance.hideFlags = HideFlags.DontSaveInBuild; + + var script = MonoScript.FromScriptableObject(_Instance); + var path = AssetDatabase.GetAssetPath(script); + path = Path.Combine(Path.GetDirectoryName(path), $"{_Instance.name}.asset"); + AssetDatabase.CreateAsset(_Instance, path); + + return _Instance; + } + } + + /************************************************************************************************************************/ + + private SerializedObject _SerializedObject; + + /// The representing the . + public static SerializedObject SerializedObject + => Instance._SerializedObject ?? (Instance._SerializedObject = new SerializedObject(Instance)); + + /************************************************************************************************************************/ + + private readonly Dictionary + SerializedProperties = new Dictionary(); + + private static SerializedProperty GetSerializedProperty(string propertyPath) + { + var properties = Instance.SerializedProperties; + if (!properties.TryGetValue(propertyPath, out var property)) + { + property = SerializedObject.FindProperty(propertyPath); + properties.Add(propertyPath, property); + } + + return property; + } + + /************************************************************************************************************************/ + + /// Base class for groups of fields that can be serialized inside . + public abstract class Group + { + /************************************************************************************************************************/ + + private string _BasePropertyPath; + + /// [Internal] Sets the prefix for . + internal void SetBasePropertyPath(string propertyPath) + { + _BasePropertyPath = propertyPath + "."; + } + + /************************************************************************************************************************/ + + /// Returns a relative to the base of this group. + protected SerializedProperty GetSerializedProperty(string propertyPath) + => AnimancerSettings.GetSerializedProperty(_BasePropertyPath + propertyPath); + + /************************************************************************************************************************/ + + /// + /// Draws a for a + /// property in this group. + /// + protected SerializedProperty DoPropertyField(string propertyPath) + { + var property = GetSerializedProperty(propertyPath); + EditorGUILayout.PropertyField(property, true); + return property; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + private void OnEnable() + { + if (_TransitionPreviewWindow == null) + _TransitionPreviewWindow = new TransitionPreviewWindow.Settings(); + _TransitionPreviewWindow.SetBasePropertyPath(nameof(_TransitionPreviewWindow)); + } + + /************************************************************************************************************************/ + + /// Calls on the . + public static new void SetDirty() => EditorUtility.SetDirty(_Instance); + + /************************************************************************************************************************/ + + [SerializeField] + private TransitionPreviewWindow.Settings _TransitionPreviewWindow; + + /// Settings for the . + internal static TransitionPreviewWindow.Settings TransitionPreviewWindow => Instance._TransitionPreviewWindow; + + /************************************************************************************************************************/ + + [SerializeField] + private AnimationTimeAttribute.Settings _AnimationTimeFields; + + /// Settings for the . + public static AnimationTimeAttribute.Settings AnimationTimeFields => Instance._AnimationTimeFields; + + /************************************************************************************************************************/ + + [SerializeField, Range(0.01f, 1)] + [Tooltip("The amount of time between repaint commands when 'Display Options/Repaint Constantly' is disabled")] + private float _InspectorRepaintInterval = 0.25f; + + /// + /// The amount of time between repaint commands when + /// is disabled. + /// + public static float InspectorRepaintInterval => Instance._InspectorRepaintInterval; + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip("The frame rate to use for new animations")] + private float _NewAnimationFrameRate = 12; + + /// The frame rate to use for new animations. + public static SerializedProperty NewAnimationFrameRate => GetSerializedProperty(nameof(_NewAnimationFrameRate)); + + /************************************************************************************************************************/ + + /// A custom Inspector for . + [CustomEditor(typeof(AnimancerSettings), true), CanEditMultipleObjects] + public sealed class Editor : UnityEditor.Editor + { + /************************************************************************************************************************/ + + /// + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + EditorGUILayout.BeginHorizontal(); + + using (ObjectPool.Disposable.AcquireContent(out var label, "Disabled Warnings")) + { + EditorGUI.BeginChangeCheck(); + var value = EditorGUILayout.EnumFlagsField(label, Validate.PermanentlyDisabledWarnings); + if (EditorGUI.EndChangeCheck()) + Validate.PermanentlyDisabledWarnings = (OptionalWarning)value; + } + + if (GUILayout.Button("Help", EditorStyles.miniButton, AnimancerGUI.DontExpandWidth)) + Application.OpenURL(Strings.DocsURLs.OptionalWarning); + + EditorGUILayout.EndHorizontal(); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } +} + +#endif diff --git a/Assets/Plugins/Animancer/Internal/Editor/AnimancerSettings.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/AnimancerSettings.cs.meta new file mode 100644 index 0000000000..1920c41a98 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AnimancerSettings.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 18bd840b706853d4a934ec3199f63a41 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/AnimationBindings.cs b/Assets/Plugins/Animancer/Internal/Editor/AnimationBindings.cs new file mode 100644 index 0000000000..43b0327855 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AnimationBindings.cs @@ -0,0 +1,1028 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] The general type of object an can animate. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimationType + /// + public enum AnimationType + { + /// Unable to determine a type. + None, + + /// A Humanoid rig. + Humanoid, + + /// A Generic rig. + Generic, + + /// A rig which only animates a . + Sprite, + } + + /// [Editor-Only] + /// Various utility functions relating to the properties animated by an . + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimationBindings + /// + public sealed class AnimationBindings : AssetPostprocessor + { + /************************************************************************************************************************/ + #region Animation Types + /************************************************************************************************************************/ + + private static Dictionary _ClipToIsSprite; + + /// Determines the of the specified `clip`. + public static AnimationType GetAnimationType(AnimationClip clip) + { + if (clip == null) + return AnimationType.None; + + if (clip.isHumanMotion) + return AnimationType.Humanoid; + + AnimancerEditorUtilities.InitializeCleanDictionary(ref _ClipToIsSprite); + + if (!_ClipToIsSprite.TryGetValue(clip, out var isSprite)) + { + var bindings = AnimationUtility.GetObjectReferenceCurveBindings(clip); + for (int i = 0; i < bindings.Length; i++) + { + var binding = bindings[i]; + if (binding.type == typeof(SpriteRenderer) && + binding.propertyName == "m_Sprite") + { + isSprite = true; + break; + } + } + + _ClipToIsSprite.Add(clip, isSprite); + } + + return isSprite ? AnimationType.Sprite : AnimationType.Generic; + } + + /************************************************************************************************************************/ + + /// Determines the of the specified `animator`. + public static AnimationType GetAnimationType(Animator animator) + { + if (animator == null) + return AnimationType.None; + + if (animator.isHuman) + return AnimationType.Humanoid; + + // If all renderers are SpriteRenderers, it's a Sprite animation. + // Otherwise it's Generic. + var renderers = animator.GetComponentsInChildren(); + if (renderers.Length == 0) + return AnimationType.Generic; + + for (int i = 0; i < renderers.Length; i++) + { + if (!(renderers[i] is SpriteRenderer)) + return AnimationType.Generic; + } + + return AnimationType.Sprite; + } + + /************************************************************************************************************************/ + + /// Determines the of the specified `gameObject`. + public static AnimationType GetAnimationType(GameObject gameObject) + { + var type = AnimationType.None; + var animators = gameObject.GetComponentsInChildren(); + for (int i = 0; i < animators.Length; i++) + { + var animatorType = GetAnimationType(animators[i]); + switch (animatorType) + { + case AnimationType.Humanoid: return AnimationType.Humanoid; + case AnimationType.Generic: return AnimationType.Generic; + + case AnimationType.Sprite: + if (type == AnimationType.None) + type = AnimationType.Sprite; + break; + + case AnimationType.None: + default: + break; + } + } + + return type; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + private static bool _CanGatherBindings; + + /// No more than one set of bindings should be gathered per frame. + private static bool CanGatherBindings() + { + if (!_CanGatherBindings) + return false; + + _CanGatherBindings = false; + EditorApplication.delayCall += () => _CanGatherBindings = true; + return true; + } + + /************************************************************************************************************************/ + + private static Dictionary _ObjectToBindings; + + /// Returns a cached representing the specified `gameObject`. + /// Note that the cache is cleared by . + public static BindingData GetBindings(GameObject gameObject, bool forceGather = true) + { + if (AnimancerEditorUtilities.InitializeCleanDictionary(ref _ObjectToBindings)) + { + EditorApplication.hierarchyChanged += _ObjectToBindings.Clear; + } + + if (!_ObjectToBindings.TryGetValue(gameObject, out var bindings)) + { + if (!forceGather && !CanGatherBindings()) + return null; + + bindings = new BindingData(gameObject); + _ObjectToBindings.Add(gameObject, bindings); + } + + return bindings; + } + + /************************************************************************************************************************/ + + private static Dictionary _ClipToBindings; + + /// Returns a cached array of all properties animated by the specified `clip`. + public static EditorCurveBinding[] GetBindings(AnimationClip clip) + { + AnimancerEditorUtilities.InitializeCleanDictionary(ref _ClipToBindings); + + if (!_ClipToBindings.TryGetValue(clip, out var bindings)) + { + var curveBindings = AnimationUtility.GetCurveBindings(clip); + var objectBindings = AnimationUtility.GetObjectReferenceCurveBindings(clip); + bindings = new EditorCurveBinding[curveBindings.Length + objectBindings.Length]; + Array.Copy(curveBindings, bindings, curveBindings.Length); + Array.Copy(objectBindings, 0, bindings, curveBindings.Length, objectBindings.Length); + _ClipToBindings.Add(clip, bindings); + } + + return bindings; + } + + /************************************************************************************************************************/ + + private void OnPostprocessAnimation(GameObject root, AnimationClip clip) => OnAnimationChanged(clip); + + /// Clears any cached values relating to the `clip` since they may no longer be correct. + public static void OnAnimationChanged(AnimationClip clip) + { + if (_ObjectToBindings != null) + foreach (var binding in _ObjectToBindings.Values) + binding.OnAnimationChanged(clip); + + if (_ClipToBindings != null) + _ClipToBindings.Remove(clip); + } + + /************************************************************************************************************************/ + + /// Clears all cached values in this class. + public static void ClearCache() + { + _ObjectToBindings.Clear(); + _ClipToBindings.Clear(); + } + + /************************************************************************************************************************/ + + /// + /// A collection of data about the properties on a and its children + /// which can be animated and the relationships between those properties and the properties that individual + /// s are trying to animate. + /// + public sealed class BindingData + { + /************************************************************************************************************************/ + + /// The target object that this data represents. + public readonly GameObject GameObject; + + /// Creates a new representing the specified `gameObject`. + public BindingData(GameObject gameObject) => GameObject = gameObject; + + /************************************************************************************************************************/ + + private AnimationType? _ObjectType; + + /// The cached of the . + public AnimationType ObjectType + { + get + { + if (_ObjectType == null) + _ObjectType = GetAnimationType(GameObject); + return _ObjectType.Value; + } + } + + /************************************************************************************************************************/ + + private HashSet _ObjectBindings; + + /// The cached properties of the and its children which can be animated. + public HashSet ObjectBindings + { + get + { + if (_ObjectBindings == null) + { + _ObjectBindings = new HashSet(); + var transforms = GameObject.GetComponentsInChildren(); + for (int i = 0; i < transforms.Length; i++) + { + var bindings = AnimationUtility.GetAnimatableBindings(transforms[i].gameObject, GameObject); + _ObjectBindings.UnionWith(bindings); + } + } + + return _ObjectBindings; + } + } + + /************************************************************************************************************************/ + + private HashSet _ObjectTransformBindings; + + /// + /// The of all bindings in + /// . + /// + public HashSet ObjectTransformBindings + { + get + { + if (_ObjectTransformBindings == null) + { + _ObjectTransformBindings = new HashSet(); + foreach (var binding in ObjectBindings) + { + if (binding.type == typeof(Transform)) + _ObjectTransformBindings.Add(binding.path); + } + } + + return _ObjectTransformBindings; + } + } + + /************************************************************************************************************************/ + + /// + /// Determines the representing the properties animated by the `state` in + /// comparison to the properties that actually exist on the target and its + /// children. + /// + /// Also compiles a `message` explaining the differences if that paraneter is not null. + /// + public MatchType GetMatchType(Animator animator, AnimancerState state, StringBuilder message, bool forceGather = true) + { + using (ObjectPool.Disposable.AcquireSet(out var clips)) + { + state.GatherAnimationClips(clips); + + var bindings = message != null ? new Dictionary() : null; + var existingBindings = 0; + + var match = default(MatchType); + + if (animator.avatar == null) + { + message?.AppendLine() + .Append($"{LinePrefix}The {nameof(Animator)} has no {nameof(Avatar)}."); + + if (animator.isHuman) + match = MatchType.Error; + } + + foreach (var clip in clips) + { + var clipMatch = GetMatchType(clip, message, bindings, ref existingBindings, forceGather); + if (match < clipMatch) + match = clipMatch; + } + + AppendBindings(message, bindings, existingBindings); + + return match; + } + } + + /************************************************************************************************************************/ + + private const string LinePrefix = "- "; + + private Dictionary _BindingMatches; + + /// + /// Determines the representing the properties animated by the `clip` in + /// comparison to the properties that actually exist on the target and its + /// children. + /// + /// Also compiles a `message` explaining the differences if that paraneter is not null. + /// + public MatchType GetMatchType(AnimationClip clip, StringBuilder message, + Dictionary bindingsInMessage, ref int existingBindings, bool forceGather = true) + { + AnimancerEditorUtilities.InitializeCleanDictionary(ref _BindingMatches); + + if (_BindingMatches.TryGetValue(clip, out var match)) + { + if (bindingsInMessage == null) + return match; + } + else if (!forceGather && !CanGatherBindings()) + { + return MatchType.Unknown; + } + + var objectType = ObjectType; + var clipType = GetAnimationType(clip); + if (clipType != objectType) + { + if (message != null) + { + message.AppendLine() + .Append($"{LinePrefix}This message does not necessarily mean anything is wrong," + + $" but if something is wrong then this might help you identify the problem."); + + message.AppendLine() + .Append($"{LinePrefix}The {nameof(AnimationType)} of the '") + .Append(clip.name) + .Append("' animation is ") + .Append(clipType) + .Append(" while the '") + .Append(GameObject.name) + .Append("' Rig is ") + .Append(objectType) + .Append(". See the documentation for more information about Animation Types:" + + $" {Strings.DocsURLs.Inspector}#animation-types"); + } + + switch (clipType) + { + default: + case AnimationType.None: + case AnimationType.Humanoid: + match = MatchType.Error; + if (message == null) + goto SetMatch; + else + break; + + case AnimationType.Generic: + case AnimationType.Sprite: + match = MatchType.Warning; + break; + } + } + + var bindingMatch = GetMatchType(GetBindings(clip), bindingsInMessage, ref existingBindings); + if (match < bindingMatch) + match = bindingMatch; + + SetMatch: + _BindingMatches[clip] = match; + + return match; + } + + /************************************************************************************************************************/ + + private MatchType GetMatchType(EditorCurveBinding[] bindings, + Dictionary bindingsInMessage, ref int existingBindings) + { + if (bindings.Length == 0) + return MatchType.Empty; + + var bindingCount = bindings.Length; + + var matchCount = 0; + for (int i = 0; i < bindings.Length; i++) + { + var binding = bindings[i]; + if (ShouldIgnoreBinding(binding)) + { + bindingCount--; + continue; + } + + var matches = MatchesObjectBinding(binding); + if (matches) + matchCount++; + + if (bindingsInMessage != null && !bindingsInMessage.ContainsKey(binding)) + { + bindingsInMessage.Add(binding, matches); + if (matches) + existingBindings++; + } + } + + if (matchCount == bindingCount) + return MatchType.Correct; + else if (matchCount != 0) + return MatchType.Warning; + else + return MatchType.Error; + } + + /************************************************************************************************************************/ + + private static bool ShouldIgnoreBinding(EditorCurveBinding binding) + { + if (binding.type == typeof(Animator) && string.IsNullOrEmpty(binding.path)) + { + switch (binding.propertyName) + { + case "RootQ.w": + case "RootQ.x": + case "RootQ.y": + case "RootQ.z": + + case "RootT.x": + case "RootT.y": + case "RootT.z": + + return true; + } + } + + return false; + } + + /************************************************************************************************************************/ + + private bool MatchesObjectBinding(EditorCurveBinding binding) + { + if (binding.type == typeof(Transform)) + { + switch (binding.propertyName) + { + case "m_LocalEulerAngles.x": + case "m_LocalEulerAngles.y": + case "m_LocalEulerAngles.z": + case "localEulerAnglesRaw.x": + case "localEulerAnglesRaw.y": + case "localEulerAnglesRaw.z": + return ObjectTransformBindings.Contains(binding.path); + } + } + + return ObjectBindings.Contains(binding); + } + + /************************************************************************************************************************/ + + private static void AppendBindings(StringBuilder message, Dictionary bindings, int existingBindings) + { + if (bindings == null || + bindings.Count <= existingBindings) + return; + + message.AppendLine() + .Append(LinePrefix + "This message has been copied to the clipboard" + + " (in case it is too long for Unity to display in the Console)."); + + message.AppendLine() + .Append(LinePrefix) + .Append(bindings.Count - existingBindings) + .Append(" of ") + .Append(bindings.Count) + .Append(" bindings do not exist in the Rig: [x] = Missing, [o] = Exists"); + + using (ObjectPool.Disposable.AcquireList(out var sortedBindings)) + { + sortedBindings.AddRange(bindings.Keys); + sortedBindings.Sort((a, b) => + { + var result = a.path.CompareTo(b.path); + if (result != 0) + return result; + + if (a.type != b.type) + { + if (a.type == typeof(Transform)) + return -1; + else if (b.type == typeof(Transform)) + return 1; + + result = a.type.Name.CompareTo(b.type.Name); + if (result != 0) + return result; + } + + return a.propertyName.CompareTo(b.propertyName); + }); + + var previousBinding = default(EditorCurveBinding); + var pathSplit = Array.Empty(); + + for (int iBinding = 0; iBinding < sortedBindings.Count; iBinding++) + { + var binding = sortedBindings[iBinding]; + if (binding.path != previousBinding.path) + { + var newPathSplit = binding.path.Split('/'); + + var iSegment = Math.Min(newPathSplit.Length - 1, pathSplit.Length - 1); + + for (; iSegment >= 0; iSegment--) + { + if (pathSplit[iSegment] == newPathSplit[iSegment]) + break; + } + iSegment++; + + if (!string.IsNullOrEmpty(binding.path)) + { + for (; iSegment < newPathSplit.Length; iSegment++) + { + message.AppendLine(); + + for (int iIndent = 0; iIndent < iSegment; iIndent++) + message.Append(Strings.Indent); + + message.Append("> ").Append(newPathSplit[iSegment]); + } + } + + pathSplit = newPathSplit; + } + + if (TransformBindings.Append(bindings, sortedBindings, ref iBinding, message)) + continue; + + message.AppendLine(); + + if (binding.path.Length > 0) + for (int iIndent = 0; iIndent < pathSplit.Length; iIndent++) + message.Append(Strings.Indent); + + message + .Append(bindings[binding] ? "[o] " : "[x] ") + .Append(binding.type.GetNameCS(false)) + .Append('.') + .Append(binding.propertyName); + + previousBinding = binding; + } + } + } + + /************************************************************************************************************************/ + + private static class TransformBindings + { + [Flags] + private enum Flags + { + None = 0, + + PositionX = 1 << 0, + PositionY = 1 << 1, + PositionZ = 1 << 2, + + RotationX = 1 << 3, + RotationY = 1 << 4, + RotationZ = 1 << 5, + RotationW = 1 << 6, + + EulerX = 1 << 7, + EulerY = 1 << 8, + EulerZ = 1 << 9, + + ScaleX = 1 << 10, + ScaleY = 1 << 11, + ScaleZ = 1 << 12, + } + + private static bool HasAll(Flags flag, Flags has) => (flag & has) == has; + + private static bool HasAny(Flags flag, Flags has) => (flag & has) != Flags.None; + + /************************************************************************************************************************/ + + private static readonly Flags[] + PositionFlags = { Flags.PositionX, Flags.PositionY, Flags.PositionZ }, + RotationFlags = { Flags.RotationX, Flags.RotationY, Flags.RotationZ, Flags.RotationW }, + EulerFlags = { Flags.EulerX, Flags.EulerY, Flags.EulerZ }, + ScaleFlags = { Flags.ScaleX, Flags.ScaleY, Flags.ScaleZ }; + + /************************************************************************************************************************/ + + public static bool Append(Dictionary bindings, + List sortedBindings, ref int index, StringBuilder message) + { + var binding = sortedBindings[index]; + if (binding.type != typeof(Transform)) + return false; + + if (string.IsNullOrEmpty(binding.path)) + message.AppendLine().Append('>'); + else + message.Append(':'); + + using (ObjectPool.Disposable.AcquireList(out var otherBindings)) + { + var flags = GetFlags(bindings, sortedBindings, ref index, otherBindings, out var anyExists); + + message.Append(anyExists ? " [o]" : " [x]"); + + var first = true; + + AppendProperty(message, ref first, flags, PositionFlags, "position", "xyz"); + AppendProperty(message, ref first, flags, RotationFlags, "rotation", "wxyz"); + AppendProperty(message, ref first, flags, EulerFlags, "euler", "xyz"); + AppendProperty(message, ref first, flags, ScaleFlags, "scale", "xyz"); + + for (int i = 0; i < otherBindings.Count; i++) + { + if (anyExists) + message.Append(','); + + binding = otherBindings[i]; + message + .Append(" [") + .Append(bindings[binding] ? 'o' : 'x') + .Append("] ") + .Append(binding.propertyName); + } + } + + return true; + } + + /************************************************************************************************************************/ + + private static Flags GetFlags(Dictionary bindings, + List sortedBindings, ref int index, List otherBindings, out bool anyExists) + { + var flags = Flags.None; + anyExists = false; + + var binding = sortedBindings[index]; + + CheckFlags: + + switch (binding.propertyName) + { + case "m_LocalPosition.x": flags |= Flags.PositionX; break; + case "m_LocalPosition.y": flags |= Flags.PositionY; break; + case "m_LocalPosition.z": flags |= Flags.PositionZ; break; + case "m_LocalRotation.x": flags |= Flags.RotationX; break; + case "m_LocalRotation.y": flags |= Flags.RotationY; break; + case "m_LocalRotation.z": flags |= Flags.RotationZ; break; + case "m_LocalRotation.w": flags |= Flags.RotationW; break; + case "m_LocalEulerAngles.x": flags |= Flags.EulerX; break; + case "m_LocalEulerAngles.y": flags |= Flags.EulerY; break; + case "m_LocalEulerAngles.z": flags |= Flags.EulerZ; break; + case "localEulerAnglesRaw.x": flags |= Flags.EulerX; break; + case "localEulerAnglesRaw.y": flags |= Flags.EulerY; break; + case "localEulerAnglesRaw.z": flags |= Flags.EulerZ; break; + case "m_LocalScale.x": flags |= Flags.ScaleX; break; + case "m_LocalScale.y": flags |= Flags.ScaleY; break; + case "m_LocalScale.z": flags |= Flags.ScaleZ; break; + default: otherBindings.Add(binding); goto SkipFlagExistence; + } + + if (bindings != null && + bindings.TryGetValue(binding, out var exists)) + { + bindings = null; + anyExists = exists; + } + SkipFlagExistence: + + if (index + 1 < sortedBindings.Count) + { + var nextBinding = sortedBindings[index + 1]; + if (nextBinding.type == typeof(Transform) && + nextBinding.path == binding.path) + { + index++; + binding = nextBinding; + goto CheckFlags; + } + } + + return flags; + } + + /************************************************************************************************************************/ + + private static void AppendProperty(StringBuilder message, ref bool first, Flags flags, + Flags[] propertyFlags, string propertyName, string flagNames) + { + var all = Flags.None; + for (int i = 0; i < propertyFlags.Length; i++) + all |= propertyFlags[i]; + + if (!HasAny(flags, all)) + return; + + AppendSeparator(message, ref first, " ", ", ").Append(propertyName); + + if (!HasAll(flags, all)) + { + var firstSub = true; + + for (int i = 0; i < propertyFlags.Length; i++) + { + if (HasAll(flags, propertyFlags[i])) + { + AppendSeparator(message, ref firstSub, "(", ", ").Append(flagNames[i]); + } + } + + message.Append(')'); + } + } + + /************************************************************************************************************************/ + + private static StringBuilder AppendSeparator(StringBuilder message, ref bool first, string prefix, string separator) + { + if (first) + { + first = false; + return message.Append(prefix); + } + else return message.Append(separator); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + /// + /// Logs a description of the issues found when comparing the properties animated by the `state` to the + /// properties that actually exist on the target and its children. + /// + public void LogIssues(AnimancerState state, MatchType match) + { + var animator = state.Root?.Component?.Animator; + var newMatch = match; + var message = ObjectPool.AcquireStringBuilder(); + + switch (match) + { + default: + case MatchType.Unknown: + message.Append("The animation bindings are still being checked."); + Debug.Log(EditorGUIUtility.systemCopyBuffer = message.ReleaseToString(), animator); + break; + + case MatchType.Correct: + message.Append("No issues were found when comparing the properties animated by '") + .Append(state) + .Append("' to the Rig of '") + .Append(animator.name) + .Append("'."); + Debug.Log(EditorGUIUtility.systemCopyBuffer = message.ReleaseToString(), animator); + break; + + case MatchType.Empty: + message.Append("'") + .Append(state) + .Append("' does not animate any properties so it will not do anything."); + Debug.Log(EditorGUIUtility.systemCopyBuffer = message.ReleaseToString(), animator); + break; + + case MatchType.Warning: + message.Append("Possible Bug Detected: some of the details of '") + .Append(state) + .Append("' do not match the Rig of '") + .Append(animator.name) + .Append("' so the animation might not work correctly."); + newMatch = GetMatchType(animator, state, message); + Debug.LogWarning(EditorGUIUtility.systemCopyBuffer = message.ReleaseToString(), animator); + break; + + case MatchType.Error: + message.Append("Possible Bug Detected: the details of '") + .Append(state) + .Append("' do not match the Rig of '") + .Append(animator.name) + .Append("' so the animation might not work correctly."); + newMatch = GetMatchType(animator, state, message); + Debug.LogError(EditorGUIUtility.systemCopyBuffer = message.ReleaseToString(), animator); + break; + } + + if (newMatch != match) + Debug.LogWarning($"{nameof(MatchType)} changed from {match} to {newMatch}" + + " between the initial check and the button press."); + } + + /************************************************************************************************************************/ + + /// [Internal] Removes any cached values relating to the `clip`. + internal void OnAnimationChanged(AnimationClip clip) + { + if (_BindingMatches != null) + _BindingMatches.Remove(clip); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #region GUI + /************************************************************************************************************************/ + + /// + /// A summary of the compatability between the properties animated by an and the + /// properties that actually exist on a particular (and its children). + /// + public enum MatchType + { + /// All properties exist. + Correct, + + /// Not yet checked. + Unknown, + + /// The does not animate anything. + Empty, + + /// Some of the animated properties do not exist on the object. + Warning, + + /// None of the animated properties exist on the object. + Error, + } + + /************************************************************************************************************************/ + + private static readonly GUIStyle ButtonStyle = new GUIStyle();// No margins or anything. + + /************************************************************************************************************************/ + + private static readonly int ButtonHash = "Button".GetHashCode(); + + /// + /// Draws a indicating the of the + /// `state` compared to the object it is being played on. + /// + /// Clicking the button calls . + /// + public static void DoBindingMatchGUI(ref Rect area, AnimancerState state) + { + if (AnimancerEditorUtilities.IsChangingPlayMode || + !AnimancerPlayableDrawer.VerifyAnimationBindings || + state.Root == null || + state.Root.Component == null || + state.Root.Component.Animator == null) + goto Hide; + + var animator = state.Root.Component.Animator; + var bindings = GetBindings(animator.gameObject, false); + if (bindings == null) + goto Hide; + + var match = bindings.GetMatchType(animator, state, null, false); + var icon = GetIcon(match); + if (icon == null) + goto Hide; + + var buttonArea = AnimancerGUI.StealFromRight(ref area, area.height, AnimancerGUI.StandardSpacing); + if (GUI.Button(buttonArea, icon, ButtonStyle)) + bindings.LogIssues(state, match); + + return; + + Hide: + GUI.Button(default, GUIContent.none, ButtonStyle); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Icons + /************************************************************************************************************************/ + + /// Get an icon = corresponding to the specified . + public static Texture GetIcon(MatchType match) + { + switch (match) + { + default: + case MatchType.Correct: return null; + case MatchType.Unknown: return Icons.GetUnknown(); + case MatchType.Empty: return Icons.Empty; + case MatchType.Warning: return Icons.Warning; + case MatchType.Error: return Icons.Error; + } + } + + /************************************************************************************************************************/ + + /// A unit test to make sure that the icons are properly loaded. + public static void AssertIcons() + { + var matchTypes = (MatchType[])Enum.GetValues(typeof(MatchType)); + + for (int i = 0; i < matchTypes.Length; i++) + { + var match = matchTypes[i]; + var icon = GetIcon(match); + switch (matchTypes[i]) + { + case MatchType.Correct: + Debug.Assert(icon == null, $"The icon for {nameof(MatchType)}.{match} should be null."); + break; + + case MatchType.Unknown: + for (int iIcon = 0; iIcon < Icons.Unknown.Length; iIcon++) + Debug.Assert(Icons.Unknown[iIcon] != null, + $"The icon for {nameof(MatchType)}.{nameof(MatchType.Unknown)}[{iIcon}] was not loaded."); + break; + + case MatchType.Empty: + case MatchType.Warning: + case MatchType.Error: + default: + Debug.Assert(icon != null, $"The icon for {nameof(MatchType)}.{match} was not loaded."); + break; + } + } + } + + /************************************************************************************************************************/ + + private static class Icons + { + /************************************************************************************************************************/ + + public static readonly Texture Empty = AnimancerGUI.LoadIcon("console.infoicon.sml"); + public static readonly Texture Warning = AnimancerGUI.LoadIcon("console.warnicon.sml"); + public static readonly Texture Error = AnimancerGUI.LoadIcon("console.erroricon.sml"); + + /************************************************************************************************************************/ + + public static readonly Texture[] Unknown = + { + AnimancerGUI.LoadIcon("WaitSpin00"), + AnimancerGUI.LoadIcon("WaitSpin01"), + AnimancerGUI.LoadIcon("WaitSpin02"), + AnimancerGUI.LoadIcon("WaitSpin03"), + AnimancerGUI.LoadIcon("WaitSpin04"), + AnimancerGUI.LoadIcon("WaitSpin05"), + AnimancerGUI.LoadIcon("WaitSpin06"), + AnimancerGUI.LoadIcon("WaitSpin07"), + AnimancerGUI.LoadIcon("WaitSpin08"), + AnimancerGUI.LoadIcon("WaitSpin09"), + AnimancerGUI.LoadIcon("WaitSpin10"), + AnimancerGUI.LoadIcon("WaitSpin11"), + }; + + public static Texture GetUnknown() + { + var i = (int)(EditorApplication.timeSinceStartup * 10) % Unknown.Length; + return Unknown[i]; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/AnimationBindings.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/AnimationBindings.cs.meta new file mode 100644 index 0000000000..7ba300fbec --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AnimationBindings.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 9e5936589d9791a4288596c4b383b592 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/AnimationGatherer.cs b/Assets/Plugins/Animancer/Internal/Editor/AnimationGatherer.cs new file mode 100644 index 0000000000..0bf15cb117 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AnimationGatherer.cs @@ -0,0 +1,364 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] + /// A system that procedurally gathers animations throughout the hierarchy without needing explicit references. + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimationGatherer + /// + public sealed class AnimationGatherer : IAnimationClipCollection + { + /************************************************************************************************************************/ + #region Recursion Guard + /************************************************************************************************************************/ + + private const int MaxFieldDepth = 7; + + /************************************************************************************************************************/ + + private static readonly HashSet + RecursionGuard = new HashSet(); + + private static int _CallCount; + + private static bool BeginRecursionGuard(object obj) + { + if (RecursionGuard.Contains(obj)) + return false; + + RecursionGuard.Add(obj); + return true; + } + + private static void EndCall() + { + if (_CallCount == 0) + RecursionGuard.Clear(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Fields and Accessors + /************************************************************************************************************************/ + + /// All the s that have been gathered. + public readonly HashSet Clips = new HashSet(); + + /// All the s that have been gathered. + public readonly HashSet Transitions = new HashSet(); + + /************************************************************************************************************************/ + + /// + public void GatherAnimationClips(ICollection clips) + { + try + { + foreach (var clip in Clips) + clips.Add(clip); + + foreach (var transition in Transitions) + clips.GatherFromSource(transition); + } + catch (Exception exception) + { + HandleException(exception); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Cache + /************************************************************************************************************************/ + + private static readonly Dictionary + ObjectToGatherer = new Dictionary(); + + /************************************************************************************************************************/ + + static AnimationGatherer() + { + UnityEditor.EditorApplication.hierarchyChanged += ClearCache; + UnityEditor.Selection.selectionChanged += ClearCache; + } + + /************************************************************************************************************************/ + + /// Clears all cached gatherers. + public static void ClearCache() => ObjectToGatherer.Clear(); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + /// Should exceptions thrown while gathering animations be logged? Default is false to ignore them. + public static bool logExceptions; + + /// Logs the `exception` if is true. Otherwise does nothing. + private static void HandleException(Exception exception) + { + if (logExceptions) + Debug.LogException(exception); + } + + /************************************************************************************************************************/ + + /// + /// Returns a cached containing any s referenced by + /// components in the same hierarchy as the `gameObject`. See for details. + /// + public static AnimationGatherer GatherFromGameObject(GameObject gameObject) + { + if (!BeginRecursionGuard(gameObject)) + return null; + + try + { + _CallCount++; + if (!ObjectToGatherer.TryGetValue(gameObject, out var gatherer)) + { + gatherer = new AnimationGatherer(); + ObjectToGatherer.Add(gameObject, gatherer); + gatherer.GatherFromComponents(gameObject); + } + + return gatherer; + } + catch (Exception exception) + { + HandleException(exception); + return null; + } + finally + { + _CallCount--; + EndCall(); + } + } + + /// + /// Fills the `clips` with any s referenced by components in the same hierarchy as + /// the `gameObject`. See for details. + /// + public static void GatherFromGameObject(GameObject gameObject, ICollection clips) + { + var gatherer = GatherFromGameObject(gameObject); + gatherer?.GatherAnimationClips(clips); + } + + /// + /// Fills the `clips` with any s referenced by components in the same hierarchy as + /// the `gameObject`. See for details. + /// + public static void GatherFromGameObject(GameObject gameObject, ref AnimationClip[] clips, bool sort) + { + var gatherer = GatherFromGameObject(gameObject); + if (gatherer == null) + return; + + using (ObjectPool.Disposable.AcquireSet(out var clipSet)) + { + gatherer.GatherAnimationClips(clipSet); + AnimancerUtilities.SetLength(ref clips, clipSet.Count); + clipSet.CopyTo(clips); + } + + if (sort) + Array.Sort(clips, (a, b) => a.name.CompareTo(b.name)); + } + + /************************************************************************************************************************/ + + private void GatherFromComponents(GameObject gameObject) + { + var root = AnimancerEditorUtilities.FindRoot(gameObject); + + using (ObjectPool.Disposable.AcquireList(out var components)) + { + root.GetComponentsInChildren(true, components); + GatherFromComponents(components); + } + } + + /************************************************************************************************************************/ + + private void GatherFromComponents(List components) + { + var i = components.Count; + GatherClips: + try + { + while (--i >= 0) + { + GatherFromObject(components[i], 0); + } + } + catch (Exception exception) + { + HandleException(exception); + goto GatherClips; + } + } + + /************************************************************************************************************************/ + + /// Gathers all animations from the `source`s fields. + private void GatherFromObject(object source, int depth) + { + if (source is AnimationClip clip) + { + Clips.Add(clip); + return; + } + + if (!MightContainAnimations(source.GetType())) + return; + + if (!BeginRecursionGuard(source)) + return; + + try + { + if (Clips.GatherFromSource(source)) + return; + } + catch (Exception exception) + { + HandleException(exception); + } + finally + { + RecursionGuard.Remove(source); + } + + GatherFromFields(source, depth); + } + + /************************************************************************************************************************/ + + /// Types mapped to a delegate that can quickly gather their clips. + private static readonly Dictionary> + TypeToGathererDelegate = new Dictionary>(); + + /// + /// Uses reflection to gather s from fields on the `source` object. + /// + private void GatherFromFields(object source, int depth) + { + if (depth >= MaxFieldDepth || + source == null || + !BeginRecursionGuard(source)) + return; + + var type = source.GetType(); + + if (!TypeToGathererDelegate.TryGetValue(type, out var gatherClips)) + { + gatherClips = BuildClipGathererDelegate(type, depth); + TypeToGathererDelegate.Add(type, gatherClips); + } + + gatherClips?.Invoke(source, this); + } + + /************************************************************************************************************************/ + + /// + /// Creates a delegate to gather s from all relevant fields in a given `type`. + /// + private static Action BuildClipGathererDelegate(Type type, int depth) + { + if (!MightContainAnimations(type)) + return null; + + Action gathererDelegate = null; + + while (type != null) + { + var fields = type.GetFields(AnimancerEditorUtilities.InstanceBindings); + for (int i = 0; i < fields.Length; i++) + { + var field = fields[i]; + var fieldType = field.FieldType; + if (!MightContainAnimations(fieldType)) + continue; + + if (fieldType == typeof(AnimationClip)) + { + gathererDelegate += (obj, gatherer) => + { + var clip = (AnimationClip)field.GetValue(obj); + gatherer.Clips.Gather(clip); + }; + } + else if (typeof(IAnimationClipSource).IsAssignableFrom(fieldType) || + typeof(IAnimationClipCollection).IsAssignableFrom(fieldType)) + { + gathererDelegate += (obj, gatherer) => + { + var source = field.GetValue(obj); + gatherer.Clips.GatherFromSource(source); + }; + } + else if (typeof(ICollection).IsAssignableFrom(fieldType)) + { + gathererDelegate += (obj, gatherer) => + { + var collection = (ICollection)field.GetValue(obj); + if (collection != null) + { + foreach (var item in collection) + { + gatherer.GatherFromObject(item, depth + 1); + } + } + }; + } + else + { + gathererDelegate += (obj, gatherer) => + { + var source = field.GetValue(obj); + if (source == null || + (source is Object sourceObject && sourceObject == null)) + return; + + gatherer.GatherFromObject(source, depth + 1); + }; + } + } + + type = type.BaseType; + } + + return gathererDelegate; + } + + /************************************************************************************************************************/ + + private static bool MightContainAnimations(Type type) + { + return + !type.IsPrimitive && + !type.IsEnum && + !type.IsAutoClass && + !type.IsPointer; + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/AnimationGatherer.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/AnimationGatherer.cs.meta new file mode 100644 index 0000000000..7f9a6e08cc --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AnimationGatherer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4f6a44097253ab046b078fea0cc30e0b +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/AssemblyInfo.cs b/Assets/Plugins/Animancer/Internal/Editor/AssemblyInfo.cs new file mode 100644 index 0000000000..fe02649f64 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AssemblyInfo.cs @@ -0,0 +1,71 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Diagnostics.CodeAnalysis; +using System.Reflection; + +[assembly: AssemblyTitle("Animancer")] +[assembly: AssemblyDescription("An animation system for Unity which is based on the Playables API.")] +[assembly: AssemblyProduct("Animancer Pro")] +[assembly: AssemblyCompany("Kybernetik")] +[assembly: AssemblyCopyright("Copyright © Kybernetik 2021")] +[assembly: AssemblyVersion("7.2.0.0")] + +#if UNITY_EDITOR + +[assembly: SuppressMessage("Style", "IDE0016:Use 'throw' expression", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0019:Use pattern matching", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0039:Use local function", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0044:Make field readonly", + Justification = "Using the [SerializeField] attribute on a private field means Unity will set it from serialized data.")] +[assembly: SuppressMessage("Code Quality", "IDE0051:Remove unused private members", + Justification = "Unity messages can be private, but the IDE will not know that Unity can still call them.")] +[assembly: SuppressMessage("Code Quality", "IDE0052:Remove unread private members", + Justification = "Unity messages can be private and don't need to be called manually.")] +[assembly: SuppressMessage("Style", "IDE0060:Remove unused parameter", + Justification = "Unity messages sometimes need specific signatures, even if you don't use all the parameters.")] +[assembly: SuppressMessage("Style", "IDE0062:Make local function 'static'", + Justification = "Not supported by Unity")] +[assembly: SuppressMessage("Style", "IDE0063:Use simple 'using' statement", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0066:Convert switch statement to expression", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Code Quality", "IDE0067:Dispose objects before losing scope", + Justification = "Not always relevant.")] +[assembly: SuppressMessage("Code Quality", "IDE0068:Use recommended dispose pattern", + Justification = "Not always relevant.")] +[assembly: SuppressMessage("Code Quality", "IDE0069:Disposable fields should be disposed", + Justification = "Not always relevant.")] +[assembly: SuppressMessage("Style", "IDE0074:Use compound assignment", + Justification = "Not supported by Unity")] +[assembly: SuppressMessage("Style", "IDE0083:Use pattern matching", + Justification = "Not supported by older Unity versions")] +[assembly: SuppressMessage("Style", "IDE0090:Use 'new(...)'", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("CodeQuality", "IDE0079:Remove unnecessary suppression", + Justification = "Don't give code style advice in publically released code.")] +[assembly: SuppressMessage("Style", "IDE1006:Naming Styles", + Justification = "Don't give code style advice in publically released code.")] + +[assembly: SuppressMessage("Correctness", "UNT0005:Suspicious Time.deltaTime usage", + Justification = "Time.deltaTime is not suspicious in FixedUpdate, it has the same value as Time.fixedDeltaTime")] +[assembly: SuppressMessage("Type Safety", "UNT0014:Invalid type for call to GetComponent", + Justification = "Doesn't account for generic constraints.")] + +[assembly: SuppressMessage("Code Quality", "CS0649:Field is never assigned to, and will always have its default value", + Justification = "Using the [SerializeField] attribute on a private field means Unity will set it from serialized data.")] + +[assembly: SuppressMessage("Microsoft.Design", "CA1001:TypesThatOwnDisposableFieldsShouldBeDisposable", + Justification = "Having a field doesn't mean you are responsible for creating and destroying it.")] +[assembly: SuppressMessage("Microsoft.Design", "CA1009:DeclareEventHandlersCorrectly", + Justification = "Not all events need to care about the sender.")] +[assembly: SuppressMessage("Microsoft.Design", "CA1033:InterfaceMethodsShouldBeCallableByChildTypes", + Justification = "No need to pollute the member list of implementing types.")] +[assembly: SuppressMessage("Microsoft.Design", "CA1063:ImplementIDisposableCorrectly", + Justification = "No need to pollute the member list of implementing types.")] +[assembly: SuppressMessage("Microsoft.Usage", "CA2235:MarkAllNonSerializableFields", + Justification = "UnityEngine.Object is serializable by Unity.")] + +#endif diff --git a/Assets/Plugins/Animancer/Internal/Editor/AssemblyInfo.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/AssemblyInfo.cs.meta new file mode 100644 index 0000000000..09c4a5b885 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/AssemblyInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d4631c27e82e1e64680850290bf7dc8e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes.meta new file mode 100644 index 0000000000..92563b6d40 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 557caa37d59075043b6354f6b9e82e1c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/AttributeCache.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/AttributeCache.cs new file mode 100644 index 0000000000..b140159847 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/AttributeCache.cs @@ -0,0 +1,131 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.Reflection; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] A cache to optimize repeated attribute access. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AttributeCache_1 + /// + public static class AttributeCache where TAttribute : class + { + /************************************************************************************************************************/ + + private static readonly Dictionary + MemberToAttribute = new Dictionary(); + + /************************************************************************************************************************/ + + /// + /// Returns the attribute on the specified `member` (if there is one). + /// + public static TAttribute GetAttribute(MemberInfo member) + { + if (!MemberToAttribute.TryGetValue(member, out var attribute)) + { + try + { + attribute = member.GetAttribute(); + } + catch (Exception exception) + { + Debug.LogException(exception); + } + + MemberToAttribute.Add(member, attribute); + } + + return attribute; + } + + /************************************************************************************************************************/ + + /// + /// Returns the attribute (if any) on the specified `type` or its + /// (recursively). + /// + public static TAttribute GetAttribute(Type type) + { + if (type == null) + return null; + + var attribute = GetAttribute((MemberInfo)type); + if (attribute != null) + return attribute; + + return MemberToAttribute[type] = GetAttribute(type.BaseType); + } + + /************************************************************************************************************************/ + + /// + /// Returns the attribute on the specified `field` or its + /// or . + /// + public static TAttribute FindAttribute(FieldInfo field) + { + var attribute = GetAttribute(field); + if (attribute != null) + return attribute; + + attribute = GetAttribute(field.FieldType); + if (attribute != null) + return MemberToAttribute[field] = attribute; + + attribute = GetAttribute(field.DeclaringType); + if (attribute != null) + return MemberToAttribute[field] = attribute; + + return attribute; + } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Returns the attribute on the underlying field of the `property` or its + /// or or any of the parent properties + /// or the type of the . + /// + public static TAttribute FindAttribute(SerializedProperty property) + { + var accessor = property.GetAccessor(); + while (accessor != null) + { + var field = accessor.GetField(property); + var attribute = GetAttribute(field); + if (attribute != null) + return attribute; + + var value = accessor.GetValue(property); + if (value != null) + { + attribute = GetAttribute(value.GetType()); + if (attribute != null) + return attribute; + } + + accessor = accessor.Parent; + } + + // If none of the fields of types they are declared in have names, try the actual type of the target. + { + var attribute = GetAttribute(property.serializedObject.targetObject.GetType()); + if (attribute != null) + return attribute; + } + + return null; + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/AttributeCache.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/AttributeCache.cs.meta new file mode 100644 index 0000000000..81a6687145 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/AttributeCache.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: ea23cad192fdb024b83eb42c328bc444 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultFadeValueAttribute.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultFadeValueAttribute.cs new file mode 100644 index 0000000000..1d436ef16e --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultFadeValueAttribute.cs @@ -0,0 +1,29 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +namespace Animancer +{ + /// [Editor-Conditional] + /// A which uses the and 0. + /// + /// https://kybernetik.com.au/animancer/api/Animancer/DefaultFadeValueAttribute + /// + public class DefaultFadeValueAttribute : DefaultValueAttribute + { + /************************************************************************************************************************/ + + /// + public override object Primary => AnimancerPlayable.DefaultFadeDuration; + + /************************************************************************************************************************/ + + /// Creates a new . + public DefaultFadeValueAttribute() + { + // This won't change so there's no need to box the value every time by overriding the property. + Secondary = 0f; + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultFadeValueAttribute.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultFadeValueAttribute.cs.meta new file mode 100644 index 0000000000..4f65dabffe --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultFadeValueAttribute.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 8142045e327ce4340b15c6580c89b79f +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultValueAttribute.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultValueAttribute.cs new file mode 100644 index 0000000000..ce87a0aeb6 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultValueAttribute.cs @@ -0,0 +1,121 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Reflection; + +#if UNITY_EDITOR +using Animancer.Editor; +using UnityEditor; +#endif + +namespace Animancer +{ + /// [Editor-Conditional] Specifies the default value of a field and a secondary fallback. + /// https://kybernetik.com.au/animancer/api/Animancer/DefaultValueAttribute + /// + [AttributeUsage(AttributeTargets.Field)] + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public class DefaultValueAttribute : Attribute + { + /************************************************************************************************************************/ + + /// The main default value. + public virtual object Primary { get; protected set; } + + /************************************************************************************************************************/ + + /// The fallback value to use if the target value was already equal to the . + public virtual object Secondary { get; protected set; } + + /************************************************************************************************************************/ + + /// Creates a new . + public DefaultValueAttribute(object primary, object secondary = null) + { + Primary = primary; + Secondary = secondary; + } + + /************************************************************************************************************************/ + + /// Creates a new . + protected DefaultValueAttribute() { } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] + /// If the field represented by the `property` has a , this method sets + /// the `value` to its value. If it was already at the value, it sets it to the + /// value instead. And if the field has no attribute, it uses the default for the type. + /// + public static void SetToDefault(ref T value, SerializedProperty property) + { + var accessor = property.GetAccessor(); + var field = accessor.GetField(property); + if (field == null) + accessor.SetValue(property, null); + else + SetToDefault(ref value, field); + } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// If the field represented by the `property` has a , this method sets + /// the `value` to its value. If it was already at the value, it sets it to the + /// value instead. And if the field has no attribute, it uses the default for the type. + /// + public static void SetToDefault(ref T value, FieldInfo field) + { + var defaults = field.GetAttribute(); + if (defaults != null) + defaults.SetToDefault(ref value); + else + value = default; + } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Sets the `value` equal to the value. If it was already at the value, it sets it equal + /// to the value instead. + /// + public void SetToDefault(ref T value) + { + var primary = Primary; + if (!Equals(value, primary)) + { + value = (T)primary; + return; + } + + var secondary = Secondary; + if (secondary != null || !typeof(T).IsValueType) + { + value = (T)secondary; + return; + } + } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Sets the `value` equal to the `primary` value. If it was already at the value, it sets it equal to the + /// `secondary` value instead. + /// + public static void SetToDefault(ref T value, T primary, T secondary) + { + if (!Equals(value, primary)) + value = primary; + else + value = secondary; + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultValueAttribute.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultValueAttribute.cs.meta new file mode 100644 index 0000000000..1c5933aa10 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DefaultValueAttribute.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 486843cd37aea9b4697ec896db0b0592 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/DrawAfterEventsAttribute.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DrawAfterEventsAttribute.cs new file mode 100644 index 0000000000..fdafcf7dfb --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DrawAfterEventsAttribute.cs @@ -0,0 +1,17 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +namespace Animancer +{ + /// [Editor-Conditional] + /// Causes an Inspector field in an to be drawn after its events where the events would + /// normally be drawn last. + /// + /// https://kybernetik.com.au/animancer/api/Animancer/DrawAfterEventsAttribute + /// + [AttributeUsage(AttributeTargets.Field)] + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class DrawAfterEventsAttribute : Attribute { } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/DrawAfterEventsAttribute.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DrawAfterEventsAttribute.cs.meta new file mode 100644 index 0000000000..a5ee6ae03b --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/DrawAfterEventsAttribute.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 8e36db3eac3c4bb4c9c97a4833cb0cce +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/EventNamesAttribute.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/EventNamesAttribute.cs new file mode 100644 index 0000000000..50dd16e234 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/EventNamesAttribute.cs @@ -0,0 +1,289 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +#if UNITY_EDITOR +using Animancer.Editor; +using System.Collections.Generic; +using System.Reflection; +using UnityEditor; +using UnityEngine; +using System.Collections; +#endif + +namespace Animancer +{ + /// [Editor-Conditional] + /// Specifies a set of acceptable names for s so they can be displayed using a dropdown + /// menu instead of a text field. + /// + /// + /// + /// Placing this attribute on a type applies it to all fields in that type. + /// + /// Note that values selected using the dropdown menu are still stored as strings. Modifying the names in the + /// script will NOT automatically update any values previously set in the Inspector. + /// + /// Documentation: Event Names + /// + /// + /// + /// [EventNames(...)]// Apply to all fields in this class. + /// public class AttackState + /// { + /// [SerializeField] + /// [EventNames(...)]// Apply to only this field. + /// private ClipTransition _Action; + /// } + /// + /// See the constructors for examples of their usage. + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/EventNamesAttribute + /// + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Class | AttributeTargets.Struct, Inherited = true)] + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class EventNamesAttribute : Attribute + { + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] The names that can be used for events in the attributed field. + public readonly string[] Names; +#endif + + /************************************************************************************************************************/ + + /// Creates a new containing the specified `names`. + /// + /// `names` contains no elements. + /// + /// public class AttackState + /// { + /// [SerializeField] + /// [EventNames("Hit Start", "Hit End")] + /// private ClipTransition _Animation; + /// + /// private void Awake() + /// { + /// _Animation.Events.SetCallback("Hit Start", OnHitStart); + /// _Animation.Events.SetCallback("Hit End", OnHitEnd); + /// } + /// + /// private void OnHitStart() { } + /// private void OnHitEnd() { } + /// } + /// + public EventNamesAttribute(params string[] names) + { +#if UNITY_EDITOR + if (names == null) + throw new ArgumentNullException(nameof(names)); + else if (names.Length == 0) + throw new ArgumentOutOfRangeException(nameof(names), "Array must not be empty"); + + Names = AddSpecialItems(names); +#endif + } + + /************************************************************************************************************************/ + + /// Creates a new with from the `type`. + /// + /// + /// If the `type` is an enum, all of its values will be used. + /// + /// Otherwise the values of all static fields (including constants) will be used. + /// + /// + /// + /// + /// public class AttackState + /// { + /// public static class Events + /// { + /// public const string HitStart = "Hit Start"; + /// public const string HitEnd = "Hit End"; + /// } + /// + /// [SerializeField] + /// [EventNames(typeof(Events))]// Use all string fields in the Events class. + /// private ClipTransition _Animation; + /// + /// private void Awake() + /// { + /// _Animation.Events.SetCallback(Events.HitStart, OnHitStart); + /// _Animation.Events.SetCallback(Events.HitEnd, OnHitEnd); + /// } + /// + /// private void OnHitStart() { } + /// private void OnHitEnd() { } + /// } + /// + public EventNamesAttribute(Type type) + { +#if UNITY_EDITOR + if (type == null) + throw new ArgumentNullException(nameof(type)); + + if (type.IsEnum) + { + Names = Enum.GetNames(type); + } + else + { + Names = GatherNamesFromStaticFields(type); + } + + Names = AddSpecialItems(Names); +#endif + } + + /************************************************************************************************************************/ + + /// + /// Creates a new with from a member in the `type` + /// with the specified `name`. + /// + /// + /// No member with the specified `name` exists in the `type`. + /// + /// + /// The specified member must be static and can be a Field, Property, or Method. + /// + /// The member type can be anything implementing (including arrays, lists, and + /// coroutines). + /// + /// + /// + /// public class AttackState + /// { + /// public static readonly string[] Events = { "Hit Start", "Hit End" }; + /// + /// [SerializeField] + /// [EventNames(typeof(AttackState), nameof(Events))]// Get the names from AttackState.Events. + /// private ClipTransition _Animation; + /// + /// private void Awake() + /// { + /// _Animation.Events.SetCallback(Events[0], OnHitStart); + /// _Animation.Events.SetCallback(Events[1], OnHitEnd); + /// } + /// + /// private void OnHitStart() { } + /// private void OnHitEnd() { } + /// } + /// + public EventNamesAttribute(Type type, string name) + { +#if UNITY_EDITOR + if (type == null) + throw new ArgumentNullException(nameof(type)); + if (name == null) + throw new ArgumentNullException(nameof(name)); + + object obj; + + var field = type.GetField(name, AnimancerEditorUtilities.StaticBindings); + if (field != null) + { + obj = field.GetValue(null) as IEnumerable; + goto GotCollection; + } + + var property = type.GetProperty(name, AnimancerEditorUtilities.StaticBindings); + if (property != null) + { + obj = property.GetValue(null, null) as IEnumerable; + goto GotCollection; + } + + var method = type.GetMethod(name, AnimancerEditorUtilities.StaticBindings, null, Type.EmptyTypes, null); + if (method != null) + { + obj = method.Invoke(null, null) as IEnumerable; + goto GotCollection; + } + + throw new ArgumentException($"{type.GetNameCS()} does not contain a member named '{name}'"); + + GotCollection: + if (obj == null) + throw new ArgumentException($"The collection retrieved from {type.GetNameCS()}.{name} is null"); + if (!(obj is IEnumerable collection)) + throw new ArgumentException($"The object retrieved from {type.GetNameCS()}.{name} is not an {nameof(IEnumerable)}"); + + using (ObjectPool.Disposable.AcquireList(out var names)) + { + names.Add(NoName); + foreach (var item in collection) + { + if (item == null) + continue; + + var itemName = item.ToString(); + if (string.IsNullOrEmpty(itemName)) + continue; + + names.Add(itemName); + } + + if (names.Count == 1) + throw new ArgumentException($"The collection retrieved from {type.GetNameCS()}.{name} is empty"); + + Names = names.ToArray(); + } +#endif + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// The entry used for the menu function to clear the name (U+202F Narrow No-Break Space). + public const string NoName = " "; + + /************************************************************************************************************************/ + + private static string[] AddSpecialItems(string[] names) + { + if (names == null) + return null; + + var newNames = new string[names.Length + 1]; + newNames[0] = NoName; + Array.Copy(names, 0, newNames, 1, names.Length); + return newNames; + } + + /************************************************************************************************************************/ + + private static string[] GatherNamesFromStaticFields(Type type) + { + using (ObjectPool.Disposable.AcquireList(out var names)) + { + var fields = type.GetFields(AnimancerEditorUtilities.StaticBindings); + for (int i = 0; i < fields.Length; i++) + { + var field = fields[i]; + if (field.FieldType == typeof(string)) + { + var name = (string)field.GetValue(null); + if (name != null && !names.Contains(name)) + names.Add(name); + } + } + + if (names.Count > 0) + return names.ToArray(); + else + return null; + } + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/EventNamesAttribute.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/EventNamesAttribute.cs.meta new file mode 100644 index 0000000000..c8e86a9ce0 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/EventNamesAttribute.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: d6cecce105052724d99e5197ef26fdad +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/SelfDrawerAttribute.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/SelfDrawerAttribute.cs new file mode 100644 index 0000000000..3c6ba23c9c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/SelfDrawerAttribute.cs @@ -0,0 +1,77 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +#if UNITY_EDITOR +using Animancer.Editor; +using UnityEditor; +#endif + +namespace Animancer +{ + /// [Editor-Conditional] + /// A which draws itself rather than needing a separate . + /// + /// https://kybernetik.com.au/animancer/api/Animancer/SelfDrawerAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public abstract class SelfDrawerAttribute : PropertyAttribute + { + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] Can the GUI for the `property` be cached? + public virtual bool CanCacheInspectorGUI(SerializedProperty property) => true; + + /// [Editor-Only] Calculates the height of the GUI for the `property`. + public virtual float GetPropertyHeight(SerializedProperty property, GUIContent label) => AnimancerGUI.LineHeight; + + /// [Editor-Only] Draws the GUI for the `property`. + public abstract void OnGUI(Rect area, SerializedProperty property, GUIContent label); + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} + +#if UNITY_EDITOR + +namespace Animancer.Editor +{ + /// [Editor-Only] Draws the GUI for a field. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/SelfDrawerDrawer + /// + [CustomPropertyDrawer(typeof(SelfDrawerAttribute), true)] + internal sealed class SelfDrawerDrawer : PropertyDrawer + { + /************************************************************************************************************************/ + + /// Casts the . + public SelfDrawerAttribute Attribute => (SelfDrawerAttribute)attribute; + + /************************************************************************************************************************/ + + /// Calls . + public override bool CanCacheInspectorGUI(SerializedProperty property) + => Attribute.CanCacheInspectorGUI(property); + + /************************************************************************************************************************/ + + /// Calls . + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + => Attribute.GetPropertyHeight(property, label); + + /************************************************************************************************************************/ + + /// Calls . + public override void OnGUI(Rect area, SerializedProperty property, GUIContent label) + => Attribute.OnGUI(area, property, label); + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/SelfDrawerAttribute.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/SelfDrawerAttribute.cs.meta new file mode 100644 index 0000000000..893335ad04 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/SelfDrawerAttribute.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c50c19c193e8a90478d41086744d251e +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/ThresholdLabelAttribute.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/ThresholdLabelAttribute.cs new file mode 100644 index 0000000000..a7e49efcec --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/ThresholdLabelAttribute.cs @@ -0,0 +1,36 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +namespace Animancer +{ + /// [Editor-Conditional] + /// Specifies a custom display label for the Thresholds column of a mixer transition. + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ThresholdLabelAttribute + /// + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Class | AttributeTargets.Struct, Inherited = true)] + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class ThresholdLabelAttribute : Attribute + { + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] The label. + public readonly string Label; +#endif + + /************************************************************************************************************************/ + + /// Creates a new . + public ThresholdLabelAttribute(string label) + { +#if UNITY_EDITOR + Label = label; +#endif + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/ThresholdLabelAttribute.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/ThresholdLabelAttribute.cs.meta new file mode 100644 index 0000000000..ea448f1fd5 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/ThresholdLabelAttribute.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 2ca52e7a7aa74b8419c97f26eccc641b +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units.meta new file mode 100644 index 0000000000..9015d20911 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b78168dc02519bc418b0484be8f4a4ff +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationSpeedAttribute.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationSpeedAttribute.cs new file mode 100644 index 0000000000..32d53844dd --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationSpeedAttribute.cs @@ -0,0 +1,52 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR +using Animancer.Editor; +using UnityEditor; +using UnityEngine; + +#endif + +namespace Animancer.Units +{ + /// [Editor-Conditional] Applies a different GUI for an animation speed field. + /// https://kybernetik.com.au/animancer/api/Animancer.Units/AnimationSpeedAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class AnimationSpeedAttribute : UnitsAttribute + { + /************************************************************************************************************************/ + + /// Creates a new . + public AnimationSpeedAttribute() + { +#if UNITY_EDITOR + SetUnits(Multipliers, DisplayConverters); + Rule = Validate.Value.IsFiniteOrNaN; + IsOptional = true; + DefaultValue = 1; +#endif + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + private static new readonly float[] + Multipliers = { 1 }; + + /// A converter that adds an x suffix. + public static new readonly CompactUnitConversionCache[] + DisplayConverters = { AnimationTimeAttribute.XSuffix, }; + + /************************************************************************************************************************/ + + /// + protected override int GetLineCount(SerializedProperty property, GUIContent label) => 1; + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationSpeedAttribute.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationSpeedAttribute.cs.meta new file mode 100644 index 0000000000..fe61b72b7e --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationSpeedAttribute.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 6cf93c876d129534c9262b20498de934 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationTimeAttribute.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationTimeAttribute.cs new file mode 100644 index 0000000000..7f5a33de66 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationTimeAttribute.cs @@ -0,0 +1,250 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR +using Animancer.Editor; +using System; +using UnityEditor; +using UnityEngine; +#endif + +namespace Animancer.Units +{ + /// [Editor-Conditional] Causes a float field to display using 3 fields: Normalized, Seconds, and Frames. + /// + /// Documentation: Time Fields + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Units/AnimationTimeAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class AnimationTimeAttribute : UnitsAttribute + { + /************************************************************************************************************************/ + + /// A unit of measurement used by the . + public enum Units + { + /// A value of 1 represents the end of the animation. + Normalized = 0, + + /// A value of 1 represents 1 second. + Seconds = 1, + + /// A value of 1 represents 1 frame. + Frames = 2, + } + + /// An explanation of the suffixes used in fields drawn by this attribute. + public const string Tooltip = "x = Normalized, s = Seconds, f = Frame"; + + /************************************************************************************************************************/ + + /// Cretes a new . + public AnimationTimeAttribute(Units units) + { +#if UNITY_EDITOR + SetUnits(Multipliers, DisplayConverters, (int)units); +#endif + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] A converter that adds an 'x' suffix to the given number. + public static readonly CompactUnitConversionCache + XSuffix = new CompactUnitConversionCache("x"); + + private static new readonly CompactUnitConversionCache[] DisplayConverters = + { + XSuffix, + new CompactUnitConversionCache("s"), + new CompactUnitConversionCache("f"), + }; + + /************************************************************************************************************************/ + + /// [Editor-Only] The default value to be used for the next field drawn by this attribute. + public static float nextDefaultValue = float.NaN; + + /************************************************************************************************************************/ + + /// + protected override int GetLineCount(SerializedProperty property, GUIContent label) + => EditorGUIUtility.wideMode || TransitionDrawer.Context == null ? 1 : 2; + + /************************************************************************************************************************/ + + /// + public override void OnGUI(Rect area, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginChangeCheck(); + + var nextDefaultValue = AnimationTimeAttribute.nextDefaultValue; + + BeginProperty(area, property, ref label, out var value); + OnGUI(area, label, ref value); + EndProperty(area, property, ref value); + + if (EditorGUI.EndChangeCheck()) + { + TransitionPreviewWindow.PreviewNormalizedTime = + GetDisplayValue(value, nextDefaultValue) * Multipliers[(int)Units.Normalized]; + } + } + + /************************************************************************************************************************/ + + /// [Editor-Only] Draws the GUI for this attribute. + public void OnGUI(Rect area, GUIContent label, ref float value) + { + var context = TransitionDrawer.Context; + if (context == null) + { + value = DoSpecialFloatField(area, label, value, DisplayConverters[UnitIndex]); + goto Return; + } + + var length = context.MaximumDuration; + if (length <= 0) + length = float.NaN; + + AnimancerUtilities.TryGetFrameRate(context.Transition, out var frameRate); + + var multipliers = CalculateMultipliers(length, frameRate); + if (multipliers == null) + { + EditorGUI.LabelField(area, label.text, $"Invalid {nameof(Validate)}.{nameof(Validate.Value)}"); + goto Return; + } + + DoPreviewTimeButton(ref area, ref value, context.Transition, multipliers); + + IsOptional = !float.IsNaN(nextDefaultValue); + DefaultValue = nextDefaultValue; + DoFieldGUI(area, label, ref value); + + Return: + nextDefaultValue = float.NaN; + } + + /************************************************************************************************************************/ + + private static new readonly float[] Multipliers = new float[3]; + + private float[] CalculateMultipliers(float length, float frameRate) + { + switch ((Units)UnitIndex) + { + case Units.Normalized: + Multipliers[(int)Units.Normalized] = 1; + Multipliers[(int)Units.Seconds] = length; + Multipliers[(int)Units.Frames] = length * frameRate; + break; + + case Units.Seconds: + Multipliers[(int)Units.Normalized] = 1f / length; + Multipliers[(int)Units.Seconds] = 1; + Multipliers[(int)Units.Frames] = frameRate; + break; + + case Units.Frames: + Multipliers[(int)Units.Normalized] = 1f / length / frameRate; + Multipliers[(int)Units.Seconds] = 1f / frameRate; + Multipliers[(int)Units.Frames] = 1; + break; + + default: + return null; + } + + var settings = AnimancerSettings.AnimationTimeFields; + ApplyVisibilitySetting(settings.showNormalized, Units.Normalized); + ApplyVisibilitySetting(settings.showSeconds, Units.Seconds); + ApplyVisibilitySetting(settings.showFrames, Units.Frames); + + void ApplyVisibilitySetting(bool show, Units setting) + { + if (show) + return; + + var index = (int)setting; + if (UnitIndex != index) + Multipliers[index] = float.NaN; + } + + return Multipliers; + } + + /************************************************************************************************************************/ + + private void DoPreviewTimeButton(ref Rect area, ref float value, ITransitionDetailed transition, + float[] multipliers) + { + if (!TransitionPreviewWindow.IsPreviewingCurrentProperty()) + return; + + var previewTime = TransitionPreviewWindow.PreviewNormalizedTime; + + const string Tooltip = + "• Left Click = preview the current value of this field." + + "\n• Right Click = set this field to use the current preview time."; + + var displayValue = GetDisplayValue(value, nextDefaultValue); + + var multiplier = multipliers[(int)Units.Normalized]; + displayValue *= multiplier; + + var isCurrent = Mathf.Approximately(displayValue, previewTime); + + var buttonArea = area; + if (TransitionDrawer.DoPreviewButtonGUI(ref buttonArea, isCurrent, Tooltip)) + { + if (Event.current.button != 1) + TransitionPreviewWindow.PreviewNormalizedTime = displayValue; + else + value = previewTime / multiplier; + } + + // Only steal the button area for single line fields. + if (area.height <= LineHeight) + area = buttonArea; + } + + /************************************************************************************************************************/ + + /// [Editor-Only] Options to determine how displays. + [Serializable] + public sealed class Settings + { + /************************************************************************************************************************/ + + /// Should time fields show approximations if the value is too long for the GUI? + /// This setting is used by . + [Tooltip("Should time fields show approximations if the value is too long for the GUI?" + + " For example, '1.111111' could instead show '1.111~'.")] + public bool showApproximations = true; + + /// Should the field be shown? + /// This setting is ignored for fields which directly store the normalized value. + [Tooltip("Should the " + nameof(Units.Normalized) + " field be shown?")] + public bool showNormalized = true; + + /// Should the field be shown? + /// This setting is ignored for fields which directly store the seconds value. + [Tooltip("Should the " + nameof(Units.Seconds) + " field be shown?")] + public bool showSeconds = true; + + /// Should the field be shown? + /// This setting is ignored for fields which directly store the frame value. + [Tooltip("Should the " + nameof(Units.Frames) + " field be shown?")] + public bool showFrames = true; + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationTimeAttribute.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationTimeAttribute.cs.meta new file mode 100644 index 0000000000..031d04b1c9 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/AnimationTimeAttribute.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 2bacb1073e1dc0241a57779a297b256d +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/Units.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/Units.cs new file mode 100644 index 0000000000..d47756efa9 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/Units.cs @@ -0,0 +1,105 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +namespace Animancer.Units +{ + /************************************************************************************************************************/ + + /// [Editor-Conditional] Angle measured in degrees (º). + /// + /// Documentation: Units Attribute + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Units/DegreesAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class DegreesAttribute : UnitsAttribute + { + public DegreesAttribute() : base(" º") { } + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] Rotational speed measured in degrees per second (º/s). + /// + /// Documentation: Units Attribute + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Units/DegreesPerSecondAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class DegreesPerSecondAttribute : UnitsAttribute + { + public DegreesPerSecondAttribute() : base(" º/s") { } + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] Distance measured in meters (m). + /// + /// Documentation: Units Attribute + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Units/MetersAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class MetersAttribute : UnitsAttribute + { + public MetersAttribute() : base(" m") { } + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] Speed measured in meters per second (m/s). + /// + /// Documentation: Units Attribute + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Units/MetersPerSecondAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class MetersPerSecondAttribute : UnitsAttribute + { + public MetersPerSecondAttribute() : base(" m/s") { } + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] Acceleration measured in meters per second per second (m/s²). + /// + /// Documentation: Units Attribute + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Units/MetersPerSecondPerSecondAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class MetersPerSecondPerSecondAttribute : UnitsAttribute + { + public MetersPerSecondPerSecondAttribute() : base(" m/s²") { } + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] A multiplier displayed with an x suffix. + /// + /// Documentation: Units Attribute + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Units/MultiplierAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class MultiplierAttribute : UnitsAttribute + { + public MultiplierAttribute() : base(" x") { } + } + + /************************************************************************************************************************/ + + /// [Editor-Conditional] Time measured in seconds (s). + /// + /// Documentation: Units Attribute + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Units/SecondsAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public sealed class SecondsAttribute : UnitsAttribute + { + public SecondsAttribute() : base(" s") { } + } + + /************************************************************************************************************************/ +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/Units.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/Units.cs.meta new file mode 100644 index 0000000000..f245363f72 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/Units.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: dd7f08fff8e76af4da23e74b033b2e60 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/UnitsAttribute.cs b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/UnitsAttribute.cs new file mode 100644 index 0000000000..c974b93a94 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/UnitsAttribute.cs @@ -0,0 +1,350 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR +using Animancer.Editor; +using UnityEditor; +using UnityEngine; +using System; +#endif + +namespace Animancer.Units +{ + /// [Editor-Conditional] + /// Causes a float field to display a suffix to indicate what kind of units the value represents as well as + /// displaying it as several different fields which convert the value between different units. + /// + /// + /// Documentation: Units Attribute + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Units/UnitsAttribute + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public class UnitsAttribute : SelfDrawerAttribute + { + /************************************************************************************************************************/ + + /// The validation rule applied to the value. + public Validate.Value Rule { get; set; } + + /************************************************************************************************************************/ + + /// Creates a new . + protected UnitsAttribute() { } + + /// Creates a new . + public UnitsAttribute(string suffix) + { +#if UNITY_EDITOR + SetUnits(new float[] { 1 }, new CompactUnitConversionCache[] { new CompactUnitConversionCache(suffix) }, 0); +#endif + } + + /// Creates a new . + public UnitsAttribute(float[] multipliers, string[] suffixes, int unitIndex = 0) + { +#if UNITY_EDITOR + SetUnits(multipliers, new CompactUnitConversionCache[suffixes.Length], unitIndex); + for (int i = 0; i < suffixes.Length; i++) + DisplayConverters[i] = new CompactUnitConversionCache(suffixes[i]); +#endif + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] The unit conversion ratios. + /// valueInUnitX = valueInBaseUnits * Multipliers[x]; + public float[] Multipliers { get; private set; } + + /// [Editor-Only] The converters used to generate display strings for each of the fields. + public CompactUnitConversionCache[] DisplayConverters { get; private set; } + + /// [Editor-Only] The index of the for the attributed serialized value. + public int UnitIndex { get; private set; } + + /// [Editor-Only] Should the field have a toggle to set its value to ? + public bool IsOptional { get; set; } + + /// [Editor-Only] The value to display if the actual value is . + public float DefaultValue { get; set; } + + /************************************************************************************************************************/ + + /// [Editor-Only] Sets the unit details. + protected void SetUnits(float[] multipliers, CompactUnitConversionCache[] displayConverters, int unitIndex = 0) + { + if (multipliers.Length != displayConverters.Length) + throw new ArgumentException( + $"[Units] {nameof(Multipliers)} and {nameof(DisplayConverters)} must have the same Length."); + + if (unitIndex < 0 || unitIndex >= multipliers.Length) + throw new ArgumentOutOfRangeException( + $"[Units] {nameof(UnitIndex)} must be an index in the {nameof(Multipliers)} array."); + + Multipliers = multipliers; + DisplayConverters = displayConverters; + UnitIndex = unitIndex; + } + + /************************************************************************************************************************/ + + /// [Editor-Only] Returns . + protected static float StandardSpacing => AnimancerGUI.StandardSpacing; + + /// [Editor-Only] Returns . + protected static float LineHeight => AnimancerGUI.LineHeight; + + /************************************************************************************************************************/ + + /// + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + var lineCount = GetLineCount(property, label); + return LineHeight * lineCount + StandardSpacing * (lineCount - 1); + } + + /// [Editor-Only] Determines how many lines tall the `property` should be. + protected virtual int GetLineCount(SerializedProperty property, GUIContent label) + => EditorGUIUtility.wideMode ? 1 : 2; + + /************************************************************************************************************************/ + + /// [Editor-Only] Begins a GUI property block to be ended by . + protected static void BeginProperty(Rect area, SerializedProperty property, ref GUIContent label, out float value) + { + label = EditorGUI.BeginProperty(area, label, property); + + EditorGUI.BeginChangeCheck(); + + value = property.floatValue; + } + + /// [Editor-Only] Ends a GUI property block started by . + protected static void EndProperty(Rect area, SerializedProperty property, ref float value) + { + if (AnimancerGUI.TryUseClickEvent(area, 2)) + DefaultValueAttribute.SetToDefault(ref value, property); + + if (EditorGUI.EndChangeCheck()) + property.floatValue = value; + + EditorGUI.EndProperty(); + } + + /************************************************************************************************************************/ + + /// [Editor-Only] Draws this attribute's fields for the `property`. + public override void OnGUI(Rect area, SerializedProperty property, GUIContent label) + { + BeginProperty(area, property, ref label, out var value); + DoFieldGUI(area, label, ref value); + EndProperty(area, property, ref value); + } + + /************************************************************************************************************************/ + + /// [Editor-Only] Draws this attribute's fields. + protected void DoFieldGUI(Rect area, GUIContent label, ref float value) + { + var isMultiLine = area.height >= LineHeight * 2; + area.height = LineHeight; + + DoOptionalBeforeGUI(IsOptional, area, out var toggleArea, out var guiWasEnabled, out var previousLabelWidth); + + var hasLabel = label != null && !string.IsNullOrEmpty(label.text); + Rect allFieldArea; + + if (isMultiLine) + { + EditorGUI.LabelField(area, label); + label = null; + AnimancerGUI.NextVerticalArea(ref area); + + EditorGUI.indentLevel++; + allFieldArea = EditorGUI.IndentedRect(area); + EditorGUI.indentLevel--; + } + else if (hasLabel) + { + var labelXMax = area.x + EditorGUIUtility.labelWidth; + allFieldArea = new Rect(labelXMax, area.y, area.xMax - labelXMax, area.height); + } + else + { + allFieldArea = area; + } + + // Count the number of active fields. + var count = 0; + var last = 0; + for (int i = 0; i < Multipliers.Length; i++) + { + if (!float.IsNaN(Multipliers[i])) + { + count++; + last = i; + } + } + + var width = (allFieldArea.width - StandardSpacing * (count - 1)) / count; + var fieldArea = new Rect(allFieldArea.x, allFieldArea.y, width, allFieldArea.height); + + var displayValue = GetDisplayValue(value, DefaultValue); + + // Draw the active fields. + for (int i = 0; i < Multipliers.Length; i++) + { + var multiplier = Multipliers[i]; + if (float.IsNaN(multiplier)) + continue; + + if (hasLabel) + { + fieldArea.xMin = area.xMin; + } + else if (i < last) + { + fieldArea.width = width; + fieldArea.xMax = AnimancerUtilities.Round(fieldArea.xMax); + } + else + { + fieldArea.xMax = area.xMax; + } + + EditorGUI.BeginChangeCheck(); + + var fieldValue = displayValue * multiplier; + fieldValue = DoSpecialFloatField(fieldArea, label, fieldValue, DisplayConverters[i]); + label = null; + hasLabel = false; + + if (EditorGUI.EndChangeCheck()) + value = fieldValue / multiplier; + + fieldArea.x += fieldArea.width + StandardSpacing; + } + + DoOptionalAfterGUI(IsOptional, toggleArea, ref value, DefaultValue, guiWasEnabled, previousLabelWidth); + + Validate.ValueRule(ref value, Rule); + } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Draws a with an alternate string when it is not + /// selected (for example, "1" might become "1s" to indicate "seconds"). + /// + /// + /// This method treats most s normally, but for it + /// instead draws a text field with the converted string. + /// + public static float DoSpecialFloatField(Rect area, GUIContent label, float value, CompactUnitConversionCache toString) + { + if (label != null && !string.IsNullOrEmpty(label.text)) + { + if (Event.current.type != EventType.Repaint) + return EditorGUI.FloatField(area, label, value); + + var dragArea = new Rect(area.x, area.y, EditorGUIUtility.labelWidth, area.height); + EditorGUIUtility.AddCursorRect(dragArea, MouseCursor.SlideArrow); + + var text = toString.Convert(value, area.width - EditorGUIUtility.labelWidth); + EditorGUI.TextField(area, label, text); + } + else + { + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + if (Event.current.type != EventType.Repaint) + value = EditorGUI.FloatField(area, value); + else + EditorGUI.TextField(area, toString.Convert(value, area.width)); + + EditorGUI.indentLevel = indentLevel; + } + + return value; + } + + /************************************************************************************************************************/ + + private void DoOptionalBeforeGUI(bool isOptional, Rect area, out Rect toggleArea, out bool guiWasEnabled, out float previousLabelWidth) + { + toggleArea = area; + guiWasEnabled = GUI.enabled; + previousLabelWidth = EditorGUIUtility.labelWidth; + if (!isOptional) + return; + + toggleArea.x += previousLabelWidth; + + toggleArea.width = AnimancerGUI.ToggleWidth; + EditorGUIUtility.labelWidth += toggleArea.width; + + EditorGUIUtility.AddCursorRect(toggleArea, MouseCursor.Arrow); + + // We need to draw the toggle after everything else to it goes on top of the label. But we want it to + // get priority for input events, so we disable the other controls during those events in its area. + var currentEvent = Event.current; + if (guiWasEnabled && toggleArea.Contains(currentEvent.mousePosition)) + { + switch (currentEvent.type) + { + case EventType.Repaint: + case EventType.Layout: + break; + + default: + GUI.enabled = false; + break; + } + } + } + + /************************************************************************************************************************/ + + private void DoOptionalAfterGUI(bool isOptional, Rect area, ref float value, float defaultValue, bool guiWasEnabled, float previousLabelWidth) + { + GUI.enabled = guiWasEnabled; + EditorGUIUtility.labelWidth = previousLabelWidth; + + if (!isOptional) + return; + + area.x += AnimancerGUI.StandardSpacing; + + var wasEnabled = !float.IsNaN(value); + + // Use the EditorGUI method instead to properly handle EditorGUI.showMixedValue. + //var isEnabled = GUI.Toggle(area, wasEnabled, GUIContent.none); + + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var isEnabled = EditorGUI.Toggle(area, wasEnabled); + + EditorGUI.indentLevel = indentLevel; + + if (isEnabled != wasEnabled) + { + value = isEnabled ? defaultValue : float.NaN; + AnimancerGUI.Deselect(); + } + } + + /************************************************************************************************************************/ + + /// [Editor-Only] Returns the value that should be displayed for a given field. + public static float GetDisplayValue(float value, float defaultValue) + => float.IsNaN(value) ? defaultValue : value; + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/UnitsAttribute.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/UnitsAttribute.cs.meta new file mode 100644 index 0000000000..636cad7531 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Attributes/Units/UnitsAttribute.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 0f4ed3dc29f5f9a49b5c355028aec9db +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/CompactUnitConversionCache.cs b/Assets/Plugins/Animancer/Internal/Editor/CompactUnitConversionCache.cs new file mode 100644 index 0000000000..683d3665c0 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/CompactUnitConversionCache.cs @@ -0,0 +1,243 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.Globalization; +using UnityEditor; + +namespace Animancer.Editor +{ + /// [Editor-Only] + /// A system for formatting floats as strings that fit into a limited area and storing the results so they can be + /// reused to minimise the need for garbage collection, particularly for string construction. + /// + /// + /// With "x" as the suffix: + /// + /// 1.111111 could instead show 1.111~x. + /// 0.00001234567 would normally show 1.234567e-05, but with this it instead shows 0~x + /// because very small values generally aren't useful. + /// 99999999 shows 1e+08x because very large values are already approximations and trying to + /// format them correctly would be very difficult. + /// + /// This system only affects the display value. Once you select a field, it shows its actual value. + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/CompactUnitConversionCache + /// + public sealed class CompactUnitConversionCache + { + /************************************************************************************************************************/ + + /// The suffix added to the end of each value. + public readonly string Suffix; + + /// The with a ~ before it to indicate an approximation. + public readonly string ApproximateSuffix; + + /// The value 0 with the . + public readonly string ConvertedZero; + + /// The value 0 with the . + public readonly string ConvertedSmallPositive; + + /// The value -0 with the . + public readonly string ConvertedSmallNegative; + + /// The pixel width of the when drawn by . + public float _SuffixWidth; + + /// The caches for each character count. + /// this[x] is a cache that outputs strings with x characters. + private List> + Caches = new List>(); + + /************************************************************************************************************************/ + + /// Strings mapped to the width they would require for a . + private static ConversionCache _WidthCache; + + /// Padding around the text in a . + public static float _FieldPadding; + + /// The pixel width of the ~ character when drawn by . + public static float _ApproximateSymbolWidth; + + /// The character(s) used to separate decimal values in the current OS language. + public static string _DecimalSeparator; + + /// Values smaller than this become 0~ or -0~. + public const float + SmallExponentialThreshold = 0.0001f; + + /// Values larger than this can't be approximated. + public const float + LargeExponentialThreshold = 9999999f; + + /************************************************************************************************************************/ + + /// Creates a new . + public CompactUnitConversionCache(string suffix) + { + Suffix = suffix; + ApproximateSuffix = "~" + suffix; + ConvertedZero = "0" + Suffix; + ConvertedSmallPositive = "0" + ApproximateSuffix; + ConvertedSmallNegative = "-0" + ApproximateSuffix; + } + + /************************************************************************************************************************/ + + /// + /// Returns a cached string representing the `value` trimmed to fit within the `width` (if necessary) and with + /// the added on the end. + /// + public string Convert(float value, float width) + { + if (value == 0) + return ConvertedZero; + + if (!AnimancerSettings.AnimationTimeFields.showApproximations) + return GetCache(0).Convert(value); + + if (value < SmallExponentialThreshold && + value > -SmallExponentialThreshold) + return value > 0 ? ConvertedSmallPositive : ConvertedSmallNegative; + + var index = CalculateCacheIndex(value, width); + return GetCache(index).Convert(value); + } + + /************************************************************************************************************************/ + + /// Calculate the index of the cache to use for the given parameters. + private int CalculateCacheIndex(float value, float width) + { + //if (value > LargeExponentialThreshold || + // value < -LargeExponentialThreshold) + // return 0; + + var valueString = value.ToStringCached(); + + // It the approximated string wouldn't be shorter than the original, don't approximate. + if (valueString.Length < 2 + ApproximateSuffix.Length) + return 0; + + if (_SuffixWidth == 0) + { + if (_WidthCache == null) + { + _WidthCache = AnimancerGUI.CreateWidthCache(EditorStyles.numberField); + _FieldPadding = EditorStyles.numberField.padding.horizontal; + _ApproximateSymbolWidth = _WidthCache.Convert("~") - _FieldPadding; + } + + _SuffixWidth = _WidthCache.Convert(Suffix); + } + + // If the field is wide enough to fit the full value, don't approximate. + width -= _FieldPadding + _ApproximateSymbolWidth * 0.75f; + var valueWidth = _WidthCache.Convert(valueString) + _SuffixWidth; + if (valueWidth <= width) + return 0; + + // If the number of allowed characters would include the full value, don't approximate. + var suffixedLength = valueString.Length + Suffix.Length; + var allowedCharacters = (int)(suffixedLength * width / valueWidth); + if (allowedCharacters + 2 >= suffixedLength) + return 0; + + return allowedCharacters; + } + + /************************************************************************************************************************/ + + /// Creates and returns a cache for the specified `characterCount`. + private ConversionCache GetCache(int characterCount) + { + while (Caches.Count <= characterCount) + Caches.Add(null); + + var cache = Caches[characterCount]; + if (cache == null) + { + if (characterCount == 0) + { + cache = new ConversionCache((value) => + { + return value.ToStringCached() + Suffix; + }); + } + else + { + cache = new ConversionCache((value) => + { + var valueString = value.ToStringCached(); + + if (value > LargeExponentialThreshold || + value < -LargeExponentialThreshold) + goto IsExponential; + + if (_DecimalSeparator == null) + _DecimalSeparator = CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator; + + var decimalIndex = valueString.IndexOf(_DecimalSeparator); + if (decimalIndex < 0 || decimalIndex > characterCount) + goto IsExponential; + + // Not exponential. + return valueString.Substring(0, characterCount) + ApproximateSuffix; + + IsExponential: + var digits = Math.Max(0, characterCount - ApproximateSuffix.Length - 1); + var format = GetExponentialFormat(digits); + valueString = value.ToString(format); + TrimExponential(ref valueString); + return valueString + Suffix; + }); + } + + Caches[characterCount] = cache; + } + + return cache; + } + + /************************************************************************************************************************/ + + private static List _ExponentialFormats; + + /// Returns a format string to include the specified number of `digits` in an exponential number. + public static string GetExponentialFormat(int digits) + { + if (_ExponentialFormats == null) + _ExponentialFormats = new List(); + + while (_ExponentialFormats.Count <= digits) + _ExponentialFormats.Add("g" + _ExponentialFormats.Count); + + return _ExponentialFormats[digits]; + } + + /************************************************************************************************************************/ + + private static void TrimExponential(ref string valueString) + { + var length = valueString.Length; + if (length <= 4 || + valueString[length - 4] != 'e' || + valueString[length - 2] != '0') + return; + + valueString = + valueString.Substring(0, length - 2) + + valueString[length - 1]; + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/CompactUnitConversionCache.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/CompactUnitConversionCache.cs.meta new file mode 100644 index 0000000000..28e282bf59 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/CompactUnitConversionCache.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b282ce649e44335499d21e0472c670e1 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/ConversionCache.cs b/Assets/Plugins/Animancer/Internal/Editor/ConversionCache.cs new file mode 100644 index 0000000000..017ef6503a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/ConversionCache.cs @@ -0,0 +1,101 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +//#define ANIMANCER_LOG_CONVERSION_CACHE + +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] + /// A simple system for converting objects and storing the results so they can be reused to minimise the need for + /// garbage collection, particularly for string construction. + /// + /// This class doesn't use any Editor-Only functionality, but it's unlikely to be useful at runtime. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/ConversionCache_2 + /// + public sealed class ConversionCache + { + /************************************************************************************************************************/ + + private sealed class CachedValue + { + public int lastFrameAccessed; + public TValue value; + } + + /************************************************************************************************************************/ + + private readonly Dictionary + Cache = new Dictionary(); + private readonly List + Keys = new List(); + private readonly Func + Converter; + + private int _LastCleanupFrame; + + /************************************************************************************************************************/ + + /// + /// Creates a new which uses the specified delegate to convert values. + /// + public ConversionCache(Func converter) => Converter = converter; + + /************************************************************************************************************************/ + + /// + /// If a value has already been cached for the specified `key`, return it. Otherwise create a new one using + /// the delegate provided in the constructor and cache it. + /// + /// If the `key` is null, this method returns the default . + /// + /// This method also periodically removes values that have not been used recently. + public TValue Convert(TKey key) + { + if (key == null) + return default; + + CachedValue cached; + + // The next time a value is retrieved after at least 100 frames, clear out any old ones. + var frame = Time.frameCount; + if (_LastCleanupFrame + 100 < frame) + { + + for (int i = Keys.Count - 1; i >= 0; i--) + { + var checkKey = Keys[i]; + if (!Cache.TryGetValue(checkKey, out cached) || + cached.lastFrameAccessed <= _LastCleanupFrame) + { + Cache.Remove(checkKey); + Keys.RemoveAt(i); + } + } + + _LastCleanupFrame = frame; + + } + + if (!Cache.TryGetValue(key, out cached)) + { + Cache.Add(key, cached = new CachedValue { value = Converter(key) }); + Keys.Add(key); + + } + + cached.lastFrameAccessed = frame; + + return cached.value; + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/ConversionCache.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/ConversionCache.cs.meta new file mode 100644 index 0000000000..fc0bee6cce --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/ConversionCache.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1b0e970556a97204991d267c5cdb3ca9 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI.meta new file mode 100644 index 0000000000..defb3630c2 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ef1e58ab0b0cf224d9837d422a8647f1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerComponentEditor.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerComponentEditor.cs new file mode 100644 index 0000000000..b9b853c18f --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerComponentEditor.cs @@ -0,0 +1,203 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] A custom Inspector for s. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerComponentEditor + /// + [CustomEditor(typeof(AnimancerComponent), true), CanEditMultipleObjects] + public class AnimancerComponentEditor : BaseAnimancerComponentEditor + { + /************************************************************************************************************************/ + + private bool _ShowResetOnDisableWarning; + + protected override bool DoOverridePropertyGUI(string path, SerializedProperty property, GUIContent label) + { + if (path == Targets[0].AnimatorFieldName) + { + DoAnimatorGUI(property, label); + return true; + } + + if (path == Targets[0].ActionOnDisableFieldName) + { + DoActionOnDisableGUI(property, label); + return true; + } + + return base.DoOverridePropertyGUI(path, property, label); + } + + /************************************************************************************************************************/ + + private void DoAnimatorGUI(SerializedProperty property, GUIContent label) + { + var hasAnimator = property.objectReferenceValue != null; + + var color = GUI.color; + if (!hasAnimator) + GUI.color = AnimancerGUI.WarningFieldColor; + + EditorGUILayout.PropertyField(property, label); + + if (!hasAnimator) + { + GUI.color = color; + + EditorGUILayout.HelpBox($"An {nameof(Animator)} is required in order to play animations." + + " Click here to search for one nearby.", + MessageType.Warning); + + if (AnimancerGUI.TryUseClickEventInLastRect()) + { + Serialization.ForEachTarget(property, (targetProperty) => + { + var target = (IAnimancerComponent)targetProperty.serializedObject.targetObject; + + var animator = target.gameObject.GetComponentInParentOrChildren(); + if (animator == null) + { + Debug.Log($"No {nameof(Animator)} found on '{target.gameObject.name}' or any of its parents or children." + + " You must assign one manually.", target.gameObject); + return; + } + + targetProperty.objectReferenceValue = animator; + }); + } + } + else if (property.objectReferenceValue is Animator animator) + { + if (animator.gameObject != Targets[0].gameObject) + { + EditorGUILayout.HelpBox( + $"It is recommended that you keep this component on the same {nameof(GameObject)}" + + $" as its target {nameof(Animator)} so that they get enabled and disabled at the same time.", + MessageType.Info); + } + + var initialUpdateMode = Targets[0].InitialUpdateMode; + var updateMode = animator.updateMode; + if (AnimancerPlayable.HasChangedToOrFromAnimatePhysics(initialUpdateMode, updateMode)) + { + EditorGUILayout.HelpBox( + $"Changing to or from {nameof(AnimatorUpdateMode.Fixed)} mode at runtime has no effect" + + $" when using the Playables API. It will continue using the original mode it had on startup.", + MessageType.Warning); + + if (AnimancerGUI.TryUseClickEventInLastRect()) + EditorUtility.OpenWithDefaultApp(Strings.DocsURLs.UpdateModes); + } + } + } + + /************************************************************************************************************************/ + + private void DoActionOnDisableGUI(SerializedProperty property, GUIContent label) + { + EditorGUILayout.PropertyField(property, label, true); + + if (property.enumValueIndex == (int)AnimancerComponent.DisableAction.Reset) + { + // Since getting all the components creates garbage, only do it during layout events. + if (Event.current.type == EventType.Layout) + { + _ShowResetOnDisableWarning = !AreAllResettingTargetsAboveTheirAnimator(); + } + + if (_ShowResetOnDisableWarning) + { + EditorGUILayout.HelpBox("Reset only works if this component is above the Animator" + + " so OnDisable can perform the Reset before the Animator actually gets disabled." + + " Click here to fix." + + "\n\nOtherwise you can use Stop and call Animator.Rebind before disabling this GameObject.", + MessageType.Error); + + if (AnimancerGUI.TryUseClickEventInLastRect()) + MoveResettingTargetsAboveTheirAnimator(); + } + } + } + + /************************************************************************************************************************/ + + private bool AreAllResettingTargetsAboveTheirAnimator() + { + for (int i = 0; i < Targets.Length; i++) + { + var target = Targets[i]; + if (!target.ResetOnDisable) + continue; + + var animator = target.Animator; + if (animator == null || + target.gameObject != animator.gameObject) + continue; + + var targetObject = (Object)target; + var components = target.gameObject.GetComponents(); + for (int j = 0; j < components.Length; j++) + { + var component = components[j]; + if (component == targetObject) + break; + else if (component == animator) + return false; + } + } + + return true; + } + + /************************************************************************************************************************/ + + private void MoveResettingTargetsAboveTheirAnimator() + { + for (int i = 0; i < Targets.Length; i++) + { + var target = Targets[i]; + if (!target.ResetOnDisable) + continue; + + var animator = target.Animator; + if (animator == null || + target.gameObject != animator.gameObject) + continue; + + int animatorIndex = -1; + + var targetObject = (Object)target; + var components = target.gameObject.GetComponents(); + for (int j = 0; j < components.Length; j++) + { + var component = components[j]; + if (component == targetObject) + { + if (animatorIndex >= 0) + { + var count = j - animatorIndex; + while (count-- > 0) + UnityEditorInternal.ComponentUtility.MoveComponentUp((Component)target); + } + break; + } + else if (component == animator) + { + animatorIndex = j; + } + } + } + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerComponentEditor.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerComponentEditor.cs.meta new file mode 100644 index 0000000000..e353899964 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerComponentEditor.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: acdbf1bb0c07d294d9bbbac9812c226f +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerGUI.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerGUI.cs new file mode 100644 index 0000000000..4e536b1d1b --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerGUI.cs @@ -0,0 +1,570 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] Various GUI utilities used throughout Animancer. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerGUI + /// + public static class AnimancerGUI + { + /************************************************************************************************************************/ + #region Standard Values + /************************************************************************************************************************/ + + /// The highlight color used for fields showing a warning. + public static readonly Color + WarningFieldColor = new Color(1, 0.9f, 0.6f); + + /// The highlight color used for fields showing an error. + public static readonly Color + ErrorFieldColor = new Color(1, 0.6f, 0.6f); + + /************************************************************************************************************************/ + + /// set to false. + public static readonly GUILayoutOption[] + DontExpandWidth = { GUILayout.ExpandWidth(false) }; + + /************************************************************************************************************************/ + + /// Returns . + public static float LineHeight => EditorGUIUtility.singleLineHeight; + + /************************************************************************************************************************/ + + /// Returns . + public static float StandardSpacing => EditorGUIUtility.standardVerticalSpacing; + + /************************************************************************************************************************/ + + private static float _IndentSize = -1; + + /// + /// The number of pixels of indentation for each increment. + /// + public static float IndentSize + { + get + { + if (_IndentSize < 0) + { + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 1; + _IndentSize = EditorGUI.IndentedRect(new Rect()).x; + EditorGUI.indentLevel = indentLevel; + } + + return _IndentSize; + } + } + + /************************************************************************************************************************/ + + private static float _ToggleWidth = -1; + + /// The width of a standard with no label. + public static float ToggleWidth + { + get + { + if (_ToggleWidth == -1) + _ToggleWidth = GUI.skin.toggle.CalculateWidth(GUIContent.none); + return _ToggleWidth; + } + } + + /************************************************************************************************************************/ + + /// The color of the standard label text. + public static Color TextColor => GUI.skin.label.normal.textColor; + + /************************************************************************************************************************/ + + private static GUIStyle _MiniButton; + + /// A more compact with a fixed size as a tiny box. + public static GUIStyle MiniButton + { + get + { + if (_MiniButton == null) + { + _MiniButton = new GUIStyle(EditorStyles.miniButton) + { + margin = new RectOffset(0, 0, 2, 0), + padding = new RectOffset(2, 3, 2, 2), + alignment = TextAnchor.MiddleCenter, + fixedHeight = LineHeight, + fixedWidth = LineHeight - 1 + }; + } + + return _MiniButton; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Layout + /************************************************************************************************************************/ + + /// Wrapper around . + public static void RepaintEverything() => UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); + + /************************************************************************************************************************/ + + /// Indicates where should add the . + public enum SpacingMode + { + /// No extra space. + None, + + /// Add extra space before the new area. + Before, + + /// Add extra space after the new area. + After, + + /// Add extra space before and after the new area. + BeforeAndAfter + } + + /// + /// Uses to get a occupying a single + /// standard line with the added according to the specified `spacing`. + /// + public static Rect LayoutSingleLineRect(SpacingMode spacing = SpacingMode.None) + { + Rect rect; + switch (spacing) + { + case SpacingMode.None: + return GUILayoutUtility.GetRect(0, LineHeight); + + case SpacingMode.Before: + rect = GUILayoutUtility.GetRect(0, LineHeight + StandardSpacing); + rect.yMin += StandardSpacing; + return rect; + + case SpacingMode.After: + rect = GUILayoutUtility.GetRect(0, LineHeight + StandardSpacing); + rect.yMax -= StandardSpacing; + return rect; + + case SpacingMode.BeforeAndAfter: + rect = GUILayoutUtility.GetRect(0, LineHeight + StandardSpacing * 2); + rect.yMin += StandardSpacing; + rect.yMax -= StandardSpacing; + return rect; + + default: + throw new ArgumentException($"Unknown {nameof(StandardSpacing)}: " + spacing, nameof(spacing)); + } + } + + /************************************************************************************************************************/ + + /// + /// If the is positive, this method moves the by that amount and + /// adds the . + /// + public static void NextVerticalArea(ref Rect area) + { + if (area.height > 0) + area.y += area.height + StandardSpacing; + } + + /************************************************************************************************************************/ + + /// + /// Subtracts the `width` from the left side of the `area` and returns a new occupying the + /// removed section. + /// + public static Rect StealFromLeft(ref Rect area, float width, float padding = 0) + { + var newRect = new Rect(area.x, area.y, width, area.height); + area.xMin += width + padding; + return newRect; + } + + /// + /// Subtracts the `width` from the right side of the `area` and returns a new occupying the + /// removed section. + /// + public static Rect StealFromRight(ref Rect area, float width, float padding = 0) + { + area.width -= width + padding; + return new Rect(area.xMax + padding, area.y, width, area.height); + } + + /************************************************************************************************************************/ + + /// + /// Divides the given `area` such that the fields associated with both labels will have equal space + /// remaining after the labels themselves. + /// + public static void SplitHorizontally(Rect area, string label0, string label1, + out float width0, out float width1, out Rect rect0, out Rect rect1) + { + width0 = CalculateLabelWidth(label0); + width1 = CalculateLabelWidth(label1); + + const float Padding = 1; + + rect0 = rect1 = area; + + var remainingWidth = area.width - width0 - width1 - Padding; + rect0.width = width0 + remainingWidth * 0.5f; + rect1.xMin = rect0.xMax + Padding; + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] Calls and returns the max width. + public static float CalculateWidth(this GUIStyle style, GUIContent content) + { + style.CalcMinMaxWidth(content, out _, out var width); + return Mathf.Ceil(width); + } + + /// [Animancer Extension] Calls and returns the max width. + public static float CalculateWidth(this GUIStyle style, string text) + { + using (ObjectPool.Disposable.AcquireContent(out var content, text, null, false)) + return style.CalculateWidth(content); + } + + /************************************************************************************************************************/ + + /// + /// Creates a for calculating the GUI width occupied by text using the + /// specified `style`. + /// + public static ConversionCache CreateWidthCache(GUIStyle style) + => new ConversionCache((text) => style.CalculateWidth(text)); + + /************************************************************************************************************************/ + + private static ConversionCache _LabelWidthCache; + + /// + /// Calls using and returns the max + /// width. The result is cached for efficient reuse. + /// + public static float CalculateLabelWidth(string text) + { + if (_LabelWidthCache == null) + _LabelWidthCache = CreateWidthCache(GUI.skin.label); + + return _LabelWidthCache.Convert(text); + } + + /************************************************************************************************************************/ + + /// + /// Begins a vertical layout group using the given style and decreases the + /// to compensate for the indentation. + /// + public static void BeginVerticalBox(GUIStyle style) + { + if (style == null) + { + GUILayout.BeginVertical(); + return; + } + + GUILayout.BeginVertical(style); + EditorGUIUtility.labelWidth -= style.padding.left; + } + + /// + /// Ends a layout group started by and restores the + /// . + /// + public static void EndVerticalBox(GUIStyle style) + { + if (style != null) + EditorGUIUtility.labelWidth += style.padding.left; + + GUILayout.EndVertical(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Labels + /************************************************************************************************************************/ + + private static GUIStyle _WeightLabelStyle; + private static float _WeightLabelWidth = -1; + + /// + /// Draws a label showing the `weight` aligned to the right side of the `area` and reduces its + /// to remove that label from its area. + /// + public static void DoWeightLabel(ref Rect area, float weight) + { + var label = WeightToShortString(weight, out var isExact); + + if (_WeightLabelStyle == null) + _WeightLabelStyle = new GUIStyle(GUI.skin.label); + + if (_WeightLabelWidth < 0) + { + _WeightLabelStyle.fontStyle = FontStyle.Italic; + _WeightLabelWidth = _WeightLabelStyle.CalculateWidth("0.0"); + } + + _WeightLabelStyle.normal.textColor = Color.Lerp(Color.grey, TextColor, weight); + _WeightLabelStyle.fontStyle = isExact ? FontStyle.Normal : FontStyle.Italic; + + var weightArea = StealFromRight(ref area, _WeightLabelWidth); + + GUI.Label(weightArea, label, _WeightLabelStyle); + } + + /************************************************************************************************************************/ + + private static ConversionCache _ShortWeightCache; + + /// Returns a string which approximates the `weight` into no more than 3 digits. + private static string WeightToShortString(float weight, out bool isExact) + { + isExact = true; + + if (weight == 0) + return "0.0"; + if (weight == 1) + return "1.0"; + + isExact = false; + + if (weight >= -0.5f && weight < 0.05f) + return "~0."; + if (weight >= 0.95f && weight < 1.05f) + return "~1."; + + if (weight <= -99.5f) + return "-??"; + if (weight >= 999.5f) + return "???"; + + if (_ShortWeightCache == null) + _ShortWeightCache = new ConversionCache((value) => + { + if (value < -9.5f) return $"{value:F0}"; + if (value < -0.5f) return $"{value:F0}."; + if (value < 9.5f) return $"{value:F1}"; + if (value < 99.5f) return $"{value:F0}."; + return $"{value:F0}"; + }); + + var rounded = weight > 0 ? Mathf.Floor(weight * 10) : Mathf.Ceil(weight * 10); + isExact = Mathf.Approximately(weight * 10, rounded); + + return _ShortWeightCache.Convert(weight); + } + + /************************************************************************************************************************/ + + /// The from before . + private static float _TightLabelWidth; + + /// Stores the and changes it to the exact width of the `label`. + public static string BeginTightLabel(string label) + { + _TightLabelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth = CalculateLabelWidth(label) + EditorGUI.indentLevel * IndentSize; + return GetNarrowText(label); + } + + /// Reverts to its previous value. + public static void EndTightLabel() + { + EditorGUIUtility.labelWidth = _TightLabelWidth; + } + + /************************************************************************************************************************/ + + private static ConversionCache _NarrowTextCache; + + /// + /// Returns the `text` without any spaces if is false. + /// Otherwise simply returns the `text` without any changes. + /// + public static string GetNarrowText(string text) + { + if (EditorGUIUtility.wideMode || + string.IsNullOrEmpty(text)) + return text; + + if (_NarrowTextCache == null) + _NarrowTextCache = new ConversionCache((str) => str.Replace(" ", "")); + + return _NarrowTextCache.Convert(text); + } + + /************************************************************************************************************************/ + + /// Loads an icon texture and sets it to use . + public static Texture LoadIcon(string name) + { + var icon = (Texture)EditorGUIUtility.Load(name); + if (icon != null) + icon.filterMode = FilterMode.Bilinear; + return icon; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Events + /************************************************************************************************************************/ + + /// + /// Returns true and uses the current event if it is inside the specified + /// `area`. + /// + public static bool TryUseClickEvent(Rect area, int button = -1) + { + var currentEvent = Event.current; + if (currentEvent.type == EventType.MouseUp && + (button < 0 || currentEvent.button == button) && + area.Contains(currentEvent.mousePosition)) + { + GUI.changed = true; + currentEvent.Use(); + + if (currentEvent.button == 2) + Deselect(); + + return true; + } + else return false; + } + + /// + /// Returns true and uses the current event if it is inside the last GUI Layout + /// that was drawn. + /// + public static bool TryUseClickEventInLastRect(int button = -1) + => TryUseClickEvent(GUILayoutUtility.GetLastRect(), button); + + /************************************************************************************************************************/ + + /// + /// Invokes `onDrop` if the is a drag and drop event inside the `dropArea`. + /// + public static void HandleDragAndDrop(Rect dropArea, Func validate, Action onDrop, + DragAndDropVisualMode mode = DragAndDropVisualMode.Link) where T : class + { + if (!dropArea.Contains(Event.current.mousePosition)) + return; + + bool isDrop; + switch (Event.current.type) + { + case EventType.DragUpdated: + isDrop = false; + break; + + case EventType.DragPerform: + isDrop = true; + break; + + default: + return; + } + + TryDrop(DragAndDrop.objectReferences, validate, onDrop, isDrop, mode); + } + + /************************************************************************************************************************/ + + /// + /// Updates the or calls `onDrop` for each of the `objects`. + /// + private static void TryDrop(IEnumerable objects, Func validate, Action onDrop, bool isDrop, + DragAndDropVisualMode mode) where T : class + { + if (objects == null) + return; + + var droppedAny = false; + + foreach (var obj in objects) + { + var t = obj as T; + + if (t != null && (validate == null || validate(t))) + { + Deselect(); + + if (!isDrop) + { + DragAndDrop.visualMode = mode; + break; + } + else + { + onDrop(t); + droppedAny = true; + } + } + } + + if (droppedAny) + GUIUtility.ExitGUI(); + } + + /************************************************************************************************************************/ + + /// + /// Uses to deal with drag and drop operations involving + /// s of s. + /// + public static void HandleDragAndDropAnimations(Rect dropArea, Action onDrop, + DragAndDropVisualMode mode = DragAndDropVisualMode.Link) + { + HandleDragAndDrop(dropArea, (clip) => !clip.legacy, onDrop, mode); + + HandleDragAndDrop(dropArea, null, (source) => + { + using (ObjectPool.Disposable.AcquireList(out var clips)) + { + source.GetAnimationClips(clips); + TryDrop(clips, (clip) => !clip.legacy, onDrop, true, mode); + } + }, mode); + + HandleDragAndDrop(dropArea, null, (collection) => + { + using (ObjectPool.Disposable.AcquireSet(out var clips)) + { + collection.GatherAnimationClips(clips); + TryDrop(clips, (clip) => !clip.legacy, onDrop, true, mode); + } + }, mode); + } + + /************************************************************************************************************************/ + + /// Deselects any selected IMGUI control. + public static void Deselect() => GUIUtility.keyboardControl = 0; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerGUI.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerGUI.cs.meta new file mode 100644 index 0000000000..5d49a7f2ff --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerGUI.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: aa67bea4f1d70534987fb1358fd71903 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerLayerDrawer.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerLayerDrawer.cs new file mode 100644 index 0000000000..36457207fc --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerLayerDrawer.cs @@ -0,0 +1,423 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Internal] + /// A custom Inspector for an which sorts and exposes some of its internal values. + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerLayerDrawer + /// + public sealed class AnimancerLayerDrawer : AnimancerNodeDrawer + { + /************************************************************************************************************************/ + + /// The states in the target layer which have non-zero . + public readonly List ActiveStates = new List(); + + /// The states in the target layer which have zero . + public readonly List InactiveStates = new List(); + + /************************************************************************************************************************/ + + /// The used for the area encompassing this drawer is . + protected override GUIStyle RegionStyle => GUI.skin.box; + + /************************************************************************************************************************/ + #region Gathering + /************************************************************************************************************************/ + + /// + /// Initializes an editor in the list for each layer in the `animancer`. + /// + /// The `count` indicates the number of elements actually being used. Spare elements are kept in the list in + /// case they need to be used again later. + /// + internal static void GatherLayerEditors(AnimancerPlayable animancer, List editors, out int count) + { + count = animancer.Layers.Count; + for (int i = 0; i < count; i++) + { + AnimancerLayerDrawer editor; + if (editors.Count <= i) + { + editor = new AnimancerLayerDrawer(); + editors.Add(editor); + } + else + { + editor = editors[i]; + } + + editor.GatherStates(animancer.Layers[i]); + } + } + + /************************************************************************************************************************/ + + /// + /// Sets the target `layer` and sorts its states and their keys into the active/inactive lists. + /// + private void GatherStates(AnimancerLayer layer) + { + Target = layer; + + ActiveStates.Clear(); + InactiveStates.Clear(); + + foreach (var state in layer) + { + if (AnimancerPlayableDrawer.HideInactiveStates && state.Weight == 0) + continue; + + if (!AnimancerPlayableDrawer.SeparateActiveFromInactiveStates || state.Weight != 0) + { + ActiveStates.Add(state); + } + else + { + InactiveStates.Add(state); + } + } + + SortAndGatherKeys(ActiveStates); + SortAndGatherKeys(InactiveStates); + } + + /************************************************************************************************************************/ + + /// + /// Sorts any entries that use another state as their key to come right after that state. + /// See . + /// + private static void SortAndGatherKeys(List states) + { + var count = states.Count; + if (count == 0) + return; + + if (AnimancerPlayableDrawer.SortStatesByName) + { + states.Sort((x, y) => + { + if (x.MainObject == null) + return y.MainObject == null ? 0 : 1; + else if (y.MainObject == null) + return -1; + + return x.MainObject.name.CompareTo(y.MainObject.name); + }); + } + + // Sort any states that use another state as their key to be right after the key. + for (int i = 0; i < count; i++) + { + var state = states[i]; + var key = state.Key; + + var keyState = key as AnimancerState; + if (keyState == null) + continue; + + var keyStateIndex = states.IndexOf(keyState); + if (keyStateIndex < 0 || keyStateIndex + 1 == i) + continue; + + states.RemoveAt(i); + + if (keyStateIndex < i) + keyStateIndex++; + + states.Insert(keyStateIndex, state); + + i--; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + /// Draws the layer's name and weight. + protected override void DoLabelGUI(Rect area) + { + var label = Target.IsAdditive ? "Additive" : "Override"; + if (Target._Mask != null) + label = $"{label} ({Target._Mask.name})"; + + area.xMin += FoldoutIndent; + + AnimancerGUI.DoWeightLabel(ref area, Target.Weight); + + EditorGUIUtility.labelWidth -= FoldoutIndent; + EditorGUI.LabelField(area, Target.ToString(), label); + EditorGUIUtility.labelWidth += FoldoutIndent; + } + + /************************************************************************************************************************/ + + /// The number of pixels of indentation required to fit the foldout arrow. + const float FoldoutIndent = 12; + + /// + protected override void DoFoldoutGUI(Rect area) + { + var hierarchyMode = EditorGUIUtility.hierarchyMode; + EditorGUIUtility.hierarchyMode = true; + + area.xMin += FoldoutIndent; + IsExpanded = EditorGUI.Foldout(area, IsExpanded, GUIContent.none, true); + + EditorGUIUtility.hierarchyMode = hierarchyMode; + } + + /************************************************************************************************************************/ + + /// + protected override void DoDetailsGUI() + { + if (IsExpanded) + { + EditorGUI.indentLevel++; + GUILayout.BeginHorizontal(); + GUILayout.Space(FoldoutIndent); + GUILayout.BeginVertical(); + + DoLayerDetailsGUI(); + DoNodeDetailsGUI(); + + GUILayout.EndVertical(); + GUILayout.EndHorizontal(); + EditorGUI.indentLevel--; + } + + DoStatesGUI(); + } + + /************************************************************************************************************************/ + + /// + /// Draws controls for and . + /// + private void DoLayerDetailsGUI() + { + var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before); + area = EditorGUI.IndentedRect(area); + + var labelWidth = EditorGUIUtility.labelWidth; + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var additiveLabel = AnimancerGUI.GetNarrowText("Is Additive"); + + var additiveWidth = GUI.skin.toggle.CalculateWidth(additiveLabel); + var maskRect = AnimancerGUI.StealFromRight(ref area, area.width - additiveWidth); + + // Additive. + EditorGUIUtility.labelWidth = AnimancerGUI.CalculateLabelWidth(additiveLabel); + EditorGUI.BeginChangeCheck(); + var isAdditive = EditorGUI.Toggle(area, additiveLabel, Target.IsAdditive); + if (EditorGUI.EndChangeCheck()) + Target.IsAdditive = isAdditive; + + // Mask. + using (ObjectPool.Disposable.AcquireContent(out var label, "Mask")) + { + EditorGUIUtility.labelWidth = AnimancerGUI.CalculateLabelWidth(label.text); + EditorGUI.BeginChangeCheck(); + Target._Mask = (AvatarMask)EditorGUI.ObjectField(maskRect, label, Target._Mask, typeof(AvatarMask), false); + if (EditorGUI.EndChangeCheck()) + Target.SetMask(Target._Mask); + } + + EditorGUI.indentLevel = indentLevel; + EditorGUIUtility.labelWidth = labelWidth; + } + + /************************************************************************************************************************/ + + private void DoStatesGUI() + { + if (AnimancerPlayableDrawer.HideInactiveStates) + { + DoStatesGUI("Active States", ActiveStates); + } + else if (AnimancerPlayableDrawer.SeparateActiveFromInactiveStates) + { + DoStatesGUI("Active States", ActiveStates); + DoStatesGUI("Inactive States", InactiveStates); + } + else + { + DoStatesGUI("States", ActiveStates); + } + + if (Target.Index == 0 && + Target.Weight != 0 && + !Target.IsAdditive && + !Mathf.Approximately(Target.GetTotalWeight(), 1)) + { + EditorGUILayout.HelpBox( + "The total Weight of all states in this layer does not equal 1, which will likely give undesirable results." + + " Click here for more information.", + MessageType.Warning); + + if (AnimancerGUI.TryUseClickEventInLastRect()) + EditorUtility.OpenWithDefaultApp(Strings.DocsURLs.Fading); + } + } + + /************************************************************************************************************************/ + + /// Draws all `states` in the given list. + private void DoStatesGUI(string label, List states) + { + var area = AnimancerGUI.LayoutSingleLineRect(); + + const string Label = "Weight"; + var width = AnimancerGUI.CalculateLabelWidth(Label); + GUI.Label(AnimancerGUI.StealFromRight(ref area, width), Label); + + EditorGUI.LabelField(area, label, states.Count.ToString()); + + EditorGUI.indentLevel++; + for (int i = 0; i < states.Count; i++) + { + DoStateGUI(states[i]); + } + EditorGUI.indentLevel--; + } + + /************************************************************************************************************************/ + + /// Cached Inspectors that have already been created for states. + private readonly Dictionary + StateInspectors = new Dictionary(); + + /// Draws the Inspector for the given `state`. + private void DoStateGUI(AnimancerState state) + { + if (!StateInspectors.TryGetValue(state, out var inspector)) + { + inspector = state.CreateDrawer(); + StateInspectors.Add(state, inspector); + } + + inspector.DoGUI(); + DoChildStatesGUI(state); + } + + /************************************************************************************************************************/ + + /// Draws all child states of the `state`. + private void DoChildStatesGUI(AnimancerState state) + { + EditorGUI.indentLevel++; + + foreach (var child in state) + { + if (child == null) + continue; + + DoStateGUI(child); + } + + EditorGUI.indentLevel--; + } + + /************************************************************************************************************************/ + + /// + public override void DoGUI() + { + if (!Target.IsValid) + return; + + base.DoGUI(); + + var area = GUILayoutUtility.GetLastRect(); + HandleDragAndDropAnimations(area, Target.Root.Component, Target.Index); + } + + /// + /// If s or s are dropped inside the `dropArea`, + /// this method creates a new state in the `target` for each animation. + /// + public static void HandleDragAndDropAnimations(Rect dropArea, IAnimancerComponent target, int layerIndex) + { + if (target == null) + return; + + AnimancerGUI.HandleDragAndDropAnimations(dropArea, (clip) => + { + target.Playable.Layers[layerIndex].GetOrCreateState(clip); + }); + } + + /************************************************************************************************************************/ + #region Context Menu + /************************************************************************************************************************/ + + /// + protected override void PopulateContextMenu(GenericMenu menu) + { + menu.AddDisabledItem(new GUIContent($"{DetailsPrefix}{nameof(Target.CurrentState)}: {Target.CurrentState}")); + menu.AddDisabledItem(new GUIContent($"{DetailsPrefix}{nameof(Target.CommandCount)}: {Target.CommandCount}")); + + menu.AddFunction("Stop", + HasAnyStates((state) => state.IsPlaying || state.Weight != 0), + () => Target.Stop()); + + AnimancerEditorUtilities.AddFadeFunction(menu, "Fade In", + Target.Index > 0 && Target.Weight != 1, Target, + (duration) => Target.StartFade(1, duration)); + AnimancerEditorUtilities.AddFadeFunction(menu, "Fade Out", + Target.Index > 0 && Target.Weight != 0, Target, + (duration) => Target.StartFade(0, duration)); + + AnimancerEditorUtilities.AddContextMenuIK(menu, Target); + + menu.AddSeparator(""); + + menu.AddFunction("Destroy States", + ActiveStates.Count > 0 || InactiveStates.Count > 0, + () => Target.DestroyStates()); + + AnimancerPlayableDrawer.AddRootFunctions(menu, Target.Root); + + menu.AddSeparator(""); + + AnimancerPlayableDrawer.AddDisplayOptions(menu); + + AnimancerEditorUtilities.AddDocumentationLink(menu, "Layer Documentation", Strings.DocsURLs.Layers); + + menu.ShowAsContext(); + } + + /************************************************************************************************************************/ + + private bool HasAnyStates(Func condition) + { + foreach (var state in Target) + { + if (condition(state)) + return true; + } + + return false; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerLayerDrawer.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerLayerDrawer.cs.meta new file mode 100644 index 0000000000..2e3a5cfbc2 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerLayerDrawer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5c7bae7cf59ceb14cbdd08bea1a62717 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerNodeDrawer.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerNodeDrawer.cs new file mode 100644 index 0000000000..bbec044b5e --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerNodeDrawer.cs @@ -0,0 +1,303 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using UnityEditor; +using UnityEngine; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] Draws the Inspector GUI for an . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/IAnimancerNodeDrawer + /// + public interface IAnimancerNodeDrawer + { + /// Draws the details and controls for the target node in the Inspector. + void DoGUI(); + } + + /************************************************************************************************************************/ + + /// [Editor-Only] Draws the Inspector GUI for an . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerNodeDrawer_1 + /// + public abstract class AnimancerNodeDrawer : IAnimancerNodeDrawer where T : AnimancerNode + { + /************************************************************************************************************************/ + + /// The node being managed. + public T Target { get; protected set; } + + /// If true, the details of the will be expanded in the Inspector. + public ref bool IsExpanded => ref Target._IsInspectorExpanded; + + /************************************************************************************************************************/ + + /// The used for the area encompassing this drawer. + protected abstract GUIStyle RegionStyle { get; } + + /************************************************************************************************************************/ + + /// Draws the details and controls for the target in the Inspector. + public virtual void DoGUI() + { + if (!Target.IsValid) + return; + + AnimancerGUI.BeginVerticalBox(RegionStyle); + { + DoHeaderGUI(); + DoDetailsGUI(); + } + AnimancerGUI.EndVerticalBox(RegionStyle); + + CheckContextMenu(GUILayoutUtility.GetLastRect()); + + } + + /************************************************************************************************************************/ + + /// + /// Draws the name and other details of the in the GUI. + /// + protected virtual void DoHeaderGUI() + { + var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before); + DoLabelGUI(area); + DoFoldoutGUI(area); + } + + /// + /// Draws a field for the if it has one, otherwise just a simple text + /// label. + /// + protected abstract void DoLabelGUI(Rect area); + + /// Draws a foldout arrow to expand/collapse the node details. + protected abstract void DoFoldoutGUI(Rect area); + + /// Draws the details of the in the GUI. + protected abstract void DoDetailsGUI(); + + /************************************************************************************************************************/ + + /// + /// Draws controls for , , and + /// . + /// + protected void DoNodeDetailsGUI() + { + var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before); + area.xMin += EditorGUI.indentLevel * AnimancerGUI.IndentSize; + var xMin = area.xMin; + var xMax = area.xMax; + + var labelWidth = EditorGUIUtility.labelWidth; + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + // Is Playing. + var state = Target as AnimancerState; + if (state != null) + { + var label = AnimancerGUI.BeginTightLabel("Is Playing"); + area.width = EditorGUIUtility.labelWidth + 16; + state.IsPlaying = EditorGUI.Toggle(area, label, state.IsPlaying); + AnimancerGUI.EndTightLabel(); + + area.x += area.width; + area.xMax = xMax; + } + + AnimancerGUI.SplitHorizontally(area, "Speed", "Weight", + out var speedWidth, out var weightWidth, out var speedRect, out var weightRect); + + // Speed. + EditorGUIUtility.labelWidth = speedWidth; + EditorGUI.BeginChangeCheck(); + var speed = EditorGUI.FloatField(speedRect, "Speed", Target.Speed); + if (EditorGUI.EndChangeCheck()) + Target.Speed = speed; + if (AnimancerGUI.TryUseClickEvent(speedRect, 2)) + Target.Speed = Target.Speed != 1 ? 1 : 0; + + // Weight. + EditorGUIUtility.labelWidth = weightWidth; + EditorGUI.BeginChangeCheck(); + var weight = EditorGUI.FloatField(weightRect, "Weight", Target.Weight); + if (EditorGUI.EndChangeCheck()) + SetWeight(Mathf.Max(weight, 0)); + if (AnimancerGUI.TryUseClickEvent(weightRect, 2)) + SetWeight(Target.Weight != 1 ? 1 : 0); + + // Not really sure why this is necessary. + // It allows the dummy ID added when the Real Speed is hidden to work properly. + GUIUtility.GetControlID(FocusType.Passive); + + // Real Speed (Mixer Synchronization changes the internal Playable Speed without setting the State Speed). + speed = (float)Target._Playable.GetSpeed(); + if (Target.Speed != speed) + { + using (new EditorGUI.DisabledScope(true)) + { + area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before); + area.xMin = xMin; + + var label = AnimancerGUI.BeginTightLabel("Real Speed"); + EditorGUIUtility.labelWidth = AnimancerGUI.CalculateLabelWidth(label); + EditorGUI.FloatField(area, label, speed); + AnimancerGUI.EndTightLabel(); + } + } + else// Add a dummy ID so that subsequent IDs don't change when the Real Speed appears or disappears. + { + GUIUtility.GetControlID(FocusType.Passive); + } + + EditorGUI.indentLevel = indentLevel; + EditorGUIUtility.labelWidth = labelWidth; + + DoFadeDetailsGUI(); + } + + /************************************************************************************************************************/ + + /// Indicates whether changing the should normalize its siblings. + protected virtual bool AutoNormalizeSiblingWeights => false; + + private void SetWeight(float weight) + { + if (weight < 0 || + weight > 1 || + Mathf.Approximately(Target.Weight, 1) || + !AutoNormalizeSiblingWeights) + goto JustSetWeight; + + var parent = Target.Parent; + if (parent == null) + goto JustSetWeight; + + var totalWeight = 0f; + var siblingCount = parent.ChildCount; + for (int i = 0; i < siblingCount; i++) + { + var sibling = parent.GetChild(i); + if (sibling.IsValid()) + totalWeight += sibling.Weight; + } + + // If the weights weren't previously normalized, don't normalize them now. + if (!Mathf.Approximately(totalWeight, 1)) + goto JustSetWeight; + + var siblingWeightMultiplier = (totalWeight - weight) / (totalWeight - Target.Weight); + + for (int i = 0; i < siblingCount; i++) + { + var sibling = parent.GetChild(i); + if (sibling != Target && sibling.IsValid()) + sibling.Weight *= siblingWeightMultiplier; + } + + JustSetWeight: + Target.Weight = weight; + } + + /************************************************************************************************************************/ + + /// Draws the and . + private void DoFadeDetailsGUI() + { + var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before); + area = EditorGUI.IndentedRect(area); + + var speedLabel = AnimancerGUI.GetNarrowText("Fade Speed"); + var targetLabel = AnimancerGUI.GetNarrowText("Target Weight"); + + AnimancerGUI.SplitHorizontally(area, speedLabel, targetLabel, + out var speedWidth, out var weightWidth, out var speedRect, out var weightRect); + + var labelWidth = EditorGUIUtility.labelWidth; + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + EditorGUI.BeginChangeCheck(); + + // Fade Speed. + EditorGUIUtility.labelWidth = speedWidth; + Target.FadeSpeed = EditorGUI.DelayedFloatField(speedRect, speedLabel, Target.FadeSpeed); + if (AnimancerGUI.TryUseClickEvent(speedRect, 2)) + { + Target.FadeSpeed = Target.FadeSpeed != 0 || AnimancerPlayable.DefaultFadeDuration == 0 ? + 0 : + Math.Abs(Target.Weight - Target.TargetWeight) / AnimancerPlayable.DefaultFadeDuration; + } + + // Target Weight. + EditorGUIUtility.labelWidth = weightWidth; + Target.TargetWeight = Mathf.Max(0, EditorGUI.FloatField(weightRect, targetLabel, Target.TargetWeight)); + if (AnimancerGUI.TryUseClickEvent(weightRect, 2)) + { + if (Target.TargetWeight != Target.Weight) + Target.TargetWeight = Target.Weight; + else if (Target.TargetWeight != 1) + Target.TargetWeight = 1; + else + Target.TargetWeight = 0; + } + + if (EditorGUI.EndChangeCheck() && Target.FadeSpeed != 0) + Target.StartFade(Target.TargetWeight, 1 / Target.FadeSpeed); + + EditorGUI.indentLevel = indentLevel; + EditorGUIUtility.labelWidth = labelWidth; + } + + /************************************************************************************************************************/ + #region Context Menu + /************************************************************************************************************************/ + + /// + /// The menu label prefix used for details about the . + /// + protected const string DetailsPrefix = "Details/"; + + /// + /// Checks if the current event is a context menu click within the `clickArea` and opens a context menu with various + /// functions for the . + /// + protected void CheckContextMenu(Rect clickArea) + { + if (!AnimancerGUI.TryUseClickEvent(clickArea, 1)) + return; + + var menu = new GenericMenu(); + + menu.AddDisabledItem(new GUIContent(Target.ToString())); + + PopulateContextMenu(menu); + + menu.AddItem(new GUIContent(DetailsPrefix + "Log Details"), false, + () => Debug.Log(Target.GetDescription(), Target.Root?.Component as Object)); + + menu.AddItem(new GUIContent(DetailsPrefix + "Log Details Of Everything"), false, + () => Debug.Log(Target.Root.GetDescription(), Target.Root?.Component as Object)); + AnimancerPlayableDrawer.AddPlayableGraphVisualizerFunction(menu, DetailsPrefix, Target.Root._Graph); + + menu.ShowAsContext(); + } + + /// Adds functions relevant to the . + protected abstract void PopulateContextMenu(GenericMenu menu); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerNodeDrawer.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerNodeDrawer.cs.meta new file mode 100644 index 0000000000..5ad7ea0382 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerNodeDrawer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: abdda148dff930e498ac8f16c742243e +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerPlayableDrawer.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerPlayableDrawer.cs new file mode 100644 index 0000000000..f8e2865549 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerPlayableDrawer.cs @@ -0,0 +1,455 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEditor.Animations; +using UnityEngine; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] Draws the Inspector GUI for an . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerPlayableDrawer + /// + public sealed class AnimancerPlayableDrawer + { + /************************************************************************************************************************/ + + /// A lazy list of information about the layers currently being displayed. + private readonly List + LayerInfos = new List(); + + /// The number of elements in that are currently being used. + private int _LayerCount; + + /************************************************************************************************************************/ + + /// Draws the GUI of the if there is only one target. + public void DoGUI(IAnimancerComponent[] targets) + { + if (targets.Length != 1) + return; + + DoGUI(targets[0]); + } + + /************************************************************************************************************************/ + + /// Draws the GUI of the . + public void DoGUI(IAnimancerComponent target) + { + DoNativeAnimatorControllerGUI(target); + + if (!target.IsPlayableInitialized) + { + DoPlayableNotInitializedGUI(target); + return; + } + + EditorGUI.BeginChangeCheck(); + + var playable = target.Playable; + + // Gather the during the layout event and use the same ones during subsequent events to avoid GUI errors + // in case they change (they shouldn't, but this is also more efficient). + if (Event.current.type == EventType.Layout) + { + AnimancerLayerDrawer.GatherLayerEditors(playable, LayerInfos, out _LayerCount); + } + + DoRootGUI(playable); + + for (int i = 0; i < _LayerCount; i++) + LayerInfos[i].DoGUI(); + + DoLayerWeightWarningGUI(target); + + if (ShowInternalDetails) + DoInternalDetailsGUI(playable); + + if (EditorGUI.EndChangeCheck() && !playable.IsGraphPlaying) + playable.Evaluate(); + } + + /************************************************************************************************************************/ + + /// Draws a GUI for the if there is one. + private void DoNativeAnimatorControllerGUI(IAnimancerComponent target) + { + if (!EditorApplication.isPlaying && + !target.IsPlayableInitialized) + return; + + var animator = target.Animator; + if (animator == null) + return; + + var controller = (AnimatorController)animator.runtimeAnimatorController; + if (controller == null) + return; + + AnimancerGUI.BeginVerticalBox(GUI.skin.box); + + var label = AnimancerGUI.GetNarrowText("Native Animator Controller"); + + EditorGUI.BeginChangeCheck(); + controller = (AnimatorController)EditorGUILayout.ObjectField(label, controller, typeof(AnimatorController), true); + if (EditorGUI.EndChangeCheck()) + animator.runtimeAnimatorController = controller; + + var layers = controller.layers; + for (int i = 0; i < layers.Length; i++) + { + var layer = layers[i]; + + var runtimeState = animator.IsInTransition(i) ? + animator.GetNextAnimatorStateInfo(i) : + animator.GetCurrentAnimatorStateInfo(i); + + var states = layer.stateMachine.states; + var editorState = GetState(states, runtimeState.shortNameHash); + + var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before); + + var weight = i == 0 ? 1 : animator.GetLayerWeight(i); + + string stateName; + if (editorState != null) + { + stateName = editorState.name; + + var isLooping = editorState.motion != null && editorState.motion.isLooping; + AnimancerStateDrawer.DoTimeHighlightBarGUI( + area, true, weight, runtimeState.normalizedTime * runtimeState.length, runtimeState.length, isLooping); + } + else + { + stateName = "State Not Found"; + } + + AnimancerGUI.DoWeightLabel(ref area, weight); + + stateName = AnimancerGUI.GetNarrowText(stateName); + + EditorGUI.LabelField(area, layer.name, stateName); + } + + AnimancerGUI.EndVerticalBox(GUI.skin.box); + } + + /************************************************************************************************************************/ + + /// Returns the state with the specified . + private static AnimatorState GetState(ChildAnimatorState[] states, int nameHash) + { + for (int i = 0; i < states.Length; i++) + { + var state = states[i].state; + if (state.nameHash == nameHash) + { + return state; + } + } + + return null; + } + + /************************************************************************************************************************/ + + private void DoRootGUI(AnimancerPlayable playable) + { + var labelWidth = EditorGUIUtility.labelWidth; + AnimancerGUI.BeginVerticalBox(GUI.skin.box); + + using (ObjectPool.Disposable.AcquireContent(out var label, "Is Graph Playing")) + { + const string SpeedLabel = "Speed"; + + var isPlayingWidth = AnimancerGUI.CalculateLabelWidth(label.text); + var speedWidth = AnimancerGUI.CalculateLabelWidth(SpeedLabel); + + var area = AnimancerGUI.LayoutSingleLineRect(); + var isPlayingArea = area; + var speedArea = area; + isPlayingArea.width = isPlayingWidth + AnimancerGUI.ToggleWidth; + speedArea.xMin = isPlayingArea.xMax; + + EditorGUIUtility.labelWidth = isPlayingWidth; + playable.IsGraphPlaying = EditorGUI.Toggle(isPlayingArea, label, playable.IsGraphPlaying); + + EditorGUIUtility.labelWidth = speedWidth; + EditorGUI.BeginChangeCheck(); + var speed = EditorGUI.FloatField(speedArea, SpeedLabel, playable.Speed); + if (EditorGUI.EndChangeCheck()) + playable.Speed = speed; + if (AnimancerGUI.TryUseClickEvent(speedArea, 2)) + playable.Speed = playable.Speed != 1 ? 1 : 0; + } + + AnimancerGUI.EndVerticalBox(GUI.skin.box); + EditorGUIUtility.labelWidth = labelWidth; + + CheckContextMenu(GUILayoutUtility.GetLastRect(), playable); + } + + /************************************************************************************************************************/ + + private void DoPlayableNotInitializedGUI(IAnimancerComponent target) + { + if (!EditorApplication.isPlaying || + target.Animator == null || + EditorUtility.IsPersistent(target.Animator)) + return; + + EditorGUILayout.HelpBox("Playable is not initialized." + + " It will be initialized automatically when something needs it, such as playing an animation.", + MessageType.Info); + + if (AnimancerGUI.TryUseClickEventInLastRect(1)) + { + var menu = new GenericMenu(); + + menu.AddItem(new GUIContent("Initialize"), false, () => target.Playable.Evaluate()); + + AnimancerEditorUtilities.AddDocumentationLink(menu, "Layer Documentation", Strings.DocsURLs.Layers); + + menu.ShowAsContext(); + } + } + + /************************************************************************************************************************/ + + private void DoLayerWeightWarningGUI(IAnimancerComponent target) + { + if (_LayerCount == 0) + { + EditorGUILayout.HelpBox( + "No layers have been created, which likely means no animations have been played yet.", + MessageType.Warning); + return; + } + + if (!target.gameObject.activeInHierarchy || + !target.enabled || + (target.Animator != null && target.Animator.runtimeAnimatorController != null)) + return; + + if (_LayerCount == 1) + { + var layer = LayerInfos[0].Target; + if (layer.Weight == 0) + EditorGUILayout.HelpBox( + layer + " is at 0 weight, which likely means no animations have been played yet.", + MessageType.Warning); + return; + } + + for (int i = 0; i < _LayerCount; i++) + { + var layer = LayerInfos[i].Target; + if (layer.Weight == 1 && + !layer.IsAdditive && + layer._Mask == null && + Mathf.Approximately(layer.GetTotalWeight(), 1)) + return; + } + + EditorGUILayout.HelpBox( + "There are no Override layers at weight 1, which will likely give undesirable results." + + " Click here for more information.", + MessageType.Warning); + + if (AnimancerGUI.TryUseClickEventInLastRect()) + EditorUtility.OpenWithDefaultApp(Strings.DocsURLs.Layers + "#blending"); + } + + /************************************************************************************************************************/ + + private string _UpdateListLabel; + private static GUIStyle _InternalDetailsStyle; + + /// Draws a box describing the internal details of the `playable`. + internal void DoInternalDetailsGUI(AnimancerPlayable playable) + { + if (Event.current.type == EventType.Layout) + { + var text = ObjectPool.AcquireStringBuilder(); + playable.AppendInternalDetails(text, "", " - "); + _UpdateListLabel = text.ReleaseToString(); + } + + if (_UpdateListLabel == null) + return; + + if (_InternalDetailsStyle == null) + _InternalDetailsStyle = new GUIStyle(GUI.skin.box) + { + alignment = TextAnchor.MiddleLeft, + wordWrap = false, + stretchWidth = true, + }; + + using (ObjectPool.Disposable.AcquireContent(out var content, _UpdateListLabel, null, false)) + { + var height = _InternalDetailsStyle.CalcHeight(content, 0); + var area = GUILayoutUtility.GetRect(0, height, _InternalDetailsStyle); + GUI.Box(area, content, _InternalDetailsStyle); + + CheckContextMenu(area, playable); + } + } + + /************************************************************************************************************************/ + #region Context Menu + /************************************************************************************************************************/ + + /// + /// Checks if the current event is a context menu click within the `clickArea` and opens a context menu with various + /// functions for the `playable`. + /// + private void CheckContextMenu(Rect clickArea, AnimancerPlayable playable) + { + if (!AnimancerGUI.TryUseClickEvent(clickArea, 1)) + return; + + var menu = new GenericMenu(); + + menu.AddDisabledItem(new GUIContent(playable.Graph.GetEditorName() ?? "Unnamed Graph"), false); + menu.AddDisabledItem(new GUIContent("Command Count: " + playable.CommandCount), false); + menu.AddDisabledItem(new GUIContent("Frame ID: " + playable.FrameID), false); + AddDisposablesFunctions(menu, playable.Disposables); + + AddUpdateModeFunctions(menu, playable); + AnimancerEditorUtilities.AddContextMenuIK(menu, playable); + AddRootFunctions(menu, playable); + + menu.AddSeparator(""); + + AddDisplayOptions(menu); + + menu.AddItem(new GUIContent("Log Details Of Everything"), false, + () => Debug.Log(playable.GetDescription(), playable.Component as Object)); + AddPlayableGraphVisualizerFunction(menu, "", playable._Graph); + + AnimancerEditorUtilities.AddDocumentationLink(menu, "Inspector Documentation", Strings.DocsURLs.Inspector); + + menu.ShowAsContext(); + } + + /************************************************************************************************************************/ + + /// Adds functions for controlling the `playable`. + public static void AddRootFunctions(GenericMenu menu, AnimancerPlayable playable) + { + menu.AddFunction("Add Layer", + playable.Layers.Count < AnimancerPlayable.LayerList.DefaultCapacity, + () => playable.Layers.Count++); + menu.AddFunction("Remove Layer", + playable.Layers.Count > 0, + () => playable.Layers.Count--); + + menu.AddItem(new GUIContent("Keep Children Connected ?"), + playable.KeepChildrenConnected, + () => playable.KeepChildrenConnected = !playable.KeepChildrenConnected); + } + + /************************************************************************************************************************/ + + /// Adds menu functions to set the . + private void AddUpdateModeFunctions(GenericMenu menu, AnimancerPlayable playable) + { + var modes = Enum.GetValues(typeof(DirectorUpdateMode)); + for (int i = 0; i < modes.Length; i++) + { + var mode = (DirectorUpdateMode)modes.GetValue(i); + menu.AddItem(new GUIContent("Update Mode/" + mode), playable.UpdateMode == mode, + () => playable.UpdateMode = mode); + } + } + + /************************************************************************************************************************/ + + /// Adds disabled items for each disposable. + private void AddDisposablesFunctions(GenericMenu menu, List disposables) + { + var prefix = $"{nameof(AnimancerPlayable.Disposables)}: {disposables.Count}"; + if (disposables.Count == 0) + { + menu.AddDisabledItem(new GUIContent(prefix), false); + } + else + { + prefix += "/"; + for (int i = 0; i < disposables.Count; i++) + { + menu.AddDisabledItem(new GUIContent(prefix + disposables[i]), false); + } + } + } + + /************************************************************************************************************************/ + + /// Adds a menu function to open the Playable Graph Visualiser if it exists in the project. + public static void AddPlayableGraphVisualizerFunction(GenericMenu menu, string prefix, PlayableGraph graph) + { + var type = Type.GetType("GraphVisualizer.PlayableGraphVisualizerWindow, Unity.PlayableGraphVisualizer.Editor"); + + menu.AddFunction(prefix + "Playable Graph Visualizer", type != null, () => + { + var window = EditorWindow.GetWindow(type); + + var field = type.GetField("m_CurrentGraph", AnimancerEditorUtilities.AnyAccessBindings); + + if (field != null) + field.SetValue(window, graph); + }); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Prefs + /************************************************************************************************************************/ + + private const string + KeyPrefix = "Inspector ", + MenuPrefix = "Display Options/"; + + internal static readonly BoolPref + SortStatesByName = new BoolPref(KeyPrefix, MenuPrefix + "Sort States By Name", true), + HideInactiveStates = new BoolPref(KeyPrefix, MenuPrefix + "Hide Inactive States", false), + RepaintConstantly = new BoolPref(KeyPrefix, MenuPrefix + "Repaint Constantly", true), + SeparateActiveFromInactiveStates = new BoolPref(KeyPrefix, MenuPrefix + "Separate Active From Inactive States", false), + ScaleTimeBarByWeight = new BoolPref(KeyPrefix, MenuPrefix + "Scale Time Bar by Weight", true), + ShowInternalDetails = new BoolPref(KeyPrefix, MenuPrefix + "Show Internal Details", false), + VerifyAnimationBindings = new BoolPref(KeyPrefix, MenuPrefix + "Verify Animation Bindings", true), + AutoNormalizeWeights = new BoolPref(KeyPrefix, MenuPrefix + "Auto Normalize Weights", true), + UseNormalizedTimeSliders = new BoolPref("Inspector", nameof(UseNormalizedTimeSliders), false); + + /************************************************************************************************************************/ + + /// Adds functions to the menu for each of the Display Options. + public static void AddDisplayOptions(GenericMenu menu) + { + RepaintConstantly.AddToggleFunction(menu); + SortStatesByName.AddToggleFunction(menu); + HideInactiveStates.AddToggleFunction(menu); + SeparateActiveFromInactiveStates.AddToggleFunction(menu); + ScaleTimeBarByWeight.AddToggleFunction(menu); + VerifyAnimationBindings.AddToggleFunction(menu); + ShowInternalDetails.AddToggleFunction(menu); + AutoNormalizeWeights.AddToggleFunction(menu); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerPlayableDrawer.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerPlayableDrawer.cs.meta new file mode 100644 index 0000000000..20701d2e33 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerPlayableDrawer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7ec6dbbd785ee314fad604b370743fe2 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerStateDrawer.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerStateDrawer.cs new file mode 100644 index 0000000000..9ee0ebdd74 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerStateDrawer.cs @@ -0,0 +1,449 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; +using static Animancer.Editor.AnimancerPlayableDrawer; + +namespace Animancer.Editor +{ + /// [Editor-Only] Draws the Inspector GUI for an . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerStateDrawer_1 + /// + public class AnimancerStateDrawer : AnimancerNodeDrawer where T : AnimancerState + { + /************************************************************************************************************************/ + + /// + /// Creates a new to manage the Inspector GUI for the `target`. + /// + public AnimancerStateDrawer(T target) => Target = target; + + /************************************************************************************************************************/ + + /// The used for the area encompassing this drawer is null. + protected override GUIStyle RegionStyle => null; + + /************************************************************************************************************************/ + + /// Determines whether the field can occupy the whole line. + private bool IsAssetUsedAsKey => + string.IsNullOrEmpty(Target.DebugName) && + (Target.Key == null || ReferenceEquals(Target.Key, Target.MainObject)); + + /************************************************************************************************************************/ + + /// + protected override bool AutoNormalizeSiblingWeights => AutoNormalizeWeights; + + /************************************************************************************************************************/ + + /// + /// Draws the state's main label: an field if it has a + /// , otherwise just a simple text label. + /// + /// Also shows a bar to indicate its progress. + /// + protected override void DoLabelGUI(Rect area) + { + string label; + if (!string.IsNullOrEmpty(Target.DebugName)) + { + label = Target.DebugName; + } + else if (IsAssetUsedAsKey) + { + label = ""; + } + else + { + var key = Target.Key; + if (key is string str) + label = $"\"{str}\""; + else + label = key.ToString(); + } + + HandleLabelClick(area); + + AnimancerGUI.DoWeightLabel(ref area, Target.Weight); + + AnimationBindings.DoBindingMatchGUI(ref area, Target); + + var mainObject = Target.MainObject; + if (!(mainObject is null)) + { + EditorGUI.BeginChangeCheck(); + + mainObject = EditorGUI.ObjectField(area, label, mainObject, typeof(Object), false); + + if (EditorGUI.EndChangeCheck()) + Target.MainObject = mainObject; + } + else if (!string.IsNullOrEmpty(Target.DebugName)) + { + EditorGUI.LabelField(area, Target.DebugName); + } + else + { + EditorGUI.LabelField(area, label, Target.ToString()); + } + + // Highlight a section of the label based on the time like a loading bar. + area.width -= 18;// Remove the area for the Object Picker icon to line the bar up with the field. + DoTimeHighlightBarGUI(area, Target.IsPlaying, Target.EffectiveWeight, Target.Time, Target.Length, Target.IsLooping); + } + + /************************************************************************************************************************/ + + /// Draws a progress bar to show the animation time. + public static void DoTimeHighlightBarGUI(Rect area, bool isPlaying, float weight, float time, float length, bool isLooping) + { + var color = GUI.color; + + if (ScaleTimeBarByWeight) + { + var height = area.height; + area.height = 1 + (area.height - 1) * Mathf.Clamp01(weight); + area.y += height - area.height; + } + + // Green = Playing, Yelow = Paused. + GUI.color = isPlaying ? new Color(0.15f, 0.7f, 0.15f, 0.35f) : new Color(0.7f, 0.7f, 0.15f, 0.35f); + + area = EditorGUI.IndentedRect(area); + + var wrappedTime = GetWrappedTime(time, length, isLooping); + if (length > 0) + area.width *= Mathf.Clamp01(wrappedTime / length); + + GUI.DrawTexture(area, Texture2D.whiteTexture); + + GUI.color = color; + } + + /************************************************************************************************************************/ + + /// Handles Ctrl + Click on the label to CrossFade the animation. + private void HandleLabelClick(Rect area) + { + var currentEvent = Event.current; + if (currentEvent.type != EventType.MouseUp || + !currentEvent.control || + !area.Contains(currentEvent.mousePosition)) + return; + + currentEvent.Use(); + + Target.Root.UnpauseGraph(); + var fadeDuration = Target.CalculateEditorFadeDuration(AnimancerPlayable.DefaultFadeDuration); + Target.Root.Play(Target, fadeDuration); + } + + /************************************************************************************************************************/ + + /// + protected override void DoFoldoutGUI(Rect area) + { + float foldoutWidth; + if (IsAssetUsedAsKey) + { + foldoutWidth = EditorGUI.indentLevel * AnimancerGUI.IndentSize; + } + else + { + foldoutWidth = EditorGUIUtility.labelWidth; + } + + area.xMin -= 2; + area.width = foldoutWidth; + + var hierarchyMode = EditorGUIUtility.hierarchyMode; + EditorGUIUtility.hierarchyMode = true; + + IsExpanded = EditorGUI.Foldout(area, IsExpanded, GUIContent.none, true); + + EditorGUIUtility.hierarchyMode = hierarchyMode; + } + + /************************************************************************************************************************/ + + /// + /// Gets the current . + /// If the state is looping, the value is modulo by the . + /// + private float GetWrappedTime(out float length) => GetWrappedTime(Target.Time, length = Target.Length, Target.IsLooping); + + /// + /// Gets the current . + /// If the state is looping, the value is modulo by the . + /// + private static float GetWrappedTime(float time, float length, bool isLooping) + { + var wrappedTime = time; + + if (isLooping) + { + wrappedTime = AnimancerUtilities.Wrap(wrappedTime, length); + if (wrappedTime == 0 && time != 0) + wrappedTime = length; + } + + return wrappedTime; + } + + /************************************************************************************************************************/ + + /// + protected override void DoDetailsGUI() + { + if (!IsExpanded) + return; + + EditorGUI.indentLevel++; + DoTimeSliderGUI(); + DoNodeDetailsGUI(); + DoOnEndGUI(); + EditorGUI.indentLevel--; + } + + /************************************************************************************************************************/ + + /// Draws a slider for controlling the current . + private void DoTimeSliderGUI() + { + if (Target.Length <= 0) + return; + + var time = GetWrappedTime(out var length); + + if (length == 0) + return; + + var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before); + + var normalized = DoNormalizedTimeToggle(ref area); + + string label; + float max; + if (normalized) + { + label = "Normalized Time"; + time /= length; + max = 1; + } + else + { + label = "Time"; + max = length; + } + + DoLoopCounterGUI(ref area, length); + + EditorGUI.BeginChangeCheck(); + label = AnimancerGUI.BeginTightLabel(label); + time = EditorGUI.Slider(area, label, time, 0, max); + AnimancerGUI.EndTightLabel(); + if (AnimancerGUI.TryUseClickEvent(area, 2)) + time = 0; + if (EditorGUI.EndChangeCheck()) + { + if (normalized) + Target.NormalizedTime = time; + else + Target.Time = time; + } + } + + /************************************************************************************************************************/ + + private bool DoNormalizedTimeToggle(ref Rect area) + { + using (ObjectPool.Disposable.AcquireContent(out var label, "N")) + { + var style = AnimancerGUI.MiniButton; + + var width = style.CalculateWidth(label); + var toggleArea = AnimancerGUI.StealFromRight(ref area, width); + + UseNormalizedTimeSliders.Value = GUI.Toggle(toggleArea, UseNormalizedTimeSliders, label, style); + } + + return UseNormalizedTimeSliders; + } + + /************************************************************************************************************************/ + + private static ConversionCache _LoopCounterCache; + + private void DoLoopCounterGUI(ref Rect area, float length) + { + if (_LoopCounterCache == null) + _LoopCounterCache = new ConversionCache((x) => "x" + x); + + string label; + var normalizedTime = Target.Time / length; + if (float.IsNaN(normalizedTime)) + { + label = "NaN"; + } + else + { + var loops = Mathf.FloorToInt(Target.Time / length); + label = _LoopCounterCache.Convert(loops); + } + + var width = AnimancerGUI.CalculateLabelWidth(label); + + var labelArea = AnimancerGUI.StealFromRight(ref area, width); + + GUI.Label(labelArea, label); + } + + /************************************************************************************************************************/ + + private void DoOnEndGUI() + { + if (!Target.HasEvents) + return; + + var events = Target.Events; + var drawer = EventSequenceDrawer.Get(events); + var area = GUILayoutUtility.GetRect(0, drawer.CalculateHeight(events) + AnimancerGUI.StandardSpacing); + area.yMin += AnimancerGUI.StandardSpacing; + + using (ObjectPool.Disposable.AcquireContent(out var label, "Events")) + drawer.Draw(ref area, events, label); + } + + /************************************************************************************************************************/ + #region Context Menu + /************************************************************************************************************************/ + + /// + protected override void PopulateContextMenu(GenericMenu menu) + { + AddContextMenuFunctions(menu); + + menu.AddFunction("Play", + !Target.IsPlaying || Target.Weight != 1, + () => + { + Target.Root.UnpauseGraph(); + Target.Root.Play(Target); + }); + + AnimancerEditorUtilities.AddFadeFunction(menu, "Cross Fade (Ctrl + Click)", + Target.Weight != 1, + Target, (duration) => + { + Target.Root.UnpauseGraph(); + Target.Root.Play(Target, duration); + }); + + menu.AddSeparator(""); + menu.AddItem(new GUIContent("Destroy State"), false, () => Target.Destroy()); + + menu.AddSeparator(""); + + AddDisplayOptions(menu); + + AnimancerEditorUtilities.AddDocumentationLink(menu, "State Documentation", Strings.DocsURLs.States); + } + + /************************************************************************************************************************/ + + /// Adds the details of this state to the `menu`. + protected virtual void AddContextMenuFunctions(GenericMenu menu) + { + menu.AddDisabledItem(new GUIContent($"{DetailsPrefix}{nameof(AnimancerState.Key)}: {Target.Key}")); + + var length = Target.Length; + if (!float.IsNaN(length)) + menu.AddDisabledItem(new GUIContent($"{DetailsPrefix}{nameof(AnimancerState.Length)}: {length}")); + + menu.AddDisabledItem(new GUIContent($"{DetailsPrefix}Playable Path: {Target.GetPath()}")); + + var mainAsset = Target.MainObject; + if (mainAsset != null) + { + var assetPath = AssetDatabase.GetAssetPath(mainAsset); + if (assetPath != null) + menu.AddDisabledItem(new GUIContent($"{DetailsPrefix}Asset Path: {assetPath.Replace("/", "->")}")); + } + + if (Target.HasEvents) + { + var events = Target.Events; + for (int i = 0; i < events.Count; i++) + { + var index = i; + AddEventFunctions(menu, "Event " + index, events[index], + () => events.SetCallback(index, AnimancerEvent.DummyCallback), + () => events.Remove(index)); + } + + AddEventFunctions(menu, "End Event", events.endEvent, + () => events.endEvent = new AnimancerEvent(float.NaN, null), null); + } + } + + /************************************************************************************************************************/ + + private void AddEventFunctions(GenericMenu menu, string name, AnimancerEvent animancerEvent, + GenericMenu.MenuFunction clearEvent, GenericMenu.MenuFunction removeEvent) + { + name = $"Events/{name}/"; + + menu.AddDisabledItem(new GUIContent($"{name}{nameof(AnimancerState.NormalizedTime)}: {animancerEvent.normalizedTime}")); + + bool canInvoke; + if (animancerEvent.callback == null) + { + menu.AddDisabledItem(new GUIContent(name + "Callback: null")); + canInvoke = false; + } + else if (animancerEvent.callback == AnimancerEvent.DummyCallback) + { + menu.AddDisabledItem(new GUIContent(name + "Callback: Dummy")); + canInvoke = false; + } + else + { + var label = name + + (animancerEvent.callback.Target != null ? ("Target: " + animancerEvent.callback.Target) : "Target: null"); + + var targetObject = animancerEvent.callback.Target as Object; + menu.AddFunction(label, + targetObject != null, + () => Selection.activeObject = targetObject); + + menu.AddDisabledItem(new GUIContent( + $"{name}Declaring Type: {animancerEvent.callback.Method.DeclaringType.GetNameCS()}")); + + menu.AddDisabledItem(new GUIContent( + $"{name}Method: {animancerEvent.callback.Method}")); + + canInvoke = true; + } + + if (clearEvent != null) + menu.AddFunction(name + "Clear", canInvoke || !float.IsNaN(animancerEvent.normalizedTime), clearEvent); + + if (removeEvent != null) + menu.AddFunction(name + "Remove", true, removeEvent); + + menu.AddFunction(name + "Invoke", canInvoke, () => animancerEvent.Invoke(Target)); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerStateDrawer.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerStateDrawer.cs.meta new file mode 100644 index 0000000000..3a47ed5213 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimancerStateDrawer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: be16b611f2570484dbfd1a4369ef2fa1 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimationClipEditor.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimationClipEditor.cs new file mode 100644 index 0000000000..270a6c0d3d --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimationClipEditor.cs @@ -0,0 +1,422 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] [Pro-Only] A custom Inspector for s + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimationClipEditor + /// + [CustomEditor(typeof(AnimationClip))] + public class AnimationClipEditor : UnityEditor.Editor + { + /************************************************************************************************************************/ + + private const string DefaultEditorTypeName = nameof(UnityEditor) + "." + nameof(AnimationClipEditor); + + private static readonly Type + DefaultEditorType = typeof(UnityEditor.Editor).Assembly.GetType(DefaultEditorTypeName); + + /************************************************************************************************************************/ + + private UnityEditor.Editor _DefaultEditor; + + private bool TryGetDefaultEditor(out UnityEditor.Editor editor) + { + if (_DefaultEditor == null) + { + if (DefaultEditorType == null) + { + editor = null; + return false; + } + + _DefaultEditor = CreateEditor(targets, DefaultEditorType); + } + + editor = _DefaultEditor; + return true; + } + + /************************************************************************************************************************/ + + private void OnDestroy() + { + DestroyImmediate(_DefaultEditor); + } + + /************************************************************************************************************************/ + + /// Draws the regular Inspector then adds a better preview for animations. + /// Called by the Unity editor to draw the custom Inspector GUI elements. + public override void OnInspectorGUI() + { + if (DefaultEditorType == null) + { + EditorGUILayout.HelpBox( + $"Unable to find type '{DefaultEditorTypeName}' in '{typeof(UnityEditor.Editor).Assembly}'." + + $" The {nameof(AnimationClipEditor)} script will need to be fixed" + + $" or you can simply delete it to use Unity's regular {nameof(AnimationClip)} Inspector.", MessageType.Error); + + const string Label = "Delete " + nameof(AnimationClipEditor) + " Script"; + if (GUILayout.Button(Label)) + { + if (EditorUtility.DisplayDialog(Label, + $"Are you sure you want to delete the {nameof(AnimationClipEditor)} script?" + + $" This operation cannot be undone.", + "Delete", "Cancel")) + { + var script = MonoScript.FromScriptableObject(this); + var path = AssetDatabase.GetAssetPath(script); + AssetDatabase.DeleteAsset(path); + } + } + + return; + } + + if (TryGetDefaultEditor(out var editor)) + editor.OnInspectorGUI(); + + if (GUILayout.Button("Open Animation Window")) + EditorApplication.ExecuteMenuItem("Window/Animation/Animation"); + + var targets = this.targets; + if (targets.Length == 1) + { + var clip = GetTargetClip(out var type); + + DrawEvents(clip); + + if (type == AnimationType.Sprite) + { + InitializeSpritePreview(editor, clip); + DrawSpriteFrames(clip); + } + } + } + + /************************************************************************************************************************/ + + private AnimationClip GetTargetClip(out AnimationType type) + { + var clip = (AnimationClip)target; + type = AnimationBindings.GetAnimationType(clip); + return clip; + } + + /************************************************************************************************************************/ + + [SerializeField] + private bool _ShowEvents = true; + + private void DrawEvents(AnimationClip clip) + { + var events = clip.events; + if (events == null || + events.Length == 0) + return; + + _ShowEvents = EditorGUILayout.Foldout(_ShowEvents, "Events", true); + if (!_ShowEvents) + return; + + using (new EditorGUI.DisabledScope(true)) + { + EditorGUI.indentLevel++; + for (int i = 0; i < events.Length; i++) + { + var animationEvent = events[i]; + EditorGUILayout.FloatField(animationEvent.functionName, animationEvent.time); + + EditorGUI.indentLevel++; + EditorGUILayout.IntField("Int", animationEvent.intParameter); + EditorGUILayout.FloatField("Float", animationEvent.floatParameter); + EditorGUILayout.TextField("String", animationEvent.stringParameter); + EditorGUILayout.ObjectField("Object", animationEvent.objectReferenceParameter, typeof(Object), false); + EditorGUI.indentLevel--; + } + EditorGUI.indentLevel--; + } + } + + /************************************************************************************************************************/ + + [NonSerialized] + private bool _HasInitializedSpritePreview; + + private void InitializeSpritePreview(UnityEditor.Editor editor, AnimationClip clip) + { + if (_HasInitializedSpritePreview) + return; + + _HasInitializedSpritePreview = true; + + // Get the avatar preview. + + var field = editor.GetType().GetField("m_AvatarPreview", AnimancerEditorUtilities.InstanceBindings); + if (field == null) + return; + + var preview = field.GetValue(editor); + if (preview == null) + return; + + var previewType = preview.GetType(); + + // Make sure a proper preview object isn't already assigned. + + var previewObject = previewType.GetProperty("PreviewObject", AnimancerEditorUtilities.InstanceBindings); + if (previewObject == null) + return; + + var previewGameObject = previewObject.GetValue(preview) as GameObject; + if (previewGameObject != null && + previewGameObject.GetComponentInChildren() != null) + return; + + // Get the SetPreview method. + + var method = previewType.GetMethod("SetPreview", + AnimancerEditorUtilities.InstanceBindings, null, + new Type[] { typeof(GameObject) }, null); + if (method == null) + return; + + // Get the Sprite from the target animation's first keyframe. + + var keyframes = GetSpriteReferences(clip); + if (keyframes == null || + keyframes.Length == 0) + return; + + var sprite = keyframes[0].value as Sprite; + if (sprite == null) + return; + + // Create an object with an Animator and SpriteRenderer. + // The Sprite must be assigned for it to be accepted as the preview object. + + var gameObject = EditorUtility.CreateGameObjectWithHideFlags("SpritePreview", + HideFlags.HideInHierarchy | HideFlags.DontSave); + gameObject.AddComponent(); + gameObject.AddComponent().sprite = sprite; + + // Set it as the preview object (which creates a copy of it) and destroy it. + + method.Invoke(preview, new object[] { gameObject }); + + DestroyImmediate(gameObject); + } + + /************************************************************************************************************************/ + + private static ConversionCache _FrameCache; + private static ConversionCache _TimeCache; + + private static void DrawSpriteFrames(AnimationClip clip) + { + var keyframes = GetSpriteReferences(clip); + if (keyframes == null) + return; + + for (int i = 0; i < keyframes.Length; i++) + { + var keyframe = keyframes[i]; + var sprite = keyframe.value as Sprite; + if (sprite != null) + { + if (_FrameCache == null) + { + _FrameCache = new ConversionCache( + (value) => $"Frame: {value}"); + + _TimeCache = new ConversionCache( + (value) => $"Time: {value}s"); + } + + var texture = sprite.texture; + + var area = GUILayoutUtility.GetRect(0, AnimancerGUI.LineHeight * 4); + var width = area.width; + + var rect = sprite.rect; + area.width = area.height * rect.width / rect.height; + + rect.x /= texture.width; + rect.y /= texture.height; + rect.width /= texture.width; + rect.height /= texture.height; + + GUI.DrawTextureWithTexCoords(area, texture, rect); + + var offset = area.width + AnimancerGUI.StandardSpacing; + area.x += offset; + area.width = width - offset; + area.height = AnimancerGUI.LineHeight; + area.y += Mathf.Round(area.height * 0.5f); + + GUI.Label(area, _FrameCache.Convert(i)); + + AnimancerGUI.NextVerticalArea(ref area); + GUI.Label(area, _TimeCache.Convert(keyframe.time)); + + AnimancerGUI.NextVerticalArea(ref area); + GUI.Label(area, sprite.name); + } + } + } + + /************************************************************************************************************************/ + + private static ObjectReferenceKeyframe[] GetSpriteReferences(AnimationClip clip) + { + var bindings = AnimationBindings.GetBindings(clip); + for (int i = 0; i < bindings.Length; i++) + { + var binding = bindings[i]; + if (binding.path == "" && + binding.type == typeof(SpriteRenderer) && + binding.propertyName == "m_Sprite") + return AnimationUtility.GetObjectReferenceCurve(clip, binding); + } + + return null; + } + + /************************************************************************************************************************/ + #region Redirects + /************************************************************************************************************************/ + + /// + public override void DrawPreview(Rect previewArea) + { + if (TryGetDefaultEditor(out var editor)) + editor.DrawPreview(previewArea); + else + base.DrawPreview(previewArea); + } + + /************************************************************************************************************************/ + + /// + public override string GetInfoString() + { + if (TryGetDefaultEditor(out var editor)) + return editor.GetInfoString(); + else + return base.GetInfoString(); + } + + /************************************************************************************************************************/ + + /// + public override GUIContent GetPreviewTitle() + { + if (TryGetDefaultEditor(out var editor)) + return editor.GetPreviewTitle(); + else + return base.GetPreviewTitle(); + } + + /************************************************************************************************************************/ + + /// + public override bool HasPreviewGUI() + { + if (TryGetDefaultEditor(out var editor)) + return editor.HasPreviewGUI(); + else + return base.HasPreviewGUI(); + } + + /************************************************************************************************************************/ + + /// + public override void OnInteractivePreviewGUI(Rect area, GUIStyle background) + { + if (TryGetDefaultEditor(out var editor)) + editor.OnInteractivePreviewGUI(area, background); + else + base.OnInteractivePreviewGUI(area, background); + } + + /************************************************************************************************************************/ + + /// + public override void OnPreviewGUI(Rect area, GUIStyle background) + { + if (TryGetDefaultEditor(out var editor)) + editor.OnPreviewGUI(area, background); + else + base.OnPreviewGUI(area, background); + } + + /************************************************************************************************************************/ + + /// + public override void OnPreviewSettings() + { + if (TryGetDefaultEditor(out var editor)) + editor.OnPreviewSettings(); + else + base.OnPreviewSettings(); + } + + /************************************************************************************************************************/ + + /// + public override void ReloadPreviewInstances() + { + if (TryGetDefaultEditor(out var editor)) + editor.ReloadPreviewInstances(); + else + base.ReloadPreviewInstances(); + } + + /************************************************************************************************************************/ + + /// + public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height) + { + if (TryGetDefaultEditor(out var editor)) + return editor.RenderStaticPreview(assetPath, subAssets, width, height); + else + return base.RenderStaticPreview(assetPath, subAssets, width, height); + } + + /************************************************************************************************************************/ + + /// + public override bool RequiresConstantRepaint() + { + if (TryGetDefaultEditor(out var editor)) + return editor.RequiresConstantRepaint(); + else + return base.RequiresConstantRepaint(); + } + + /************************************************************************************************************************/ + + /// + public override bool UseDefaultMargins() + { + if (TryGetDefaultEditor(out var editor)) + return editor.UseDefaultMargins(); + else + return base.UseDefaultMargins(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimationClipEditor.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimationClipEditor.cs.meta new file mode 100644 index 0000000000..109d10c2d4 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/AnimationClipEditor.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c7d78f1d1b391ea458ebc768caf0055d +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/BaseAnimancerComponentEditor.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/BaseAnimancerComponentEditor.cs new file mode 100644 index 0000000000..6643cb3287 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/BaseAnimancerComponentEditor.cs @@ -0,0 +1,145 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] A custom Inspector for s. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/BaseAnimancerComponentEditor + /// + public abstract class BaseAnimancerComponentEditor : UnityEditor.Editor + { + /************************************************************************************************************************/ + + [NonSerialized] + private IAnimancerComponent[] _Targets; + /// casted to . + public IAnimancerComponent[] Targets => _Targets; + + /// The drawer for the . + private readonly AnimancerPlayableDrawer + PlayableDrawer = new AnimancerPlayableDrawer(); + + /************************************************************************************************************************/ + + /// Initializes this . + protected virtual void OnEnable() + { + var targets = this.targets; + _Targets = new IAnimancerComponent[targets.Length]; + GatherTargets(); + } + + /************************************************************************************************************************/ + + /// + /// Copies the into the array. + /// + private void GatherTargets() + { + for (int i = 0; i < _Targets.Length; i++) + _Targets[i] = (IAnimancerComponent)targets[i]; + } + + /************************************************************************************************************************/ + + /// Called by the Unity editor to draw the custom Inspector GUI elements. + public override void OnInspectorGUI() + { + _LastRepaintTime = EditorApplication.timeSinceStartup; + + // Normally the targets wouldn't change after OnEnable, but the trick AnimancerComponent.Reset uses to + // swap the type of an existing component when a new one is added causes the old target to be destroyed. + GatherTargets(); + + serializedObject.Update(); + + var area = GUILayoutUtility.GetRect(0, 0); + + DoOtherFieldsGUI(); + PlayableDrawer.DoGUI(_Targets); + + area.yMax = GUILayoutUtility.GetLastRect().yMax; + AnimancerLayerDrawer.HandleDragAndDropAnimations(area, _Targets[0], 0); + + serializedObject.ApplyModifiedProperties(); + } + + /************************************************************************************************************************/ + + [NonSerialized] + private double _LastRepaintTime = double.NegativeInfinity; + + /// + /// If we have only one object selected and are in Play Mode, we need to constantly repaint to keep the + /// Inspector up to date with the latest details. + /// + public override bool RequiresConstantRepaint() + { + if (_Targets.Length != 1) + return false; + + var target = _Targets[0]; + if (!target.IsPlayableInitialized) + { + if (!EditorApplication.isPlaying || + target.Animator == null || + target.Animator.runtimeAnimatorController == null) + return false; + } + + if (AnimancerPlayableDrawer.RepaintConstantly) + return true; + + return EditorApplication.timeSinceStartup > _LastRepaintTime + AnimancerSettings.InspectorRepaintInterval; + } + + /************************************************************************************************************************/ + + /// Draws the rest of the Inspector fields after the Animator field. + protected void DoOtherFieldsGUI() + { + var property = serializedObject.GetIterator(); + + if (!property.NextVisible(true)) + return; + + do + { + var path = property.propertyPath; + if (path == "m_Script") + continue; + + using (ObjectPool.Disposable.AcquireContent(out var label, property)) + { + // Let the target try to override. + if (DoOverridePropertyGUI(path, property, label)) + continue; + + // Otherwise draw the property normally. + EditorGUILayout.PropertyField(property, label, true); + } + } + while (property.NextVisible(false)); + } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Draws any custom GUI for the `property`. + /// The return value indicates whether the GUI should replace the regular call to + /// or + /// not. True = GUI was drawn, so don't draw the regular GUI. False = Draw the regular GUI. + /// + protected virtual bool DoOverridePropertyGUI(string path, SerializedProperty property, GUIContent label) => false; + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/BaseAnimancerComponentEditor.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/BaseAnimancerComponentEditor.cs.meta new file mode 100644 index 0000000000..b6b1f8d5e9 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/BaseAnimancerComponentEditor.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 24a478866ba8a5248a582ad85ed36212 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/DummySerializableCallback.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/DummySerializableCallback.cs new file mode 100644 index 0000000000..ddf5771274 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/DummySerializableCallback.cs @@ -0,0 +1,100 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using UnityEditor; +using UnityEngine; +using UnityEngine.Events; + +namespace Animancer.Editor +{ + /// + /// An object that holds a serialized callback (a by default) so that empty ones can be + /// drawn in the GUI without allocating array space for them until they actually contain something. + /// + internal sealed class DummySerializableCallback : ScriptableObject + { + /************************************************************************************************************************/ + + [SerializeField] private SerializableCallbackHolder _Holder; + + /************************************************************************************************************************/ + + private static SerializedProperty _CallbackProperty; + + private static SerializedProperty CallbackProperty + { + get + { + if (_CallbackProperty == null) + { + var instance = CreateInstance(); + + instance.hideFlags = HideFlags.HideInHierarchy | HideFlags.DontSave; + var serializedObject = new SerializedObject(instance); + _CallbackProperty = serializedObject.FindProperty( + $"{nameof(_Holder)}.{SerializableCallbackHolder.CallbackField}"); + + AssemblyReloadEvents.beforeAssemblyReload += () => + { + serializedObject.Dispose(); + DestroyImmediate(instance); + }; + } + + return _CallbackProperty; + } + } + + /************************************************************************************************************************/ + + public static float Height => EditorGUI.GetPropertyHeight(CallbackProperty); + + /************************************************************************************************************************/ + + public static bool DoCallbackGUI(ref Rect area, GUIContent label, SerializedProperty property, + out object callback) + { + var callbackProperty = CallbackProperty; + callbackProperty.serializedObject.Update(); + callbackProperty.prefabOverride = property.prefabOverride; + + area.height = Height; + + EditorGUI.BeginChangeCheck(); + label = EditorGUI.BeginProperty(area, label, property); + + // UnityEvents ignore the proper indentation which makes them look terrible in a list. + // So we force the area to be indented. + var indentedArea = EditorGUI.IndentedRect(area); + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + EditorGUI.PropertyField(indentedArea, callbackProperty, label, false); + + EditorGUI.indentLevel = indentLevel; + + EditorGUI.EndProperty(); + if (EditorGUI.EndChangeCheck()) + { + callbackProperty.serializedObject.ApplyModifiedProperties(); + callback = callbackProperty.GetValue(); + + callbackProperty.SetValue(null); + callbackProperty.serializedObject.Update(); + + if (AnimancerEvent.Sequence.Serializable.HasPersistentCalls(callback)) + return true; + } + + callback = null; + return false; + } + + /************************************************************************************************************************/ + } +} + +#endif diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/DummySerializableCallback.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/DummySerializableCallback.cs.meta new file mode 100644 index 0000000000..70d86811d1 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/DummySerializableCallback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8aacde7f3a88c9642b08b70814b1b3f6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/EventSequenceDrawer.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/EventSequenceDrawer.cs new file mode 100644 index 0000000000..5093044161 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/EventSequenceDrawer.cs @@ -0,0 +1,271 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Runtime.CompilerServices; +using UnityEditor; +using UnityEngine; +using Sequence = Animancer.AnimancerEvent.Sequence; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] Draws the Inspector GUI for a . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/EventSequenceDrawer + /// + public sealed class EventSequenceDrawer + { + /************************************************************************************************************************/ + + private static readonly ConditionalWeakTable + SequenceToDrawer = new ConditionalWeakTable(); + + /// Returns a cached for the `events`. + /// + /// The cache uses a so it doesn't prevent the `events` + /// from being garbage collected. + /// + public static EventSequenceDrawer Get(Sequence events) + { + if (events == null) + return null; + + if (!SequenceToDrawer.TryGetValue(events, out var drawer)) + SequenceToDrawer.Add(events, drawer = new EventSequenceDrawer()); + + return drawer; + } + + /************************************************************************************************************************/ + + /// + /// Calculates the number of vertical pixels required to draw the specified `lineCount` using the + /// and . + /// + public static float CalculateHeight(int lineCount) + => lineCount == 0 ? 0 : + AnimancerGUI.LineHeight * lineCount + + AnimancerGUI.StandardSpacing * (lineCount - 1); + + /************************************************************************************************************************/ + + /// Calculates the number of vertical pixels required to draw the contents of the `events`. + public float CalculateHeight(Sequence events) + => CalculateHeight(CalculateLineCount(events)); + + /// Calculates the number of lines required to draw the contents of the `events`. + public int CalculateLineCount(Sequence events) + { + if (events == null) + return 0; + + if (!_IsExpanded) + return 1; + + var count = 1; + + for (int i = 0; i < events.Count; i++) + { + count++; + count += CalculateLineCount(events[i].callback); + } + + count++; + count += CalculateLineCount(events.endEvent.callback); + + return count; + } + + /************************************************************************************************************************/ + + private bool _IsExpanded; + + private static ConversionCache _EventNumberCache; + + private static float _LogButtonWidth = float.NaN; + + /************************************************************************************************************************/ + + /// Draws the GUI for the `events`. + public void Draw(ref Rect area, Sequence events, GUIContent label) + { + if (events == null) + return; + + area.height = AnimancerGUI.LineHeight; + + var headerArea = area; + + const string LogLabel = "Log"; + if (float.IsNaN(_LogButtonWidth)) + _LogButtonWidth = EditorStyles.miniButton.CalculateWidth(LogLabel); + var logArea = AnimancerGUI.StealFromRight(ref headerArea, _LogButtonWidth); + if (GUI.Button(logArea, LogLabel, EditorStyles.miniButton)) + Debug.Log(events.DeepToString()); + + _IsExpanded = EditorGUI.Foldout(headerArea, _IsExpanded, GUIContent.none, true); + using (ObjectPool.Disposable.AcquireContent(out var summary, GetSummary(events))) + EditorGUI.LabelField(headerArea, label, summary); + + AnimancerGUI.NextVerticalArea(ref area); + + if (!_IsExpanded) + return; + + var enabled = GUI.enabled; + GUI.enabled = false; + + EditorGUI.indentLevel++; + + for (int i = 0; i < events.Count; i++) + { + var name = events.GetName(i); + if (string.IsNullOrEmpty(name)) + { + if (_EventNumberCache == null) + _EventNumberCache = new ConversionCache((index) => $"Event {index}"); + + name = _EventNumberCache.Convert(i); + } + + Draw(ref area, name, events[i]); + } + + Draw(ref area, "End Event", events.endEvent); + + EditorGUI.indentLevel--; + + GUI.enabled = enabled; + } + + /************************************************************************************************************************/ + + private static readonly ConversionCache + SummaryCache = new ConversionCache((count) => $"[{count}]"), + EndSummaryCache = new ConversionCache((count) => $"[{count}] + End"); + + /// Returns a summary of the `events`. + public static string GetSummary(Sequence events) + { + var cache = + float.IsNaN(events.endEvent.normalizedTime) && + AnimancerEvent.IsNullOrDummy(events.endEvent.callback) + ? SummaryCache : EndSummaryCache; + return cache.Convert(events.Count); + } + + /************************************************************************************************************************/ + + private static ConversionCache _EventTimeCache; + + /// Draws the GUI for the `animancerEvent`. + public static void Draw(ref Rect area, string name, AnimancerEvent animancerEvent) + { + area.height = AnimancerGUI.LineHeight; + + if (_EventTimeCache == null) + _EventTimeCache = new ConversionCache((time) + => float.IsNaN(time) ? "Time = Auto" : $"Time = {time.ToStringCached()}x"); + + EditorGUI.LabelField(area, name, _EventTimeCache.Convert(animancerEvent.normalizedTime)); + + AnimancerGUI.NextVerticalArea(ref area); + + EditorGUI.indentLevel++; + DrawInvocationList(ref area, animancerEvent.callback); + EditorGUI.indentLevel--; + } + + /************************************************************************************************************************/ + + /// Calculates the number of vertical pixels required to draw the specified . + public static float CalculateHeight(MulticastDelegate del) + => CalculateHeight(CalculateLineCount(del)); + + /// Calculates the number of lines required to draw the specified . + public static int CalculateLineCount(MulticastDelegate del) + { + if (del == null) + return 1; + + var delegates = GetInvocationListIfMulticast(del); + return delegates == null ? 2 : delegates.Length * 2; + } + + /************************************************************************************************************************/ + + /// Draws the target and name of the specified . + public static void DrawInvocationList(ref Rect area, MulticastDelegate del) + { + if (del == null) + { + EditorGUI.LabelField(area, "Delegate", "Null"); + AnimancerGUI.NextVerticalArea(ref area); + return; + } + + var delegates = GetInvocationListIfMulticast(del); + if (delegates == null) + { + Draw(ref area, del); + } + else + { + for (int i = 0; i < delegates.Length; i++) + Draw(ref area, delegates[i]); + } + } + + /************************************************************************************************************************/ + + private static Delegate[] GetInvocationListIfMulticast(MulticastDelegate del) + => AnimancerUtilities.TryGetInvocationListNonAlloc(del, out var delegates) ? delegates : del.GetInvocationList(); + + /************************************************************************************************************************/ + + /// Draws the target and name of the specified . + public static void Draw(ref Rect area, Delegate del) + { + area.height = AnimancerGUI.LineHeight; + + if (del == null) + { + EditorGUI.LabelField(area, "Callback", "Null"); + AnimancerGUI.NextVerticalArea(ref area); + return; + } + + var method = del.Method; + EditorGUI.LabelField(area, "Method", method.Name); + + AnimancerGUI.NextVerticalArea(ref area); + + var target = del.Target; + if (target is Object obj) + { + var enabled = GUI.enabled; + GUI.enabled = false; + + EditorGUI.ObjectField(area, "Target", obj, obj.GetType(), true); + + GUI.enabled = enabled; + } + else if (target != null) + { + EditorGUI.LabelField(area, "Target", target.ToString()); + } + else + { + EditorGUI.LabelField(area, "Declaring Type", method.DeclaringType.GetNameCS()); + } + + AnimancerGUI.NextVerticalArea(ref area); + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/EventSequenceDrawer.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/EventSequenceDrawer.cs.meta new file mode 100644 index 0000000000..f6a9a5b1cf --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/EventSequenceDrawer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 093331cbc1ddef74ebf6f1b8056f1c00 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/NamedAnimancerComponentEditor.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/NamedAnimancerComponentEditor.cs new file mode 100644 index 0000000000..468ec995aa --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/NamedAnimancerComponentEditor.cs @@ -0,0 +1,255 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System.Collections.Generic; +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] A custom Inspector for s. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/NamedAnimancerComponentEditor + /// + [CustomEditor(typeof(NamedAnimancerComponent), true), CanEditMultipleObjects] + public class NamedAnimancerComponentEditor : AnimancerComponentEditor + { + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Draws any custom GUI for the `property`. The return value indicates whether the GUI should replace the + /// regular call to or not. + /// + protected override bool DoOverridePropertyGUI(string path, SerializedProperty property, GUIContent label) + { + switch (path) + { + case "_PlayAutomatically": + if (ShouldShowAnimationFields()) + DoDefaultAnimationField(property); + return true; + + case "_Animations": + if (ShouldShowAnimationFields()) + { + DoAnimationsField(property); + } + return true; + + default: + return base.DoOverridePropertyGUI(path, property, label); + } + } + + /************************************************************************************************************************/ + + /// + /// The and + /// fields are only used on startup, so we don't need to show + /// them in Play Mode after the object is already enabled. + /// + private bool ShouldShowAnimationFields() + { + if (!EditorApplication.isPlaying) + return true; + + for (int i = 0; i < Targets.Length; i++) + { + if (!Targets[i].IsPlayableInitialized) + return true; + } + + return false; + } + + /************************************************************************************************************************/ + + private void DoDefaultAnimationField(SerializedProperty playAutomatically) + { + var area = AnimancerGUI.LayoutSingleLineRect(); + + var playAutomaticallyWidth = EditorGUIUtility.labelWidth + AnimancerGUI.ToggleWidth; + var playAutomaticallyArea = AnimancerGUI.StealFromLeft(ref area, playAutomaticallyWidth); + + using (ObjectPool.Disposable.AcquireContent(out var label, playAutomatically)) + EditorGUI.PropertyField(playAutomaticallyArea, playAutomatically, label); + + SerializedProperty firstElement; + AnimationClip clip; + + var animations = serializedObject.FindProperty("_Animations"); + if (animations.arraySize > 0) + { + firstElement = animations.GetArrayElementAtIndex(0); + clip = (AnimationClip)firstElement.objectReferenceValue; + EditorGUI.BeginProperty(area, null, firstElement); + } + else + { + firstElement = null; + clip = null; + EditorGUI.BeginProperty(area, null, animations); + } + + EditorGUI.BeginChangeCheck(); + + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + clip = (AnimationClip)EditorGUI.ObjectField(area, GUIContent.none, clip, typeof(AnimationClip), true); + + EditorGUI.indentLevel = indentLevel; + + if (EditorGUI.EndChangeCheck()) + { + if (clip != null) + { + if (firstElement == null) + { + animations.arraySize = 1; + firstElement = animations.GetArrayElementAtIndex(0); + } + + firstElement.objectReferenceValue = clip; + } + else + { + if (firstElement == null || animations.arraySize == 1) + animations.arraySize = 0; + else + firstElement.objectReferenceValue = clip; + } + } + + EditorGUI.EndProperty(); + } + + /************************************************************************************************************************/ + + private ReorderableList _Animations; + private static int _RemoveAnimationIndex; + + private void DoAnimationsField(SerializedProperty property) + { + GUILayout.Space(AnimancerGUI.StandardSpacing - 1); + + if (_Animations == null) + { + _Animations = new ReorderableList(property.serializedObject, property.Copy()) + { + drawHeaderCallback = DrawAnimationsHeader, + drawElementCallback = DrawAnimationElement, + elementHeight = AnimancerGUI.LineHeight, + onRemoveCallback = RemoveSelectedElement, + }; + } + + _RemoveAnimationIndex = -1; + + GUILayout.BeginVertical(); + _Animations.DoLayoutList(); + GUILayout.EndVertical(); + + if (_RemoveAnimationIndex >= 0) + { + property.DeleteArrayElementAtIndex(_RemoveAnimationIndex); + } + + AnimancerGUI.HandleDragAndDropAnimations(GUILayoutUtility.GetLastRect(), (clip) => + { + var index = property.arraySize; + property.arraySize = index + 1; + var element = property.GetArrayElementAtIndex(index); + element.objectReferenceValue = clip; + property.serializedObject.ApplyModifiedProperties(); + }); + } + + /************************************************************************************************************************/ + + private SerializedProperty _AnimationsArraySize; + + private void DrawAnimationsHeader(Rect area) + { + var labelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth -= 6; + + area.width += 5; + + var property = _Animations.serializedProperty; + using (ObjectPool.Disposable.AcquireContent(out var label, property)) + { + label = EditorGUI.BeginProperty(area, label, property); + + if (_AnimationsArraySize == null) + { + _AnimationsArraySize = property.Copy(); + _AnimationsArraySize.Next(true); + _AnimationsArraySize.Next(true); + } + + EditorGUI.PropertyField(area, _AnimationsArraySize, label); + + EditorGUI.EndProperty(); + } + + EditorGUIUtility.labelWidth = labelWidth; + } + + /************************************************************************************************************************/ + + private static readonly HashSet + PreviousAnimations = new HashSet(); + + private void DrawAnimationElement(Rect area, int index, bool isActive, bool isFocused) + { + if (index == 0) + PreviousAnimations.Clear(); + + var labelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth -= 20; + + var element = _Animations.serializedProperty.GetArrayElementAtIndex(index); + + var color = GUI.color; + var animation = element.objectReferenceValue; + if (animation == null || PreviousAnimations.Contains(animation)) + GUI.color = AnimancerGUI.WarningFieldColor; + else + PreviousAnimations.Add(animation); + + EditorGUI.BeginChangeCheck(); + EditorGUI.ObjectField(area, element, GUIContent.none); + + if (EditorGUI.EndChangeCheck() && element.objectReferenceValue == null) + _RemoveAnimationIndex = index; + + GUI.color = color; + EditorGUIUtility.labelWidth = labelWidth; + } + + /************************************************************************************************************************/ + + private static void RemoveSelectedElement(ReorderableList list) + { + var property = list.serializedProperty; + var element = property.GetArrayElementAtIndex(list.index); + + // Deleting a non-null element sets it to null, so we make sure it's null to actually remove it. + if (element.objectReferenceValue != null) + element.objectReferenceValue = null; + + property.DeleteArrayElementAtIndex(list.index); + + if (list.index >= property.arraySize - 1) + list.index = property.arraySize - 1; + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/NamedAnimancerComponentEditor.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/NamedAnimancerComponentEditor.cs.meta new file mode 100644 index 0000000000..8ea9bc22f7 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/NamedAnimancerComponentEditor.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 9b409e7645821a549b4767ce5a72f1d0 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/ParametizedAnimancerStateDrawer.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/ParametizedAnimancerStateDrawer.cs new file mode 100644 index 0000000000..914f2a1802 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/ParametizedAnimancerStateDrawer.cs @@ -0,0 +1,110 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] Draws the Inspector GUI for an . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/ParametizedAnimancerStateDrawer_1 + /// + public abstract class ParametizedAnimancerStateDrawer : AnimancerStateDrawer where T : AnimancerState + { + /************************************************************************************************************************/ + + /// The number of parameters being managed by the target state. + public virtual int ParameterCount => 0; + + /// Returns the name of a parameter being managed by the target state. + /// The target state doesn't manage any parameters. + public virtual string GetParameterName(int index) => throw new NotSupportedException(); + + /// Returns the type of a parameter being managed by the target state. + /// The target state doesn't manage any parameters. + public virtual AnimatorControllerParameterType GetParameterType(int index) => throw new NotSupportedException(); + + /// Returns the value of a parameter being managed by the target state. + /// The target state doesn't manage any parameters. + public virtual object GetParameterValue(int index) => throw new NotSupportedException(); + + /// Sets the value of a parameter being managed by the target state. + /// The target state doesn't manage any parameters. + public virtual void SetParameterValue(int index, object value) => throw new NotSupportedException(); + + /************************************************************************************************************************/ + + /// + /// Creates a new to manage the Inspector GUI for the `state`. + /// + protected ParametizedAnimancerStateDrawer(T state) : base(state) { } + + /************************************************************************************************************************/ + + /// + protected override void DoDetailsGUI() + { + base.DoDetailsGUI(); + + if (!IsExpanded) + return; + + var count = ParameterCount; + if (count <= 0) + return; + + var labelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth -= AnimancerGUI.IndentSize; + + for (int i = 0; i < count; i++) + { + var type = GetParameterType(i); + if (type == 0) + continue; + + var name = GetParameterName(i); + var value = GetParameterValue(i); + + EditorGUI.BeginChangeCheck(); + + var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before); + area = EditorGUI.IndentedRect(area); + + switch (type) + { + case AnimatorControllerParameterType.Float: + value = EditorGUI.FloatField(area, name, (float)value); + break; + + case AnimatorControllerParameterType.Int: + value = EditorGUI.IntField(area, name, (int)value); + break; + + case AnimatorControllerParameterType.Bool: + value = EditorGUI.Toggle(area, name, (bool)value); + break; + + case AnimatorControllerParameterType.Trigger: + value = EditorGUI.Toggle(area, name, (bool)value, EditorStyles.radioButton); + break; + + default: + EditorGUI.LabelField(area, name, "Unsupported Type: " + type); + break; + } + + if (EditorGUI.EndChangeCheck()) + SetParameterValue(i, value); + } + + EditorGUIUtility.labelWidth = labelWidth; + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/ParametizedAnimancerStateDrawer.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/ParametizedAnimancerStateDrawer.cs.meta new file mode 100644 index 0000000000..1b9f746dac --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/ParametizedAnimancerStateDrawer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3c4b9498f1412de40a107ac24fb55910 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/ScriptableObjectEditor.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/ScriptableObjectEditor.cs new file mode 100644 index 0000000000..34714dc179 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/ScriptableObjectEditor.cs @@ -0,0 +1,48 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +// Uncomment this #define to apply this custom editor to all ScriptableObjects. +// If you have another plugin with a custom ScriptableObject editor, you will probably want that one instead. +//#define ANIMANCER_SCRIPTABLE_OBJECT_EDITOR + +#if UNITY_EDITOR + +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] + /// A custom Inspector for s which adds a message explaining that changes in play + /// mode will persist. + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/ScriptableObjectEditor + /// +#if ANIMANCER_SCRIPTABLE_OBJECT_EDITOR + [CustomEditor(typeof(ScriptableObject), true, isFallback = true), CanEditMultipleObjects] +#endif + public class ScriptableObjectEditor : UnityEditor.Editor + { + /************************************************************************************************************************/ + + /// Draws the regular Inspector then adds a message explaining that changes in Play Mode will persist. + /// Called by the Unity editor to draw the custom Inspector GUI elements. + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + if (target != null && + EditorApplication.isPlayingOrWillChangePlaymode && + EditorUtility.IsPersistent(target)) + { + EditorGUILayout.HelpBox("This is an asset, not a scene object," + + " which means that any changes you make to it are permanent" + + " and will NOT be undone when you exit Play Mode.", MessageType.Warning); + } + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/ScriptableObjectEditor.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/ScriptableObjectEditor.cs.meta new file mode 100644 index 0000000000..0f9662d0cf --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/ScriptableObjectEditor.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3823dee181bc7dc46b20e907cd32dbeb +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/SerializableEventSequenceDrawer.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/SerializableEventSequenceDrawer.cs new file mode 100644 index 0000000000..adc1b5efd2 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/SerializableEventSequenceDrawer.cs @@ -0,0 +1,1054 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using Animancer.Units; +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEditor.AnimatedValues; +using UnityEngine; +using UnityEngine.Events; +using Sequence = Animancer.AnimancerEvent.Sequence.Serializable; + +namespace Animancer.Editor +{ + /// [Editor-Only] Draws the Inspector GUI for a . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/SerializableEventSequenceDrawer + /// + [CustomPropertyDrawer(typeof(Sequence), true)] + public sealed class SerializableEventSequenceDrawer : PropertyDrawer + { + /************************************************************************************************************************/ + + /// + public static UnityAction Repaint = AnimancerGUI.RepaintEverything; + + private readonly Dictionary> + EventVisibility = new Dictionary>(); + + private AnimBool GetVisibility(Context context, int index) + { + var path = context.Property.propertyPath; + if (!EventVisibility.TryGetValue(path, out var list)) + EventVisibility.Add(path, list = new List()); + + while (list.Count <= index) + { + var visible = context.Property.isExpanded || context.SelectedEvent == index; + list.Add(new AnimBool(visible, Repaint)); + } + + return list[index]; + } + + /************************************************************************************************************************/ + + /// Can't cache because it breaks the . + public override bool CanCacheInspectorGUI(SerializedProperty property) => false; + + /************************************************************************************************************************/ + + /// + /// Calculates the number of vertical pixels the `property` will occupy when it is drawn. + /// + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + using (var context = Context.Get(property)) + { + var height = AnimancerGUI.LineHeight; + + var count = Math.Max(1, context.Times.Count); + for (int i = 0; i < count; i++) + { + height += CalculateEventHeight(context, i) * GetVisibility(context, i).faded; + } + + var events = context.Sequence?.InitializedEvents; + if (events != null) + height += EventSequenceDrawer.Get(events).CalculateHeight(events) + AnimancerGUI.StandardSpacing; + + return height; + } + } + + /************************************************************************************************************************/ + + private float CalculateEventHeight(Context context, int index) + { + // Name. + var height = index < context.Times.Count - 1 ? + AnimancerGUI.LineHeight + AnimancerGUI.StandardSpacing : + 0;// End Events don't have a Name. + + // Time. + height += EventTimeAttribute.GetPropertyHeight(null, null) + AnimancerGUI.StandardSpacing; + + // Callback. + height += index < context.Callbacks.Count ? + EditorGUI.GetPropertyHeight(context.Callbacks.GetElement(index), null, false) : + DummySerializableCallback.Height; + height += AnimancerGUI.StandardSpacing; + + return height; + } + + /************************************************************************************************************************/ + + /// Draws the GUI for the `property`. + public override void OnGUI(Rect area, SerializedProperty property, GUIContent label) + { + using (var context = Context.Get(property)) + { + DoHeaderGUI(ref area, label, context); + + if (!property.hasMultipleDifferentValues) + { + EditorGUI.indentLevel++; + DoAllEventsGUI(ref area, context); + EditorGUI.indentLevel--; + } + + var sequence = context.Sequence?.InitializedEvents; + if (sequence != null) + { + using (ObjectPool.Disposable.AcquireContent(out label, "Runtime Events", + $"The runtime {nameof(AnimancerEvent)}.{nameof(Sequence)} created from the serialized data above")) + { + EventSequenceDrawer.Get(sequence).Draw(ref area, sequence, label); + } + } + } + } + + /************************************************************************************************************************/ + + private void DoHeaderGUI(ref Rect area, GUIContent label, Context context) + { + area.height = AnimancerGUI.LineHeight; + var headerArea = area; + AnimancerGUI.NextVerticalArea(ref area); + + label = EditorGUI.BeginProperty(headerArea, label, context.Property); + + if (!context.Property.hasMultipleDifferentValues) + { + var addEventArea = AnimancerGUI.StealFromRight(ref headerArea, headerArea.height, AnimancerGUI.StandardSpacing); + DoAddRemoveEventButtonGUI(addEventArea, context); + } + + if (context.TransitionContext != null && context.TransitionContext.Transition != null) + { + EditorGUI.EndProperty(); + + TimelineGUI.DoGUI(headerArea, context, out var addEventNormalizedTime); + + if (!float.IsNaN(addEventNormalizedTime)) + { + AddEvent(context, addEventNormalizedTime); + } + } + else + { + label.text = AnimancerGUI.GetNarrowText(label.text); + + string summary; + if (context.Times.Count == 0) + { + summary = "[0] End Time 1"; + } + else + { + var index = context.Times.Count - 1; + var endTime = context.Times.GetElement(index).floatValue; + summary = $"[{index}] End Time {endTime:G3}"; + } + + using (ObjectPool.Disposable.AcquireContent(out var content, summary)) + EditorGUI.LabelField(headerArea, label, content); + + EditorGUI.EndProperty(); + } + + EditorGUI.BeginChangeCheck(); + context.Property.isExpanded = + EditorGUI.Foldout(headerArea, context.Property.isExpanded, GUIContent.none, true); + if (EditorGUI.EndChangeCheck()) + context.SelectedEvent = -1; + } + + /************************************************************************************************************************/ + + private static readonly int EventTimeHash = "EventTime".GetHashCode(); + + private static int _HotControlAdjustRoot; + private static int _SelectedEventToHotControl; + + private void DoAllEventsGUI(ref Rect area, Context context) + { + var currentEvent = Event.current; + var originalEventType = currentEvent.type; + if (originalEventType == EventType.Used) + return; + + var rootControlID = GUIUtility.GetControlID(EventTimeHash - 1, FocusType.Passive); + + var eventCount = Mathf.Max(1, context.Times.Count); + for (int i = 0; i < eventCount; i++) + { + var controlID = GUIUtility.GetControlID(EventTimeHash + i, FocusType.Passive); + + if (rootControlID == _HotControlAdjustRoot && + _SelectedEventToHotControl > 0 && + i == context.SelectedEvent) + { + GUIUtility.hotControl = GUIUtility.keyboardControl = controlID + _SelectedEventToHotControl; + _SelectedEventToHotControl = 0; + _HotControlAdjustRoot = -1; + } + + DoEventGUI(ref area, context, i, false); + + if (currentEvent.type == EventType.Used && originalEventType == EventType.MouseUp) + { + context.SelectedEvent = i; + + if (SortEvents(context)) + { + _SelectedEventToHotControl = GUIUtility.keyboardControl - controlID; + _HotControlAdjustRoot = rootControlID; + AnimancerGUI.Deselect(); + } + + GUIUtility.ExitGUI(); + } + } + } + + /************************************************************************************************************************/ + + /// Draws the GUI fields for the event at the specified `index`. + public void DoEventGUI(ref Rect area, Context context, int index, bool autoSort) + { + GetEventLabels(index, context, + out var nameLabel, out var timeLabel, out var callbackLabel, out var defaultTime, out var isEndEvent); + + var y = area.y; + + var visibility = GetVisibility(context, index); + visibility.target = context.Property.isExpanded || context.SelectedEvent == index; + + var x = area.xMin; + area.xMin = 0; + + area.height = CalculateEventHeight(context, index) * visibility.faded; + GUI.BeginGroup(area, GUIStyle.none); + + if (visibility.faded > 0) + { + area.xMin = x; + area.y = 0; + + DoNameGUI(ref area, context, index, nameLabel); + DoTimeGUI(ref area, context, index, autoSort, timeLabel, defaultTime, isEndEvent); + DoCallbackGUI(ref area, context, index, autoSort, callbackLabel); + + area.y = area.y * visibility.faded + y; + area.height *= visibility.faded; + } + + GUI.EndGroup(); + + area.xMin = x; + } + + /************************************************************************************************************************/ + + /// Draws the time field for the event at the specified `index`. + public static void DoNameGUI(ref Rect area, Context context, int index, string nameLabel) + { + if (nameLabel == null) + return; + + EditorGUI.BeginChangeCheck(); + string name; + + area.height = AnimancerGUI.LineHeight; + var fieldArea = area; + AnimancerGUI.NextVerticalArea(ref area); + + using (ObjectPool.Disposable.AcquireContent(out var label, nameLabel, + "An optional name which can be used to identify the event in code." + + " Leaving all names blank is recommended if you are not using them.")) + { + fieldArea = EditorGUI.PrefixLabel(fieldArea, label); + } + + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + if (index < context.Names.Count) + { + var nameProperty = context.Names.GetElement(index); + + EditorGUI.BeginProperty(fieldArea, GUIContent.none, nameProperty); + name = nameProperty.stringValue = DoEventNameTextField(fieldArea, context, nameProperty.stringValue); + EditorGUI.EndProperty(); + } + else + { + EditorGUI.BeginChangeCheck(); + + EditorGUI.BeginProperty(fieldArea, GUIContent.none, context.Names.Property); + name = DoEventNameTextField(fieldArea, context, ""); + EditorGUI.EndProperty(); + + if (EditorGUI.EndChangeCheck() && !string.IsNullOrEmpty(name)) + { + context.Names.Count++; + if (context.Names.Count < index + 1) + { + var nextProperty = context.Names.GetElement(context.Names.Count - 1); + nextProperty.stringValue = ""; + context.Names.Count = index + 1; + } + + var nameProperty = context.Names.GetElement(index); + nameProperty.stringValue = name; + } + } + + EditorGUI.indentLevel = indentLevel; + + if (EditorGUI.EndChangeCheck()) + { + var events = context.Sequence?.InitializedEvents; + if (events != null) + events.SetName(index, name); + } + } + + private static string DoEventNameTextField(Rect area, Context context, string text) + { + var eventNames = AttributeCache.FindAttribute(context.TransitionContext.Property)?.Names; + if (eventNames.IsNullOrEmpty()) + return EditorGUI.TextField(area, text); + + var index = text == "" ? 0 : Array.IndexOf(eventNames, text, 1); + + EditorGUI.BeginChangeCheck(); + index = EditorGUI.Popup(area, index, eventNames); + if (EditorGUI.EndChangeCheck()) + return index > 0 ? eventNames[index] : ""; + else + return text; + } + + /************************************************************************************************************************/ + + private static readonly AnimationTimeAttribute + EventTimeAttribute = new AnimationTimeAttribute(AnimationTimeAttribute.Units.Normalized); + + private static float _PreviousTime = float.NaN; + + /// Draws the time field for the event at the specified `index`. + public static void DoTimeGUI(ref Rect area, Context context, int index, bool autoSort, + string timeLabel, float defaultTime, bool isEndEvent) + { + EditorGUI.BeginChangeCheck(); + + area.height = EventTimeAttribute.GetPropertyHeight(null, null); + var timeArea = area; + AnimancerGUI.NextVerticalArea(ref area); + + float normalizedTime; + + using (ObjectPool.Disposable.AcquireContent(out var label, timeLabel, + isEndEvent ? Strings.Tooltips.EndTime : Strings.Tooltips.CallbackTime)) + { + var length = context.TransitionContext?.MaximumDuration ?? float.NaN; + + if (index < context.Times.Count) + { + var timeProperty = context.Times.GetElement(index); + if (timeProperty == null)// Multi-selection screwed up the property retrieval. + { + EditorGUI.BeginChangeCheck(); + + label = EditorGUI.BeginProperty(timeArea, label, context.Times.Property); + if (isEndEvent) + AnimationTimeAttribute.nextDefaultValue = defaultTime; + normalizedTime = float.NaN; + EventTimeAttribute.OnGUI(timeArea, label, ref normalizedTime); + + EditorGUI.EndProperty(); + + if (EditorGUI.EndChangeCheck()) + { + context.Times.Count = context.Times.Count; + timeProperty = context.Times.GetElement(index); + timeProperty.floatValue = normalizedTime; + SyncEventTimeChange(context, index, normalizedTime); + } + } + else// Event time property was correctly retrieved. + { + var wasEditingTextField = EditorGUIUtility.editingTextField; + if (!wasEditingTextField) + _PreviousTime = float.NaN; + + EditorGUI.BeginChangeCheck(); + + label = EditorGUI.BeginProperty(timeArea, label, timeProperty); + + if (isEndEvent) + AnimationTimeAttribute.nextDefaultValue = defaultTime; + normalizedTime = timeProperty.floatValue; + EventTimeAttribute.OnGUI(timeArea, label, ref normalizedTime); + + EditorGUI.EndProperty(); + + if (AnimancerGUI.TryUseClickEvent(timeArea, 2)) + normalizedTime = float.NaN; + + var isEditingTextField = EditorGUIUtility.editingTextField; + if (EditorGUI.EndChangeCheck() || (wasEditingTextField && !isEditingTextField)) + { + if (float.IsNaN(normalizedTime)) + { + RemoveEvent(context, index); + AnimancerGUI.Deselect(); + } + else if (isEndEvent) + { + timeProperty.floatValue = normalizedTime; + SyncEventTimeChange(context, index, normalizedTime); + } + else if (!autoSort && isEditingTextField) + { + _PreviousTime = normalizedTime; + } + else + { + if (!float.IsNaN(_PreviousTime)) + { + if (Event.current.keyCode != KeyCode.Escape) + { + normalizedTime = _PreviousTime; + AnimancerGUI.Deselect(); + } + + _PreviousTime = float.NaN; + } + + WrapEventTime(context, ref normalizedTime); + + timeProperty.floatValue = normalizedTime; + SyncEventTimeChange(context, index, normalizedTime); + + if (autoSort) + SortEvents(context); + } + + GUI.changed = true; + } + } + } + else// Dummy End Event (when there are no event times). + { + AnimancerUtilities.Assert(index == 0, "Dummy end event index != 0"); + EditorGUI.BeginChangeCheck(); + + EditorGUI.BeginProperty(timeArea, GUIContent.none, context.Times.Property); + + AnimationTimeAttribute.nextDefaultValue = defaultTime; + normalizedTime = float.NaN; + EventTimeAttribute.OnGUI(timeArea, label, ref normalizedTime); + + EditorGUI.EndProperty(); + + if (EditorGUI.EndChangeCheck() && !float.IsNaN(normalizedTime)) + { + context.Times.Count = 1; + var timeProperty = context.Times.GetElement(0); + timeProperty.floatValue = normalizedTime; + SyncEventTimeChange(context, 0, normalizedTime); + } + } + } + + if (EditorGUI.EndChangeCheck()) + { + var eventType = Event.current.type; + if (eventType == EventType.Layout) + return; + + if (eventType == EventType.Used) + { + normalizedTime = UnitsAttribute.GetDisplayValue(normalizedTime, defaultTime); + TransitionPreviewWindow.PreviewNormalizedTime = normalizedTime; + } + + GUIUtility.ExitGUI(); + } + } + + /// Draws the time field for the event at the specified `index`. + public static void DoTimeGUI(ref Rect area, Context context, int index, bool autoSort) + { + GetEventLabels(index, context, out var _, out var timeLabel, out var _, out var defaultTime, out var isEndEvent); + DoTimeGUI(ref area, context, index, autoSort, timeLabel, defaultTime, isEndEvent); + } + + /************************************************************************************************************************/ + + /// Updates the to accomodate a changed event time. + public static void SyncEventTimeChange(Context context, int index, float normalizedTime) + { + var events = context.Sequence?.InitializedEvents; + if (events == null) + return; + + if (index == events.Count)// End Event. + { + events.NormalizedEndTime = normalizedTime; + } + else// Regular Event. + { + events.SetNormalizedTime(index, normalizedTime); + } + } + + /************************************************************************************************************************/ + + /// Draws the GUI fields for the event at the specified `index`. + public static void DoCallbackGUI(ref Rect area, Context context, int index, bool autoSort, string callbackLabel) + { + EditorGUI.BeginChangeCheck(); + + using (ObjectPool.Disposable.AcquireContent(out var label, callbackLabel)) + { + if (index < context.Callbacks.Count) + { + var callback = context.Callbacks.GetElement(index); + area.height = EditorGUI.GetPropertyHeight(callback, false); + EditorGUI.BeginProperty(area, GUIContent.none, callback); + + // UnityEvents ignore the proper indentation which makes them look terrible in a list. + // So we force the area to be indented. + var indentedArea = EditorGUI.IndentedRect(area); + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + EditorGUI.PropertyField(indentedArea, callback, label, false); + + EditorGUI.indentLevel = indentLevel; + EditorGUI.EndProperty(); + } + else if (DummySerializableCallback.DoCallbackGUI(ref area, label, context.Callbacks.Property, out var callback)) + { + try + { + Sequence.DisableCompactArrays = true; + + if (index >= context.Times.Count) + { + context.Times.Property.InsertArrayElementAtIndex(index); + context.Times.Count++; + context.Times.GetElement(index).floatValue = float.NaN; + context.Times.Property.serializedObject.ApplyModifiedProperties(); + } + + context.Callbacks.Property.ForEachTarget((callbacksProperty) => + { + var accessor = callbacksProperty.GetAccessor(); + var oldCallbacks = (Array)accessor.GetValue(callbacksProperty.serializedObject.targetObject); + + Array newCallbacks; + if (oldCallbacks == null) + { + var elementType = accessor.GetFieldElementType(callbacksProperty); + newCallbacks = Array.CreateInstance(elementType, 1); + } + else + { + var elementType = oldCallbacks.GetType().GetElementType(); + newCallbacks = Array.CreateInstance(elementType, index + 1); + Array.Copy(oldCallbacks, newCallbacks, oldCallbacks.Length); + } + + newCallbacks.SetValue(callback, index); + accessor.SetValue(callbacksProperty, newCallbacks); + }); + + context.Callbacks.Property.OnPropertyChanged(); + context.Callbacks.Refresh(); + } + finally + { + Sequence.DisableCompactArrays = false; + } + } + } + + if (EditorGUI.EndChangeCheck()) + { + if (index < context.Callbacks.Count) + { + var events = context.Sequence?.InitializedEvents; + if (events != null) + { + var animancerEvent = index < events.Count ? events[index] : events.endEvent; + if (AnimancerEvent.IsNullOrDummy(animancerEvent.callback)) + { + context.Callbacks.Property.serializedObject.ApplyModifiedProperties(); + var property = context.Callbacks.GetElement(index); + var callback = property.GetValue(); + var invoker = Sequence.GetInvoker(callback); + if (index < events.Count) + events.SetCallback(index, invoker); + else + events.OnEnd = invoker; + } + } + } + } + + AnimancerGUI.NextVerticalArea(ref area); + } + + /************************************************************************************************************************/ + + private static ConversionCache _NameLabelCache, _TimeLabelCache, _CallbackLabelCache; + + private static void GetEventLabels(int index, Context context, + out string nameLabel, out string timeLabel, out string callbackLabel, out float defaultTime, out bool isEndEvent) + { + if (index >= context.Times.Count - 1) + { + nameLabel = null; + timeLabel = "End Time"; + callbackLabel = "End Callback"; + + defaultTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime( + context.TransitionContext?.Transition?.Speed ?? 1); + isEndEvent = true; + } + else + { + if (_NameLabelCache == null) + { + _NameLabelCache = new ConversionCache((i) => $"Event {i} Name"); + _TimeLabelCache = new ConversionCache((i) => $"Event {i} Time"); + _CallbackLabelCache = new ConversionCache((i) => $"Event {i} Callback"); + } + + nameLabel = _NameLabelCache.Convert(index); + timeLabel = _TimeLabelCache.Convert(index); + callbackLabel = _CallbackLabelCache.Convert(index); + + defaultTime = 0; + isEndEvent = false; + } + } + + /************************************************************************************************************************/ + + private static void WrapEventTime(Context context, ref float normalizedTime) + { + var transition = context.TransitionContext?.Transition; + if (transition != null && transition.IsLooping) + { + if (normalizedTime == 0) + return; + else if (normalizedTime % 1 == 0) + normalizedTime = AnimancerEvent.AlmostOne; + else + normalizedTime = AnimancerUtilities.Wrap01(normalizedTime); + } + } + + /************************************************************************************************************************/ + #region Event Modification + /************************************************************************************************************************/ + + private static GUIStyle _AddRemoveEventStyle; + private static GUIContent _AddEventContent; + + /// Draws a button to add a new event or remove the selected one. + public void DoAddRemoveEventButtonGUI(Rect area, Context context) + { + if (_AddRemoveEventStyle == null) + _AddRemoveEventStyle = new GUIStyle(EditorStyles.miniButton) + { + fixedHeight = 0, + }; + + if (ShowAddButton(context)) + { + if (_AddEventContent == null) + _AddEventContent = EditorGUIUtility.IconContent("Animation.AddEvent", Strings.ProOnlyTag + "Add event"); + + _AddRemoveEventStyle.padding = new RectOffset(-1, 1, 0, 0); + + if (GUI.Button(area, _AddEventContent, _AddRemoveEventStyle)) + { + // If the target is currently being previewed, add the event at the currently selected time. + var state = TransitionPreviewWindow.GetCurrentState(); + var normalizedTime = state != null ? state.NormalizedTime : float.NaN; + AddEvent(context, normalizedTime); + } + } + else + { + _AddRemoveEventStyle.padding = new RectOffset(1, 1, 0, 0); + + using (ObjectPool.Disposable.AcquireContent(out var content, "X", "Remove selected event")) + { + if (GUI.Button(area, content, _AddRemoveEventStyle)) + { + RemoveEvent(context, context.SelectedEvent); + } + } + } + } + + /************************************************************************************************************************/ + + private static bool ShowAddButton(Context context) + { + // Nothing selected = Add. + if (context.SelectedEvent < 0) + return true; + + // No times means no events exist = Add. + if (context.Times.Count == 0) + return true; + + // Regular event selected = Remove. + if (context.SelectedEvent < context.Times.Count - 1) + return false; + + // End has non-default time = Remove. + if (!float.IsNaN(context.Times.GetElement(context.SelectedEvent).floatValue)) + return false; + + // End has non-empty callback = Remove. + // If the end callback was empty, the array would have been compacted. + if (context.Callbacks.Count == context.Times.Count) + return false; + + // End has empty callback = Add. + return true; + } + + /************************************************************************************************************************/ + + /// Adds an event to the sequence represented by the given `context`. + public static void AddEvent(Context context, float normalizedTime) + { + // If the time is NaN, add it halfway between the last event and the end. + + if (context.Times.Count == 0) + { + // Having any events means we need the end time too. + context.Times.Count = 2; + context.Times.GetElement(1).floatValue = float.NaN; + if (float.IsNaN(normalizedTime)) + normalizedTime = 0.5f; + } + else + { + context.Times.Property.InsertArrayElementAtIndex(context.Times.Count - 1); + context.Times.Count++; + + if (float.IsNaN(normalizedTime)) + { + var transition = context.TransitionContext.Transition; + + var previousTime = context.Times.Count >= 3 ? + context.Times.GetElement(context.Times.Count - 3).floatValue : + AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(transition.Speed); + + var endTime = context.Times.GetElement(context.Times.Count - 1).floatValue; + if (float.IsNaN(endTime)) + endTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(transition.Speed); + + normalizedTime = previousTime < endTime ? + (previousTime + endTime) * 0.5f : + previousTime; + } + } + + WrapEventTime(context, ref normalizedTime); + + var newEvent = context.Times.Count - 2; + context.Times.GetElement(newEvent).floatValue = normalizedTime; + context.SelectedEvent = newEvent; + + if (context.Callbacks.Count > newEvent) + { + context.Callbacks.Property.InsertArrayElementAtIndex(newEvent); + context.Callbacks.Property.serializedObject.ApplyModifiedProperties(); + + // Make sure the callback starts empty rather than copying an existing value. + var callback = context.Callbacks.GetElement(newEvent); + callback.SetValue(null); + context.Callbacks.Property.OnPropertyChanged(); + } + + // Update the runtime sequence accordingly. + var events = context.Sequence?.InitializedEvents; + if (events != null) + events.Add(normalizedTime, AnimancerEvent.DummyCallback); + + OptionalWarning.UselessEvent.Disable(); + + if (Event.current != null) + { + GUI.changed = true; + GUIUtility.ExitGUI(); + } + } + + /************************************************************************************************************************/ + + /// Removes the event at the specified `index`. + public static void RemoveEvent(Context context, int index) + { + // If it's an End Event, set it to NaN. + if (index >= context.Times.Count - 1) + { + context.Times.GetElement(index).floatValue = float.NaN; + + if (context.Callbacks.Count > index) + context.Callbacks.Count--; + + AnimancerGUI.Deselect(); + + // Update the runtime sequence accordingly. + var events = context.Sequence?.InitializedEvents; + if (events != null) + { + events.endEvent = new AnimancerEvent(float.NaN, null); + } + } + else// Otherwise remove it. + { + context.Times.Property.DeleteArrayElementAtIndex(index); + context.Times.Count--; + + // Update the runtime sequence accordingly. + var events = context.Sequence?.InitializedEvents; + if (events != null) + { + events.Remove(index); + } + + if (index < context.Names.Count) + { + context.Names.Property.DeleteArrayElementAtIndex(index); + context.Names.Count--; + } + + if (index < context.Callbacks.Count) + { + context.Callbacks.Property.DeleteArrayElementAtIndex(index); + context.Callbacks.Count--; + } + } + } + + /************************************************************************************************************************/ + + /// Sorts the events in the `context` according to their times. + private static bool SortEvents(Context context) + { + if (context.Times.Count <= 2) + return false; + + // The serializable sequence sorts itself in ISerializationCallbackReceiver.OnBeforeSerialize. + var selectedEvent = context.SelectedEvent; + var sorted = context.Property.serializedObject.ApplyModifiedProperties(); + if (!sorted) + return false; + + context.Property.serializedObject.Update(); + context.Times.Refresh(); + context.Names.Refresh(); + context.Callbacks.Refresh(); + return context.SelectedEvent != selectedEvent; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Context + /************************************************************************************************************************/ + + /// Details of an . + public sealed class Context : IDisposable + { + /************************************************************************************************************************/ + + /// The main property representing the field. + public SerializedProperty Property { get; private set; } + + private Sequence _Sequence; + + /// Underlying value of the . + public Sequence Sequence + { + get + { + if (_Sequence == null && Property.serializedObject.targetObjects.Length == 1) + _Sequence = Property.GetValue(); + return _Sequence; + } + } + + /// The property representing the field. + public readonly SerializedArrayProperty Times = new SerializedArrayProperty(); + + /// The property representing the field. + public readonly SerializedArrayProperty Names = new SerializedArrayProperty(); + + /// The property representing the field. + public readonly SerializedArrayProperty Callbacks = new SerializedArrayProperty(); + + /************************************************************************************************************************/ + + private int _SelectedEvent; + + /// The index of the currently selected event. + public int SelectedEvent + { + get => _SelectedEvent; + set + { + if (Times != null && value >= 0 && (value < Times.Count || Times.Count == 0)) + { + float normalizedTime; + if (Times.Count > 0) + { + normalizedTime = Times.GetElement(value).floatValue; + } + else + { + var transition = TransitionContext?.Transition; + var speed = transition != null ? transition.Speed : 1; + normalizedTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(speed); + } + + TransitionPreviewWindow.PreviewNormalizedTime = normalizedTime; + } + + if (_SelectedEvent == value && + Callbacks != null) + return; + + _SelectedEvent = value; + TemporarySettings.SetSelectedEvent(Callbacks.Property, value); + } + } + + /************************************************************************************************************************/ + + /// The stack of active contexts. + private static readonly LazyStack Stack = new LazyStack(); + + /// The currently active instance. + public static Context Current { get; private set; } + + /************************************************************************************************************************/ + + /// Adds a new representing the `property` to the stack and returns it. + public static Context Get(SerializedProperty property) + { + Current = Stack.Increment(); + Current.Initialize(property); + EditorGUI.BeginChangeCheck(); + return Current; + } + + /// Sets this as the and returns it. + public Context SetAsCurrent() + { + Current = this; + EditorGUI.BeginChangeCheck(); + return this; + } + + /************************************************************************************************************************/ + + private void Initialize(SerializedProperty property) + { + if (Property == property) + return; + + Property = property; + _Sequence = null; + + Times.Property = property.FindPropertyRelative(Sequence.NormalizedTimesField); + Names.Property = property.FindPropertyRelative(Sequence.NamesField); + Callbacks.Property = property.FindPropertyRelative(Sequence.CallbacksField); + + if (Names.Count >= Times.Count) + Names.Count = Times.Count; + if (Callbacks.Count > Times.Count) + Callbacks.Count = Times.Count; + + _SelectedEvent = TemporarySettings.GetSelectedEvent(Callbacks.Property); + _SelectedEvent = Mathf.Min(_SelectedEvent, Mathf.Max(Times.Count - 1, 0)); + } + + /************************************************************************************************************************/ + + /// [] Calls . + public void Dispose() + { + if (EditorGUI.EndChangeCheck()) + Property.serializedObject.ApplyModifiedProperties(); + + Property = null; + _Sequence = null; + + if (this == Stack.Current) + Stack.Decrement(); + Current = Stack.Current; + } + + /************************************************************************************************************************/ + + /// Shorthand for . + public TransitionDrawer.DrawerContext TransitionContext => TransitionDrawer.Context; + + /************************************************************************************************************************/ + + /// Creates a copy of this . + public Context Copy() + { + var copy = new Context + { + Property = Property, + _SelectedEvent = _SelectedEvent, + }; + + copy.Times.Property = Times.Property; + copy.Names.Property = Names.Property; + copy.Callbacks.Property = Callbacks.Property; + + return copy; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/SerializableEventSequenceDrawer.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/SerializableEventSequenceDrawer.cs.meta new file mode 100644 index 0000000000..e7db7e75e1 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/SerializableEventSequenceDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5cecb0f396a3194458efd24438a77b03 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/SpriteEditor.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/SpriteEditor.cs new file mode 100644 index 0000000000..88d94b2781 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/SpriteEditor.cs @@ -0,0 +1,711 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using Animancer.Units; +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] + /// A custom Inspector for s allows you to directly edit them instead of just showing their + /// details like the default one does. + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/SpriteEditor + /// + [CustomEditor(typeof(Sprite), true), CanEditMultipleObjects] + public class SpriteEditor : UnityEditor.Editor + { + /************************************************************************************************************************/ + + private const string + NameTooltip = "The asset name of the sprite", + RectTooltip = "The texture area occupied by the sprite", + PivotTooltip = "The origin point of the sprite relative to its Rect", + BorderTooltip = "The edge sizes used when 9-Slicing the sprite for the UI system (ignored by SpriteRenderers)"; + + [NonSerialized] + private SerializedProperty + _Name, + _Rect, + _Pivot, + _Border; + + [NonSerialized] + private NormalizedPixelField[] + _RectFields, + _PivotFields, + _BorderFields; + + [NonSerialized] + private bool _HasBeenModified; + + [NonSerialized] + private Target[] _Targets; + + private readonly struct Target + { + public readonly Sprite Sprite; + public readonly string AssetPath; + public readonly TextureImporter Importer; + + public Target(Object target) + { + Sprite = (Sprite)target; + AssetPath = AssetDatabase.GetAssetPath(target); + Importer = (TextureImporter)AssetImporter.GetAtPath(AssetPath); + } + } + + /************************************************************************************************************************/ + + private void OnEnable() + { + var targets = this.targets; + _Targets = new Target[targets.Length]; + for (int i = 0; i < targets.Length; i++) + _Targets[i] = new Target(targets[i]); + + InitializePreview(); + + _Name = serializedObject.FindProperty($"m{nameof(_Name)}"); + + _Rect = serializedObject.FindProperty($"m{nameof(_Rect)}"); + if (_Rect != null) + { + _RectFields = new NormalizedPixelField[] + { + new NormalizedPixelField(_Rect.FindPropertyRelative(nameof(Rect.x)), new GUIContent("X (Left)", + "The distance from the left edge of the texture to the left edge of the sprite"), false), + new NormalizedPixelField(_Rect.FindPropertyRelative(nameof(Rect.y)), new GUIContent("Y (Bottom)", + "The distance from the bottom edge of the texture to the bottom edge of the sprite"), false), + new NormalizedPixelField(_Rect.FindPropertyRelative(nameof(Rect.width)), new GUIContent("Width", + "The horizontal size of the sprite"), false), + new NormalizedPixelField(_Rect.FindPropertyRelative(nameof(Rect.height)), new GUIContent("Height", + "The vertical size of the sprite"), false), + }; + } + + _Pivot = serializedObject.FindProperty($"m{nameof(_Pivot)}"); + if (_Pivot != null) + { + _PivotFields = new NormalizedPixelField[] + { + new NormalizedPixelField(_Pivot.FindPropertyRelative(nameof(Vector2.x)), new GUIContent("X", + "The horizontal distance from the left edge of the sprite to the pivot point"), true), + new NormalizedPixelField(_Pivot.FindPropertyRelative(nameof(Vector2.y)), new GUIContent("Y", + "The vertical distance from the bottom edge of the sprite to the pivot point"), true), + }; + } + + _Border = serializedObject.FindProperty($"m{nameof(_Border)}"); + if (_Border != null) + { + _BorderFields = new NormalizedPixelField[] + { + new NormalizedPixelField(_Border.FindPropertyRelative(nameof(Vector4.x)), new GUIContent("Left", + BorderTooltip), false), + new NormalizedPixelField(_Border.FindPropertyRelative(nameof(Vector4.y)), new GUIContent("Bottom", + BorderTooltip), false), + new NormalizedPixelField(_Border.FindPropertyRelative(nameof(Vector4.z)), new GUIContent("Right", + BorderTooltip), false), + new NormalizedPixelField(_Border.FindPropertyRelative(nameof(Vector4.w)), new GUIContent("Top", + BorderTooltip), false), + }; + } + } + + /************************************************************************************************************************/ + + private void OnDisable() + { + CleanUpPreview(); + + if (_HasBeenModified) + { + var sprite = target as Sprite; + if (sprite == null) + return; + + if (EditorUtility.DisplayDialog("Unapplied Import Settings", + $"Unapplied import settings for '{sprite.name}' in '{AssetDatabase.GetAssetPath(sprite)}'", + nameof(Apply), nameof(Revert))) + Apply(); + } + } + + /************************************************************************************************************************/ + #region Inspector + /************************************************************************************************************************/ + + /// Are all targets set to ? + private bool AllSpriteModeMultiple + { + get + { + for (int i = 0; i < _Targets.Length; i++) + if (_Targets[i].Importer.spriteImportMode != SpriteImportMode.Multiple) + return false; + + return true; + } + } + + /************************************************************************************************************************/ + + /// Called by the Unity editor to draw the custom Inspector GUI elements. + public override void OnInspectorGUI() + { + EditorGUI.BeginChangeCheck(); + + DoNameGUI(); + + // If any target isn't set to Multiple, disable the GUI because only renaming will work. + var enabled = GUI.enabled; + if (!AllSpriteModeMultiple) + GUI.enabled = false; + + DoRectGUI(); + DoPivotGUI(); + DoBorderGUI(); + + GUI.enabled = enabled; + + if (EditorGUI.EndChangeCheck()) + _HasBeenModified = true; + + GUILayout.Space(AnimancerGUI.StandardSpacing); + GUILayout.BeginHorizontal(); + { + GUILayout.FlexibleSpace(); + GUI.enabled = _HasBeenModified; + if (GUILayout.Button(nameof(Revert))) + Revert(); + if (GUILayout.Button(nameof(Apply))) + Apply(); + } + GUILayout.EndHorizontal(); + } + + /************************************************************************************************************************/ + + private void DoNameGUI() + { + GUILayout.BeginHorizontal(); + var enabled = GUI.enabled; + + if (_Name.hasMultipleDifferentValues) + GUI.enabled = false; + + using (ObjectPool.Disposable.AcquireContent(out var label, "Name", NameTooltip)) + EditorGUILayout.PropertyField(_Name, label, true); + + GUI.enabled = true; + + var changed = EditorGUI.EndChangeCheck();// Exclude the Rename button from the main change check. + + if (GUILayout.Button("Rename Tool", EditorStyles.miniButton, AnimancerGUI.DontExpandWidth)) + AnimancerToolsWindow.Open(typeof(AnimancerToolsWindow.RenameSprites)); + + EditorGUI.BeginChangeCheck(); + if (changed) + GUI.changed = true; + + GUI.enabled = enabled; + GUILayout.EndHorizontal(); + } + + /************************************************************************************************************************/ + + private void DoRectGUI() + { + var texture = ((Sprite)target).texture; + _RectFields[0].normalizeMultiplier = _RectFields[2].normalizeMultiplier = 1f / texture.width; + _RectFields[1].normalizeMultiplier = _RectFields[3].normalizeMultiplier = 1f / texture.height; + + using (ObjectPool.Disposable.AcquireContent(out var label, "Rect", RectTooltip)) + NormalizedPixelField.DoGroupGUI(_Rect, label, _RectFields); + } + + /************************************************************************************************************************/ + + private void DoPivotGUI() + { + var showMixedValue = EditorGUI.showMixedValue; + + var targets = this.targets; + var size = targets[0] is Sprite sprite ? sprite.rect.size : Vector2.one; + for (int i = 1; i < targets.Length; i++) + { + sprite = targets[i] as Sprite; + if (sprite == null || sprite.rect.size != size) + EditorGUI.showMixedValue = true; + } + + _PivotFields[0].normalizeMultiplier = 1f / size.x; + _PivotFields[1].normalizeMultiplier = 1f / size.y; + + using (ObjectPool.Disposable.AcquireContent(out var label, "Pivot", PivotTooltip)) + NormalizedPixelField.DoGroupGUI(_Pivot, label, _PivotFields); + + EditorGUI.showMixedValue = showMixedValue; + } + + /************************************************************************************************************************/ + + private void DoBorderGUI() + { + var size = _Rect.rectValue.size; + _BorderFields[0].normalizeMultiplier = _BorderFields[2].normalizeMultiplier = 1f / size.x; + _BorderFields[1].normalizeMultiplier = _BorderFields[3].normalizeMultiplier = 1f / size.y; + + using (ObjectPool.Disposable.AcquireContent(out var label, "Border", BorderTooltip)) + NormalizedPixelField.DoGroupGUI(_Border, label, _BorderFields); + } + + /************************************************************************************************************************/ + + private void Revert() + { + AnimancerGUI.Deselect(); + _HasBeenModified = false; + serializedObject.Update(); + } + + /************************************************************************************************************************/ + + private void Apply() + { + AnimancerGUI.Deselect(); + _HasBeenModified = false; + var targets = this.targets; + + var hasError = false; + + for (int i = 0; i < _Targets.Length; i++) + { + var target = _Targets[i]; + var spriteSheet = target.Importer.spritesheet; + Apply(target.Sprite, spriteSheet, ref hasError); + + if (!hasError) + { + target.Importer.spritesheet = spriteSheet; + EditorUtility.SetDirty(target.Importer); + target.Importer.SaveAndReimport(); + } + } + + for (int i = 0; i < targets.Length; i++) + if (targets[i] == null) + return; + + serializedObject.Update(); + } + + /************************************************************************************************************************/ + + private void Apply(Sprite sprite, SpriteMetaData[] spriteSheet, ref bool hasError) + { + if (spriteSheet.Length == 0) + { + if (!_Name.hasMultipleDifferentValues) + { + var path = AssetDatabase.GetAssetPath(sprite); + if (path != null) + { + AssetDatabase.RenameAsset(path, _Name.stringValue); + hasError = true;// Don't apply the importer. + } + } + + return; + } + + var dataIndex = AnimancerToolsWindow.SpriteModifierPanel.GetDataIndex(spriteSheet, sprite); + if (dataIndex < 0) + return; + + ref var spriteData = ref spriteSheet[dataIndex]; + + if (!_Name.hasMultipleDifferentValues) + spriteData.name = _Name.stringValue; + + if (!_Rect.hasMultipleDifferentValues) + spriteData.rect = _Rect.rectValue; + + if (!_Pivot.hasMultipleDifferentValues) + spriteData.pivot = _Pivot.vector2Value; + + if (!_Border.hasMultipleDifferentValues) + spriteData.border = _Border.vector4Value; + + if (!AnimancerToolsWindow.SpriteModifierPanel.ValidateBounds(spriteData, sprite)) + hasError = true; + } + + /************************************************************************************************************************/ + #region Normalized Pixel Field + /************************************************************************************************************************/ + + /// + /// A wrapper around a to display it using two float fields where one is + /// normalized and the other is not. + /// + private sealed class NormalizedPixelField + { + /************************************************************************************************************************/ + + /// The target property. + public readonly SerializedProperty Property; + + /// The label to display next to the property. + public readonly GUIContent Label; + + /// Is the serialized property value normalized? + public readonly bool IsNormalized; + + /// The multiplier to turn a non-normalized value into a normalized one. + public float normalizeMultiplier; + + /************************************************************************************************************************/ + + /// Creates a new . + public NormalizedPixelField(SerializedProperty property, GUIContent label, bool isNormalized) + { + Property = property; + Label = label; + IsNormalized = isNormalized; + } + + /************************************************************************************************************************/ + + /// Draws a group of s. + public static void DoGroupGUI(SerializedProperty baseProperty, GUIContent label, NormalizedPixelField[] fields) + { + var height = (AnimancerGUI.LineHeight + AnimancerGUI.StandardSpacing) * (fields.Length + 1); + var area = GUILayoutUtility.GetRect(0, height); + + area.height = AnimancerGUI.LineHeight; + label = EditorGUI.BeginProperty(area, label, baseProperty); + GUI.Label(area, label); + EditorGUI.EndProperty(); + + EditorGUI.indentLevel++; + + for (int i = 0; i < fields.Length; i++) + { + AnimancerGUI.NextVerticalArea(ref area); + fields[i].DoTwinFloatFieldGUI(area); + } + + EditorGUI.indentLevel--; + } + + /************************************************************************************************************************/ + + /// Draws this . + public void DoTwinFloatFieldGUI(Rect area) + { + var drawer = IsNormalized ? + NormalizedPixelFieldAttribute.Normalized : + NormalizedPixelFieldAttribute.Pixel; + + drawer.CalculateMultipliers(normalizeMultiplier); + drawer.OnGUI(area, Property, Label); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Normalized Pixel Field Attribute + /************************************************************************************************************************/ + + private sealed class NormalizedPixelFieldAttribute : UnitsAttribute + { + /************************************************************************************************************************/ + + private static new readonly float[] Multipliers = new float[2]; + + public void CalculateMultipliers(float normalizeMultiplier) + { + if (UnitIndex == 0)// Pixels. + { + Multipliers[0] = 1; + Multipliers[1] = normalizeMultiplier; + } + else// Normalized. + { + Multipliers[0] = 1f / normalizeMultiplier; + Multipliers[1] = 1; + } + } + + /************************************************************************************************************************/ + + private static new readonly CompactUnitConversionCache[] DisplayConverters = + { + new CompactUnitConversionCache("px"), + AnimationTimeAttribute.XSuffix, + }; + + /************************************************************************************************************************/ + + public static readonly NormalizedPixelFieldAttribute Pixel = new NormalizedPixelFieldAttribute(false); + public static readonly NormalizedPixelFieldAttribute Normalized = new NormalizedPixelFieldAttribute(true); + + /************************************************************************************************************************/ + + public NormalizedPixelFieldAttribute(bool isNormalized) + { +#if UNITY_EDITOR + SetUnits(Multipliers, DisplayConverters, isNormalized ? 1 : 0); + Rule = Validate.Value.IsFinite; +#endif + } + + /************************************************************************************************************************/ + + /// + protected override int GetLineCount(SerializedProperty property, GUIContent label) => 1; + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Preview + /************************************************************************************************************************/ + + private static readonly Type + DefaultEditorType = typeof(UnityEditor.Editor).Assembly.GetType("UnityEditor.SpriteInspector"); + + private readonly Dictionary + TargetToDefaultEditor = new Dictionary(); + + /************************************************************************************************************************/ + + private void InitializePreview() + { + foreach (var target in targets) + { + if (!TargetToDefaultEditor.ContainsKey(target)) + { + var editor = CreateEditor(target, DefaultEditorType); + TargetToDefaultEditor.Add(target, editor); + } + } + } + + /************************************************************************************************************************/ + + private void CleanUpPreview() + { + foreach (var editor in TargetToDefaultEditor.Values) + DestroyImmediate(editor); + + TargetToDefaultEditor.Clear(); + } + + /************************************************************************************************************************/ + + private bool TryGetDefaultEditor(out UnityEditor.Editor editor) + => TargetToDefaultEditor.TryGetValue(target, out editor); + + /************************************************************************************************************************/ + + /// + public override string GetInfoString() + { + if (!TryGetDefaultEditor(out var editor)) + return null; + + return editor.GetInfoString(); + } + + /************************************************************************************************************************/ + + /// + public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height) + { + if (!TryGetDefaultEditor(out var editor)) + return null; + + return editor.RenderStaticPreview(assetPath, subAssets, width, height); + } + + /************************************************************************************************************************/ + + /// + public override bool HasPreviewGUI() + { + return TryGetDefaultEditor(out var editor) && editor.HasPreviewGUI(); + } + + /************************************************************************************************************************/ + + /// + public override void OnPreviewGUI(Rect area, GUIStyle background) + { + if (TryGetDefaultEditor(out var editor)) + editor.OnPreviewGUI(area, background); + + var sprite = target as Sprite; + if (sprite == null) + return; + + EditorGUI.BeginChangeCheck(); + FitAspectRatio(ref area, sprite); + DoPivotDotGUI(area, sprite); + if (EditorGUI.EndChangeCheck()) + _HasBeenModified = true; + } + + /************************************************************************************************************************/ + + private static void FitAspectRatio(ref Rect area, Sprite sprite) + { + var areaAspect = area.width / area.height; + var spriteAspect = sprite.rect.width / sprite.rect.height; + if (areaAspect != spriteAspect) + { + if (areaAspect > spriteAspect) + { + var width = area.height * spriteAspect; + area.x += (area.width - width) * 0.5f; + area.width = width; + } + else + { + var height = area.width / spriteAspect; + area.y += (area.height - height) * 0.5f; + area.height = height; + } + } + } + + /************************************************************************************************************************/ + + private static readonly int PivotDotControlIDHint = "PivotDot".GetHashCode(); + + private static GUIStyle _PivotDot; + private static GUIStyle _PivotDotActive; + + [NonSerialized] private Vector2 _MouseDownPivot; + + private void DoPivotDotGUI(Rect area, Sprite sprite) + { + if (_PivotDot == null) + _PivotDot = "U2D.pivotDot"; + if (_PivotDotActive == null) + _PivotDotActive = "U2D.pivotDotActive"; + + Vector2 pivot; + if (_Pivot.hasMultipleDifferentValues) + { + pivot = sprite.pivot; + pivot.x /= sprite.rect.width; + pivot.y /= sprite.rect.height; + } + else + { + pivot = _Pivot.vector2Value; + } + pivot.x *= area.width; + pivot.y *= area.height; + + var pivotArea = new Rect( + area.x + pivot.x - _PivotDot.fixedWidth * 0.5f, + area.yMax - pivot.y - _PivotDot.fixedHeight * 0.5f, + _PivotDot.fixedWidth, + _PivotDot.fixedHeight); + + var controlID = GUIUtility.GetControlID(PivotDotControlIDHint, FocusType.Keyboard); + + var currentEvent = Event.current; + switch (currentEvent.GetTypeForControl(controlID)) + { + case EventType.MouseDown: + if (currentEvent.button == 0 && pivotArea.Contains(Event.current.mousePosition) && !currentEvent.alt) + { + GUIUtility.hotControl = GUIUtility.keyboardControl = controlID; + _MouseDownPivot = pivot; + currentEvent.Use(); + } + break; + + case EventType.MouseDrag: + if (GUIUtility.hotControl == controlID) + { + pivot = Event.current.mousePosition; + pivot.x = InverseLerpUnclamped(area.x, area.xMax, pivot.x); + pivot.y = InverseLerpUnclamped(area.yMax, area.y, pivot.y); + + if (currentEvent.control) + { + pivot.x = Mathf.Round(pivot.x * sprite.rect.width) / sprite.rect.width; + pivot.y = Mathf.Round(pivot.y * sprite.rect.height) / sprite.rect.height; + } + + _Pivot.vector2Value = pivot; + + GUI.changed = true; + currentEvent.Use(); + } + break; + + case EventType.MouseUp: + if (GUIUtility.hotControl == controlID && (currentEvent.button == 0 || currentEvent.button == 2)) + { + GUIUtility.hotControl = 0; + currentEvent.Use(); + } + break; + + case EventType.KeyDown: + if (GUIUtility.hotControl == controlID && currentEvent.keyCode == KeyCode.Escape) + { + _Pivot.vector2Value = _MouseDownPivot; + GUIUtility.hotControl = 0; + GUI.changed = true; + currentEvent.Use(); + } + break; + + case EventType.Repaint: + EditorGUIUtility.AddCursorRect(pivotArea, MouseCursor.Arrow, controlID); + var style = GUIUtility.hotControl == controlID ? _PivotDotActive : _PivotDot; + style.Draw(pivotArea, GUIContent.none, controlID); + break; + } + } + + /************************************************************************************************************************/ + + /// The opposite of . + public static float InverseLerpUnclamped(float a, float b, float value) + { + if (a == b) + return 0; + else + return (value - a) / (b - a); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/SpriteEditor.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/SpriteEditor.cs.meta new file mode 100644 index 0000000000..2382cae142 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/SpriteEditor.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 9ac5522110c9917498cdf2630222fd4c +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/TimelineGUI.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/TimelineGUI.cs new file mode 100644 index 0000000000..60785f6c09 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/TimelineGUI.cs @@ -0,0 +1,768 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] Draws a GUI box denoting a period of time. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/TimelineGUI + /// + public sealed class TimelineGUI : IDisposable + { + /************************************************************************************************************************/ + #region Fields + /************************************************************************************************************************/ + + private static readonly ConversionCache + G2Cache = new ConversionCache((value) => + { + if (Math.Abs(value) <= 99) + return value.ToString("G2"); + else + return ((int)value).ToString(); + }); + + private static Texture _EventIcon; + + /// The icon used for events. + public static Texture EventIcon => _EventIcon != null ? + _EventIcon : + (_EventIcon = AnimancerGUI.LoadIcon("Animation.EventMarker")); + + private static readonly Color + FadeHighlightColor = new Color(0.35f, 0.5f, 1, 0.5f), + SelectedEventColor = new Color(0.3f, 0.55f, 0.95f), + UnselectedEventColor = new Color(0.9f, 0.9f, 0.9f), + PreviewTimeColor = new Color(1, 0.25f, 0.1f), + BaseTimeColor = new Color(0.5f, 0.5f, 0.5f, 0.75f); + + private Rect _Area; + + /// The pixel area in which this is drawing. + public Rect Area => _Area; + + private float _Speed, _Duration, _MinTime, _MaxTime, _StartTime, _FadeInEnd, _FadeOutEnd, _EndTime, _SecondsToPixels; + private bool _HasEndTime; + + private readonly List + EventTimes = new List(); + + /// The height of the time ticks. + public float TickHeight { get; private set; } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Conversions + /************************************************************************************************************************/ + + /// Converts a number of seconds to a horizontal pixel position along the ruler. + /// The value is rounded to the nearest integer. + public float SecondsToPixels(float seconds) => AnimancerUtilities.Round((seconds - _MinTime) * _SecondsToPixels); + + /// Converts a horizontal pixel position along the ruler to a number of seconds. + public float PixelsToSeconds(float pixels) => (pixels / _SecondsToPixels) + _MinTime; + + /// Converts a number of seconds to a normalized time value. + public float SecondsToNormalized(float seconds) => seconds / _Duration; + + /// Converts a normalized time value to a number of seconds. + public float NormalizedToSeconds(float normalized) => normalized * _Duration; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + private TimelineGUI() { } + private static readonly TimelineGUI Instance = new TimelineGUI(); + + /// The currently drawing (or null if none is drawing). + public static TimelineGUI Current { get; private set; } + + /// Ends the area started by . + void IDisposable.Dispose() + { + Current = null; + GUI.EndClip(); + } + + /************************************************************************************************************************/ + + /// + /// Sets the `area` in which the ruler will be drawn and draws a there. + /// The returned object must have called on it afterwards. + /// + private static IDisposable BeginGUI(Rect area) + { + if (Current != null) + throw new InvalidOperationException($"{nameof(TimelineGUI)} can't be used recursively."); + + if (!EditorGUIUtility.hierarchyMode) + EditorGUI.indentLevel++; + + area = EditorGUI.IndentedRect(area); + + if (!EditorGUIUtility.hierarchyMode) + EditorGUI.indentLevel--; + + GUI.Box(area, ""); + + GUI.BeginClip(area); + + area.x = area.y = 0; + Instance._Area = area; + + Instance.TickHeight = Mathf.Ceil(area.height * 0.3f); + + return Current = Instance; + } + + /************************************************************************************************************************/ + + /// Draws the ruler GUI and handles input events for the specified `context`. + public static void DoGUI(Rect area, SerializableEventSequenceDrawer.Context context, out float addEventNormalizedTime) + { + using (BeginGUI(area)) + Current.DoGUI(context, out addEventNormalizedTime); + } + + /************************************************************************************************************************/ + + /// Draws the ruler GUI and handles input events for the specified `context`. + private void DoGUI(SerializableEventSequenceDrawer.Context context, out float addEventNormalizedTime) + { + if (context.Property.hasMultipleDifferentValues) + { + GUI.Label(_Area, "Multi-editing is not supported"); + addEventNormalizedTime = float.NaN; + return; + } + + var transition = context.TransitionContext.Transition; + + _Speed = transition.Speed; + if (float.IsNaN(_Speed)) + _Speed = 1; + + _Duration = context.TransitionContext.MaximumDuration; + if (_Duration <= 0) + _Duration = 1; + + GatherEventTimes(context); + + _StartTime = GetStartTime(transition.NormalizedStartTime, _Speed, _Duration); + + _FadeInEnd = _StartTime + transition.FadeDuration * _Speed; + + _FadeOutEnd = GetFadeOutEnd(_Speed, _EndTime, _Duration); + + _MinTime = Mathf.Min(0, _StartTime); + _MinTime = Mathf.Min(_MinTime, _FadeOutEnd); + _MinTime = Mathf.Min(_MinTime, EventTimes[0]); + + _MaxTime = Mathf.Max(_StartTime, _FadeOutEnd); + if (EventTimes.Count >= 2) + _MaxTime = Mathf.Max(_MaxTime, EventTimes[EventTimes.Count - 2]); + + if (_MaxTime < _Duration) + _MaxTime = _Duration; + + _SecondsToPixels = _Area.width / (_MaxTime - _MinTime); + + DoFadeHighlightGUI(); + + if (AnimancerUtilities.TryGetWrappedObject(transition, out ITransitionGUI gui)) + gui.OnTimelineBackgroundGUI(); + + DoEventsGUI(context, out addEventNormalizedTime); + DoRulerGUI(); + + if (_Speed > 0) + { + if (_StartTime >= _EndTime) + GUI.Label(_Area, "Start Time is not before End Time"); + } + else if (_Speed < 0) + { + if (_StartTime <= _EndTime) + GUI.Label(_Area, "Start Time is not after End Time"); + } + + if (gui != null) + gui.OnTimelineForegroundGUI(); + } + + /************************************************************************************************************************/ + + /// Calculates the start time of the transition (in seconds). + public static float GetStartTime(float normalizedStartTime, float speed, float duration) + { + if (float.IsNaN(normalizedStartTime)) + { + return speed < 0 ? duration : 0; + } + else + { + return normalizedStartTime * duration; + } + } + + /// Calculates the end time of the fade out (in seconds). + public static float GetFadeOutEnd(float speed, float endTime, float duration) + { + if (speed < 0) + return endTime > 0 ? 0 : (endTime - AnimancerPlayable.DefaultFadeDuration) * -speed; + else + return endTime < duration ? duration : endTime + AnimancerPlayable.DefaultFadeDuration * speed; + } + + /************************************************************************************************************************/ + + private static readonly Vector3[] QuadVertices = new Vector3[4]; + + /// Draws a polygon describing the start, end, and fade details. + private void DoFadeHighlightGUI() + { + if (Event.current.type != EventType.Repaint) + return; + + var color = Handles.color; + Handles.color = FadeHighlightColor; + QuadVertices[0] = new Vector3(SecondsToPixels(_StartTime), _Area.y); + QuadVertices[1] = new Vector3(SecondsToPixels(_FadeInEnd), _Area.yMax + 1); + QuadVertices[2] = new Vector3(SecondsToPixels(_FadeOutEnd), _Area.yMax + 1); + QuadVertices[3] = new Vector3(SecondsToPixels(_EndTime), _Area.y); + Handles.DrawAAConvexPolygon(QuadVertices); + Handles.color = color; + } + + /************************************************************************************************************************/ + #region Events + /************************************************************************************************************************/ + + private void GatherEventTimes(SerializableEventSequenceDrawer.Context context) + { + EventTimes.Clear(); + + if (context.Times.Count > 0) + { + var depth = context.Times.Property.depth; + var time = context.Times.GetElement(0); + + while (time.depth > depth) + { + EventTimes.Add(time.floatValue * _Duration); + time.Next(false); + } + + _EndTime = EventTimes[EventTimes.Count - 1]; + if (!float.IsNaN(_EndTime)) + { + _HasEndTime = true; + return; + } + } + + _EndTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(_Speed) * _Duration; + _HasEndTime = false; + if (EventTimes.Count == 0) + EventTimes.Add(_EndTime); + else + EventTimes[EventTimes.Count - 1] = _EndTime; + } + + /************************************************************************************************************************/ + + private static readonly int EventHash = "Event".GetHashCode(); + private static readonly List EventControlIDs = new List(); + + /// Draws the details of the . + private void DoEventsGUI(SerializableEventSequenceDrawer.Context context, out float addEventNormalizedTime) + { + addEventNormalizedTime = float.NaN; + var currentEvent = Event.current; + + EventControlIDs.Clear(); + var selectedEventControlID = -1; + + var baseControlID = GUIUtility.GetControlID(EventHash - 1, FocusType.Passive); + + for (int i = 0; i < EventTimes.Count; i++) + { + var controlID = GUIUtility.GetControlID(EventHash + i, FocusType.Keyboard); + EventControlIDs.Add(controlID); + if (context.SelectedEvent == i) + selectedEventControlID = controlID; + } + + EventControlIDs.Add(baseControlID); + + switch (currentEvent.type) + { + case EventType.Repaint: + RepaintEventsGUI(context); + break; + + case EventType.MouseDown: + OnMouseDown(currentEvent, context, ref addEventNormalizedTime); + break; + + case EventType.MouseUp: + OnMouseUp(currentEvent, context); + break; + + case EventType.MouseDrag: + if (_Duration <= 0) + break; + + var hotControl = GUIUtility.hotControl; + if (hotControl == baseControlID) + { + SetPreviewTime(context, currentEvent); + GUIUtility.ExitGUI(); + } + else + { + for (int i = 0; i < EventTimes.Count; i++) + { + if (hotControl == EventControlIDs[i]) + { + if (context.Times.Count < 1) + context.Times.Count = 1; + + var seconds = PixelsToSeconds(currentEvent.mousePosition.x); + + if (currentEvent.control) + SnapToFrameRate(context, ref seconds); + + var timeProperty = context.Times.GetElement(i); + var normalizedTime = seconds / _Duration; + timeProperty.floatValue = normalizedTime; + SerializableEventSequenceDrawer.SyncEventTimeChange(context, i, normalizedTime); + timeProperty.serializedObject.ApplyModifiedProperties(); + timeProperty.serializedObject.Update(); + + GUIUtility.hotControl = EventControlIDs[context.SelectedEvent]; + GUI.changed = true; + + SetPreviewTime(context, currentEvent); + GUIUtility.ExitGUI(); + } + } + } + break; + + case EventType.KeyUp: + if (GUIUtility.keyboardControl != selectedEventControlID) + break; + + var exitGUI = false; + + switch (currentEvent.keyCode) + { + case KeyCode.Delete: + case KeyCode.Backspace: + SerializableEventSequenceDrawer.RemoveEvent(context, context.SelectedEvent); + exitGUI = true; + break; + + case KeyCode.LeftArrow: NudgeEventTime(context, Event.current.shift ? -10 : -1); break; + case KeyCode.RightArrow: NudgeEventTime(context, Event.current.shift ? 10 : 1); break; + + case KeyCode.Space: RoundEventTime(context); break; + + default: return;// Don't call Use. + } + + currentEvent.Use(); + GUI.changed = true; + + if (exitGUI) + GUIUtility.ExitGUI(); + break; + } + } + + /************************************************************************************************************************/ + + /// Snaps the `seconds` value to the nearest multiple of the . + public void SnapToFrameRate(SerializableEventSequenceDrawer.Context context, ref float seconds) + { + if (AnimancerUtilities.TryGetFrameRate(context.TransitionContext.Transition, out var frameRate)) + { + seconds = AnimancerUtilities.Round(seconds, 1f / frameRate); + } + } + + /************************************************************************************************************************/ + + private void RepaintEventsGUI(SerializableEventSequenceDrawer.Context context) + { + var color = GUI.color; + + for (int i = 0; i < EventTimes.Count; i++) + { + var currentColor = color; + // Read Only: currentColor *= new Color(0.9f, 0.9f, 0.9f, 0.5f * alpha); + if (context.SelectedEvent == i) + { + currentColor *= SelectedEventColor; + } + else + { + currentColor *= UnselectedEventColor; + } + + if (i == EventTimes.Count - 1 && !_HasEndTime) + currentColor.a *= 0.65f; + + GUI.color = currentColor; + + var area = GetEventIconArea(i); + GUI.DrawTexture(area, EventIcon); + } + + GUI.color = color; + } + + /************************************************************************************************************************/ + + private void OnMouseDown(Event currentEvent, SerializableEventSequenceDrawer.Context context, ref float addEventNormalizedTime) + { + if (!_Area.Contains(currentEvent.mousePosition)) + return; + + var selectedEventControlID = 0; + var selectedEvent = -1; + + for (int i = 0; i < EventControlIDs.Count; i++) + { + var area = i < EventTimes.Count ? GetEventIconArea(i) : _Area; + + if (area.Contains(currentEvent.mousePosition)) + { + selectedEventControlID = EventControlIDs[i]; + selectedEvent = i; + break; + } + } + + GUIUtility.hotControl = GUIUtility.keyboardControl = selectedEventControlID; + + if (selectedEvent < 0 || selectedEvent >= EventTimes.Count) + { + SetPreviewTime(context, currentEvent); + selectedEvent = -1; + } + + if (currentEvent.type == EventType.MouseDown && + currentEvent.clickCount == 2) + { + addEventNormalizedTime = PixelsToSeconds(currentEvent.mousePosition.x); + addEventNormalizedTime = SecondsToNormalized(addEventNormalizedTime); + } + + context.SelectedEvent = selectedEvent; + currentEvent.Use(); + } + + /************************************************************************************************************************/ + + private void OnMouseUp(Event currentEvent, SerializableEventSequenceDrawer.Context context) + { + if (currentEvent.button == 1 && + _Area.Contains(currentEvent.mousePosition)) + { + ShowContextMenu(currentEvent, context); + currentEvent.Use(); + } + } + + /************************************************************************************************************************/ + + private void ShowContextMenu(Event currentEvent, SerializableEventSequenceDrawer.Context context) + { + context = context.Copy(); + var time = SecondsToNormalized(PixelsToSeconds(currentEvent.mousePosition.x)); + var hasSelectedEvent = context.SelectedEvent >= 0; + + var menu = new GenericMenu(); + + AddContextFunction(menu, context, "Add Event (Double Click)", true, + () => SerializableEventSequenceDrawer.AddEvent(context, time)); + + AddContextFunction(menu, context, "Remove Event (Delete)", hasSelectedEvent, + () => SerializableEventSequenceDrawer.RemoveEvent(context, context.SelectedEvent)); + + const string NudgePrefix = "Nudge Event Time/"; + AddContextFunction(menu, context, NudgePrefix + "Left 1 Pixel (Left Arrow)", hasSelectedEvent, + () => NudgeEventTime(context, -1)); + AddContextFunction(menu, context, NudgePrefix + "Left 10 Pixels (Shift + Left Arrow)", hasSelectedEvent, + () => NudgeEventTime(context, -10)); + AddContextFunction(menu, context, NudgePrefix + "Right 1 Pixel (Right Arrow)", hasSelectedEvent, + () => NudgeEventTime(context, 1)); + AddContextFunction(menu, context, NudgePrefix + "Right 10 Pixels (Shift + Right Arrow)", hasSelectedEvent, + () => NudgeEventTime(context, 10)); + + var canRoundTime = hasSelectedEvent; + if (canRoundTime) + { + time = context.Times.GetElement(context.SelectedEvent).floatValue; + canRoundTime = TryRoundValue(ref time); + } + + AddContextFunction(menu, context, $"Round Event Time to {time}x (Space)", canRoundTime, + () => RoundEventTime(context)); + + menu.ShowAsContext(); + } + + /************************************************************************************************************************/ + + private static void AddContextFunction( + GenericMenu menu, SerializableEventSequenceDrawer.Context context, string label, bool enabled, Action function) + { + menu.AddFunction(label, enabled, () => + { + using (context.SetAsCurrent()) + { + function(); + GUI.changed = true; + } + }); + } + + /************************************************************************************************************************/ + + private void SetPreviewTime(SerializableEventSequenceDrawer.Context context, Event currentEvent) + { + if (_Duration > 0) + { + var seconds = PixelsToSeconds(currentEvent.mousePosition.x); + + if (currentEvent.control) + SnapToFrameRate(context, ref seconds); + + TransitionPreviewWindow.PreviewNormalizedTime = seconds / _Duration; + } + } + + /************************************************************************************************************************/ + + private Rect GetEventIconArea(int index) + { + var width = EventIcon.width; + + var x = SecondsToPixels(EventTimes[index]) - width * 0.5f; + x = Mathf.Clamp(x, 0, _Area.width - width); + + return new Rect(x, _Area.y, width, EventIcon.height); + } + + /************************************************************************************************************************/ + + private void NudgeEventTime(SerializableEventSequenceDrawer.Context context, float offsetPixels) + { + var index = context.SelectedEvent; + var time = context.Times.GetElement(index); + + var value = time.floatValue; + value = NormalizedToSeconds(value); + value = SecondsToPixels(value); + + value += offsetPixels; + + value = PixelsToSeconds(value); + value = SecondsToNormalized(value); + time.floatValue = value; + + SerializableEventSequenceDrawer.SyncEventTimeChange(context, index, value); + } + + /************************************************************************************************************************/ + + private static void RoundEventTime(SerializableEventSequenceDrawer.Context context) + { + var index = context.SelectedEvent; + var time = context.Times.GetElement(index); + var value = time.floatValue; + + if (TryRoundValue(ref value)) + { + time.floatValue = value; + SerializableEventSequenceDrawer.SyncEventTimeChange(context, index, value); + } + } + + private static bool TryRoundValue(ref float value) + { + var format = System.Globalization.NumberFormatInfo.InvariantInfo; + var text = value.ToString(format); + var dot = text.IndexOf('.'); + if (dot < 0) + return false; + + Round: + var newValue = (float)Math.Round(value, text.Length - dot - 2, MidpointRounding.AwayFromZero); + if (newValue == value) + { + dot--; + if (dot > 0) + goto Round; + } + + if (value != newValue) + { + value = newValue; + return true; + } + else return false; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Ticks + /************************************************************************************************************************/ + + private static readonly List TickTimes = new List(); + + /// Draws ticks and labels for important times throughout the area. + private void DoRulerGUI() + { + if (Event.current.type != EventType.Repaint) + return; + + var area = new Rect(SecondsToPixels(0), _Area.yMax - TickHeight, 0, TickHeight) + { + xMax = SecondsToPixels(_Duration) + }; + + EditorGUI.DrawRect(area, BaseTimeColor); + + TickTimes.Clear(); + TickTimes.Add(0); + TickTimes.Add(_StartTime); + TickTimes.Add(_FadeInEnd); + TickTimes.Add(_Duration); + TickTimes.AddRange(EventTimes); + TickTimes.Sort(); + + var previousTime = float.NaN; + area.x = float.NegativeInfinity; + + for (int i = 0; i < TickTimes.Count; i++) + { + var time = TickTimes[i]; + if (previousTime != time) + { + previousTime = time; + DoRulerLabelGUI(ref area, time); + } + } + + DrawPreviewTime(); + } + + /************************************************************************************************************************/ + + private void DrawPreviewTime() + { + var state = TransitionPreviewWindow.GetCurrentState(); + if (state == null) + return; + + var normalizedTime = TransitionPreviewWindow.PreviewNormalizedTime; + DrawPreviewTime(normalizedTime, alpha: 1); + + // Looping states show faded indicators at every other multiple of the loop. + if (!state.IsLooping) + return; + + // Make sure the area is actually wide enough for it to not just be a solid bar. + if ((int)SecondsToPixels(0) > (int)SecondsToPixels(_Duration) - 4) + return; + + // Go back to the first visible increment. + while (normalizedTime * _Duration >= _MinTime + _Duration) + normalizedTime -= 1; + + // Draw every visible increment from there on. + while (normalizedTime * _Duration <= _MaxTime) + { + DrawPreviewTime(normalizedTime, alpha: 0.2f); + normalizedTime += 1; + } + } + + private void DrawPreviewTime(float normalizedTime, float alpha) + { + var time = NormalizedToSeconds(normalizedTime); + var x = SecondsToPixels(time); + if (x >= 0 && x <= _Area.width) + { + var color = PreviewTimeColor; + color.a = alpha; + EditorGUI.DrawRect(new Rect(x - 1, _Area.y, 2, _Area.height), color); + } + } + + /************************************************************************************************************************/ + + private static GUIStyle _RulerLabelStyle; + private static ConversionCache _TimeLabelWidthCache; + + private void DoRulerLabelGUI(ref Rect previousArea, float time) + { + if (_RulerLabelStyle == null) + _RulerLabelStyle = new GUIStyle(GUI.skin.label) + { + padding = new RectOffset(), + contentOffset = new Vector2(0, -2), + alignment = TextAnchor.UpperLeft, + fontSize = Mathf.CeilToInt(AnimancerGUI.LineHeight * 0.6f), + }; + + var text = G2Cache.Convert(time); + + if (_TimeLabelWidthCache == null) + _TimeLabelWidthCache = AnimancerGUI.CreateWidthCache(_RulerLabelStyle); + + var area = new Rect( + SecondsToPixels(time), + _Area.y, + _TimeLabelWidthCache.Convert(text), + _Area.height); + + if (area.x > _Area.x) + { + var tickY = _Area.yMax - TickHeight; + EditorGUI.DrawRect(new Rect(area.x, tickY, 1, TickHeight), AnimancerGUI.TextColor); + } + + if (area.xMax > _Area.xMax) + area.x = _Area.xMax - area.width; + if (area.x < 0) + area.x = 0; + + if (area.x > previousArea.xMax + 2) + { + GUI.Label(area, text, _RulerLabelStyle); + + previousArea = area; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/TimelineGUI.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/TimelineGUI.cs.meta new file mode 100644 index 0000000000..2d46264098 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/TimelineGUI.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: e9c54a0309811974c89768241690ab3e +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/TransitionDrawer.cs b/Assets/Plugins/Animancer/Internal/Editor/GUI/TransitionDrawer.cs new file mode 100644 index 0000000000..bd52b4d64a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/TransitionDrawer.cs @@ -0,0 +1,561 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using Animancer.Units; +using System; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] Draws the Inspector GUI for an . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionDrawer + /// + [CustomPropertyDrawer(typeof(ITransitionDetailed), true)] + public class TransitionDrawer : PropertyDrawer + { + /************************************************************************************************************************/ + + /// The visual state of a drawer. + private enum Mode + { + Uninitialized, + Normal, + AlwaysExpanded, + } + + /// The current state of this drawer. + private Mode _Mode; + + /************************************************************************************************************************/ + + /// + /// If set, the field with this name will be drawn on the header line with the foldout arrow instead of in its + /// regular place. + /// + protected readonly string MainPropertyName; + + /// "." + (to avoid creating garbage repeatedly). + protected readonly string MainPropertyPathSuffix; + + /************************************************************************************************************************/ + + /// Creates a new . + public TransitionDrawer() { } + + /// Creates a new and sets the . + public TransitionDrawer(string mainPropertyName) + { + MainPropertyName = mainPropertyName; + MainPropertyPathSuffix = "." + mainPropertyName; + } + + /************************************************************************************************************************/ + + /// Returns the property specified by the . + private SerializedProperty GetMainProperty(SerializedProperty rootProperty) + { + if (MainPropertyName == null) + return null; + else + return rootProperty.FindPropertyRelative(MainPropertyName); + } + + /************************************************************************************************************************/ + + /// Can't cache because it breaks the . + public override bool CanCacheInspectorGUI(SerializedProperty property) => false; + + /************************************************************************************************************************/ + + /// Returns the number of vertical pixels the `property` will occupy when it is drawn. + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + using (DrawerContext.Get(property)) + { + InitializeMode(property); + + var height = EditorGUI.GetPropertyHeight(property, label, true); + + if (property.isExpanded) + { + if (property.propertyType != SerializedPropertyType.ManagedReference) + { + var mainProperty = GetMainProperty(property); + if (mainProperty != null) + height -= EditorGUI.GetPropertyHeight(mainProperty) + AnimancerGUI.StandardSpacing; + } + + // The End Time from the Event Sequence is drawn out in the main transition so we need to add it. + // But rather than figuring out which array element actually holds the end time, we just use the + // Start Time field since it will have the same height. + var startTime = property.FindPropertyRelative(NormalizedStartTimeFieldName); + if (startTime != null) + height += EditorGUI.GetPropertyHeight(startTime) + AnimancerGUI.StandardSpacing; + } + + return height; + } + } + + /************************************************************************************************************************/ + + /// Draws the root `property` GUI and calls for each of its children. + public override void OnGUI(Rect area, SerializedProperty property, GUIContent label) + { + InitializeMode(property); + + // Highlight the whole area if this transition is currently being previewed. + var isPreviewing = TransitionPreviewWindow.IsPreviewing(property); + if (isPreviewing) + { + var highlightArea = area; + highlightArea.xMin -= AnimancerGUI.IndentSize; + EditorGUI.DrawRect(highlightArea, new Color(0.35f, 0.5f, 1, 0.2f)); + } + + var headerArea = area; + + if (property.propertyType == SerializedPropertyType.ManagedReference) + DoPreviewButtonGUI(ref headerArea, property, isPreviewing); + + using (new TypeSelectionButton(headerArea, property, true)) + { + DoPropertyGUI(area, property, label, isPreviewing); + } + } + + /************************************************************************************************************************/ + + private void DoPropertyGUI(Rect area, SerializedProperty property, GUIContent label, bool isPreviewing) + { + using (DrawerContext.Get(property)) + { + if (Context.Transition == null) + { + EditorGUI.PrefixLabel(area, label); + return; + } + + var indent = !string.IsNullOrEmpty(label.text); + + EditorGUI.BeginChangeCheck(); + + var mainProperty = GetMainProperty(property); + DoHeaderGUI(ref area, property, mainProperty, label, isPreviewing); + DoChildPropertiesGUI(area, property, mainProperty, indent); + + if (EditorGUI.EndChangeCheck() && isPreviewing) + TransitionPreviewWindow.PreviewNormalizedTime = TransitionPreviewWindow.PreviewNormalizedTime; + } + } + + /************************************************************************************************************************/ + + /// + /// If the is , this method determines how it should start + /// based on the number of properties in the `serializedObject`. If the only serialized field is an + /// then it should start expanded. + /// + protected void InitializeMode(SerializedProperty property) + { + if (_Mode == Mode.Uninitialized) + { + _Mode = Mode.AlwaysExpanded; + + var iterator = property.serializedObject.GetIterator(); + iterator.Next(true); + + var count = 0; + do + { + switch (iterator.propertyPath) + { + case "m_ObjectHideFlags": + case "m_Script": + break; + + default: + count++; + if (count > 1) + { + _Mode = Mode.Normal; + return; + } + break; + } + } + while (iterator.NextVisible(false)); + } + + if (_Mode == Mode.AlwaysExpanded) + property.isExpanded = true; + } + + /************************************************************************************************************************/ + + /// Draws the root property of a transition with an optional main property on the same line. + public void DoHeaderGUI(ref Rect area, SerializedProperty rootProperty, SerializedProperty mainProperty, + GUIContent label, bool isPreviewing) + { + area.height = AnimancerGUI.LineHeight; + var labelArea = area; + AnimancerGUI.NextVerticalArea(ref area); + + if (rootProperty.propertyType != SerializedPropertyType.ManagedReference) + DoPreviewButtonGUI(ref labelArea, rootProperty, isPreviewing); + + // Draw the Root Property after the Main Property to give better spacing between the label and field. + + // Drawing the main property might assign its details to the label so we keep our own copy. + using (ObjectPool.Disposable.AcquireContent(out var rootLabel, label.text, label.tooltip)) + { + // Main Property. + + DoMainPropertyGUI(labelArea, out labelArea, rootProperty, mainProperty); + + // Root Property. + + rootLabel = EditorGUI.BeginProperty(labelArea, rootLabel, rootProperty); + EditorGUI.LabelField(labelArea, rootLabel); + EditorGUI.EndProperty(); + + if (_Mode != Mode.AlwaysExpanded) + rootProperty.isExpanded = EditorGUI.Foldout(labelArea, rootProperty.isExpanded, GUIContent.none, true); + } + } + + /************************************************************************************************************************/ + + /// Draws the GUI the the target transition's main property. + protected virtual void DoMainPropertyGUI(Rect area, out Rect labelArea, + SerializedProperty rootProperty, SerializedProperty mainProperty) + { + labelArea = area; + if (mainProperty == null) + return; + + var fullArea = area; + labelArea = AnimancerGUI.StealFromLeft(ref area, EditorGUIUtility.labelWidth, AnimancerGUI.StandardSpacing); + + var mainPropertyReferenceIsMissing = + mainProperty.propertyType == SerializedPropertyType.ObjectReference && + mainProperty.objectReferenceValue == null; + + var hierarchyMode = EditorGUIUtility.hierarchyMode; + EditorGUIUtility.hierarchyMode = true; + + if (rootProperty.propertyType == SerializedPropertyType.ManagedReference) + { + if (rootProperty.isExpanded || _Mode == Mode.AlwaysExpanded) + { + EditorGUI.indentLevel++; + + AnimancerGUI.NextVerticalArea(ref fullArea); + using (ObjectPool.Disposable.AcquireContent(out var label, mainProperty)) + EditorGUI.PropertyField(fullArea, mainProperty, label, true); + + EditorGUI.indentLevel--; + } + } + else + { + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + EditorGUI.PropertyField(area, mainProperty, GUIContent.none, true); + + EditorGUI.indentLevel = indentLevel; + } + + EditorGUIUtility.hierarchyMode = hierarchyMode; + + // If the main Object reference was just assigned and all fields were at their type default, + // reset the value to run its default constructor and field initializers then reassign the reference. + var reference = mainProperty.objectReferenceValue; + if (mainPropertyReferenceIsMissing && reference != null) + { + mainProperty.objectReferenceValue = null; + if (Serialization.IsDefaultValueByType(rootProperty)) + rootProperty.GetAccessor().ResetValue(rootProperty); + mainProperty.objectReferenceValue = reference; + } + } + + /************************************************************************************************************************/ + + /// Draws a small button using the . + private static void DoPreviewButtonGUI(ref Rect area, SerializedProperty property, bool isPreviewing) + { + if (property.serializedObject.targetObjects.Length != 1 || + !TransitionPreviewWindow.CanBePreviewed(property)) + return; + + var enabled = GUI.enabled; + var currentEvent = Event.current; + if (currentEvent.button == 1)// Ignore Right Clicks on the Preview Button. + { + switch (currentEvent.type) + { + case EventType.MouseDown: + case EventType.MouseUp: + case EventType.ContextClick: + GUI.enabled = false; + break; + } + } + + var tooltip = isPreviewing ? TransitionPreviewWindow.Inspector.CloseTooltip : "Preview this transition"; + + if (DoPreviewButtonGUI(ref area, isPreviewing, tooltip)) + TransitionPreviewWindow.OpenOrClose(property); + + GUI.enabled = enabled; + } + + /// Draws a small button using the . + public static bool DoPreviewButtonGUI(ref Rect area, bool selected, string tooltip) + { + var width = AnimancerGUI.LineHeight + AnimancerGUI.StandardSpacing * 2; + var buttonArea = AnimancerGUI.StealFromRight(ref area, width, AnimancerGUI.StandardSpacing); + buttonArea.height = AnimancerGUI.LineHeight; + + using (ObjectPool.Disposable.AcquireContent(out var content, "", tooltip)) + { + content.image = TransitionPreviewWindow.Icon; + + return GUI.Toggle(buttonArea, selected, content, PreviewButtonStyle) != selected; + } + } + + /************************************************************************************************************************/ + + private static GUIStyle _PreviewButtonStyle; + + /// The style used for the button that opens the . + public static GUIStyle PreviewButtonStyle + { + get + { + if (_PreviewButtonStyle == null) + { + _PreviewButtonStyle = new GUIStyle(AnimancerGUI.MiniButton) + { + padding = new RectOffset(0, 0, 0, 1), + fixedWidth = 0, + fixedHeight = 0, + }; + } + + return _PreviewButtonStyle; + } + } + + /************************************************************************************************************************/ + + private void DoChildPropertiesGUI(Rect area, SerializedProperty rootProperty, SerializedProperty mainProperty, bool indent) + { + if (!rootProperty.isExpanded && _Mode != Mode.AlwaysExpanded) + return; + + // Skip over the main property if it was already drawn by the header. + if (rootProperty.propertyType == SerializedPropertyType.ManagedReference && + mainProperty != null) + AnimancerGUI.NextVerticalArea(ref area); + + if (indent) + EditorGUI.indentLevel++; + + var property = rootProperty.Copy(); + + SerializedProperty eventsProperty = null; + + var depth = property.depth; + property.NextVisible(true); + while (property.depth > depth) + { + // Grab the Events property and draw it last. + var path = property.propertyPath; + if (eventsProperty == null && path.EndsWith("._Events")) + { + eventsProperty = property.Copy(); + } + // Don't draw the main property again. + else if (mainProperty != null && path.EndsWith(MainPropertyPathSuffix)) + { + } + else + { + if (eventsProperty != null) + { + var type = Context.Transition.GetType(); + var accessor = property.GetAccessor(); + var field = Serialization.GetField(type, accessor.Name); + if (field != null && field.IsDefined(typeof(DrawAfterEventsAttribute), false)) + { + using (ObjectPool.Disposable.AcquireContent(out var eventsLabel, eventsProperty)) + DoChildPropertyGUI(ref area, rootProperty, eventsProperty, eventsLabel); + AnimancerGUI.NextVerticalArea(ref area); + eventsProperty = null; + } + } + + using (ObjectPool.Disposable.AcquireContent(out var label, property)) + DoChildPropertyGUI(ref area, rootProperty, property, label); + AnimancerGUI.NextVerticalArea(ref area); + } + + if (!property.NextVisible(false)) + break; + } + + if (eventsProperty != null) + { + using (ObjectPool.Disposable.AcquireContent(out var label, eventsProperty)) + DoChildPropertyGUI(ref area, rootProperty, eventsProperty, label); + } + + if (indent) + EditorGUI.indentLevel--; + } + + /************************************************************************************************************************/ + + /// + /// Draws the `property` GUI in relation to the `rootProperty` which was passed into . + /// + protected virtual void DoChildPropertyGUI(ref Rect area, SerializedProperty rootProperty, + SerializedProperty property, GUIContent label) + { + // If we keep using the GUIContent that was passed into OnGUI then GetPropertyHeight will change it to + // match the 'property' which we don't want. + + using (ObjectPool.Disposable.AcquireContent(out var content, label.text, label.tooltip, false)) + { + area.height = EditorGUI.GetPropertyHeight(property, content, true); + + if (TryDoStartTimeField(ref area, rootProperty, property, content)) + return; + + if (!EditorGUIUtility.hierarchyMode) + EditorGUI.indentLevel++; + + EditorGUI.PropertyField(area, property, content, true); + + if (!EditorGUIUtility.hierarchyMode) + EditorGUI.indentLevel--; + } + } + + /************************************************************************************************************************/ + + /// The name of the backing field of ClipTransition.NormalizedStartTime. + public const string NormalizedStartTimeFieldName = "_NormalizedStartTime"; + + /// + /// If the `property` is a "Start Time" field, this method draws it as well as the "End Time" below it and + /// returns true. + /// + public static bool TryDoStartTimeField(ref Rect area, SerializedProperty rootProperty, + SerializedProperty property, GUIContent label) + { + if (!property.propertyPath.EndsWith("." + NormalizedStartTimeFieldName)) + return false; + + // Start Time. + label.text = AnimancerGUI.GetNarrowText("Start Time"); + AnimationTimeAttribute.nextDefaultValue = AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(Context.Transition.Speed); + EditorGUI.PropertyField(area, property, label, false); + + AnimancerGUI.NextVerticalArea(ref area); + + // End Time. + var events = rootProperty.FindPropertyRelative("_Events"); + using (var context = SerializableEventSequenceDrawer.Context.Get(events)) + { + var areaCopy = area; + var index = Mathf.Max(0, context.Times.Count - 1); + SerializableEventSequenceDrawer.DoTimeGUI(ref areaCopy, context, index, true); + } + + return true; + } + + /************************************************************************************************************************/ + #region Context + /************************************************************************************************************************/ + + /// The current . + public static DrawerContext Context => DrawerContext.Stack.Current; + + /************************************************************************************************************************/ + + /// Details of an . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/DrawerContext + /// + public sealed class DrawerContext : IDisposable + { + /************************************************************************************************************************/ + + /// The main property representing the field. + public SerializedProperty Property { get; private set; } + + /// The actual transition object rerieved from the . + public ITransitionDetailed Transition { get; private set; } + + /// The cached value of . + public float MaximumDuration { get; private set; } + + /************************************************************************************************************************/ + + /// The stack of active contexts. + public static readonly LazyStack Stack = new LazyStack(); + + /// Returns a disposable representing the specified parameters. + /// + /// Instances are stored in a and the current one can be accessed via + /// . + /// + public static IDisposable Get(SerializedProperty transitionProperty) + { + var context = Stack.Increment(); + + context.Property = transitionProperty; + context.Transition = transitionProperty.GetValue(); + + AnimancerUtilities.TryGetLength(context.Transition, out var length); + context.MaximumDuration = length; + + EditorGUI.BeginChangeCheck(); + + return context; + } + + /************************************************************************************************************************/ + + /// Decrements the . + public void Dispose() + { + var context = Stack.Current; + + if (EditorGUI.EndChangeCheck()) + context.Property.serializedObject.ApplyModifiedProperties(); + + context.Property = null; + context.Transition = null; + + Stack.Decrement(); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/GUI/TransitionDrawer.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/GUI/TransitionDrawer.cs.meta new file mode 100644 index 0000000000..9ec634539f --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/GUI/TransitionDrawer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: e77e914e65226dc439316086147dc410 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/OptionalWarning.cs b/Assets/Plugins/Animancer/Internal/Editor/OptionalWarning.cs new file mode 100644 index 0000000000..cd29685da3 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/OptionalWarning.cs @@ -0,0 +1,446 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// + /// Bitwise flags used by and to determine which + /// warnings Animancer should give. + /// + /// These warnings are all optional. Feel free to disable any of them if you understand the + /// potential issues they are referring to. + /// + /// + /// + /// All warnings are enabled by default, but are compiled out of runtime builds (except development builds). + /// + /// You can manually disable warnings using the panel in the + /// (Window/Animation/Animancer Tools). + /// + /// + /// + /// You can put the following method in any class to disable whatever warnings you don't want on startup: + /// + /// #if UNITY_ASSERTIONS + /// [UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.BeforeSceneLoad)] + /// private static void DisableAnimancerWarnings() + /// { + /// Animancer.OptionalWarning.ProOnly.Disable(); + /// + /// // You could disable OptionalWarning.All, but that is not recommended for obvious reasons. + /// } + /// #endif + /// + /// https://kybernetik.com.au/animancer/api/Animancer/OptionalWarning + /// + [Flags] + public enum OptionalWarning + { + /// + /// A Pro-Only Feature has been + /// used in Animancer Lite. + /// + /// + /// + /// Some Features are only + /// available in Animancer Pro. + /// + /// Animancer Lite allows you to try out those + /// features in the Unity Editor and gives this warning the first time each one is used to inform you that they + /// will not work in runtime builds. + /// + ProOnly = 1 << 0, + + /// + /// An is being initialized while its is + /// inactive. + /// + /// + /// + /// Unity will not call if the is never + /// enabled. That would prevent it from destroying the internal , leading to a + /// memory leak. + /// + /// Animations usually shouldn't be played on inactive objects so you most likely just need to call + /// first. + /// + /// If you do intend to use it while inactive, you will need to disable this warning and call + /// manually when the object is destroyed (such as when its scene is + /// unloaded). + /// + CreateGraphWhileDisabled = 1 << 1, + + /// + /// An is being initialized during a type of GUI event that shouldn't + /// cause side effects. + /// + /// + /// + /// and should display the current details of + /// things, but they should not modify things. + /// + CreateGraphDuringGuiEvent = 1 << 2, + + /// + /// An is assigned but the Rig is Humanoid so it can't be + /// blended with Animancer. + /// + /// + /// + /// Native + /// Animator Controllers can blend with Animancer on Generic Rigs, but not on Humanoid Rigs (you can swap back + /// and forth between the Animator Controller and Animancer, but it won't smoothly blend between them). + /// + /// If you don't intend to blend between them, you can just disable this warning. + /// + NativeControllerHumanoid = 1 << 3, + + /// + /// An is assigned while also using a + /// . + /// + /// + /// + /// Either assign the to use it as a Native Animator + /// Controller or assign the to use it as a Hybrid Animator + /// Controller. The differences are explained in the + /// Documentation + /// + /// It is possible to use both, but it usually only happens when misunderstanding how the system works. If you + /// do want both, just disable this warning. + /// + NativeControllerHybrid = 1 << 4, + + /// + /// An Animancer Event is + /// being added to an which already contains an identical event. + /// + /// + /// + /// This warning often occurs due to a misunderstanding about the way events are + /// Automatically + /// Cleared. + /// + /// If you play an , its will be empty so you + /// can add whatever events you want. + /// + /// But Transitions store their own + /// events, so if you play one then modify its you are actually modifying + /// the transition's events. Then if you play the same transition again, you will modify the events again, + /// often leading to the same event being added multiple times. + /// + /// If that is not the case, you can simply disable this warning. There is nothing inherently wrong with having + /// multiple identical events in the same sequence. + /// + DuplicateEvent = 1 << 5, + + /// + /// An End Event did not actually + /// end the animation. + /// + /// + /// + /// End Events are triggered every + /// frame after their time has passed, so in this case it might be necessary to explicitly clear the event or + /// simply use a regular Animancer Event. + /// + /// If you intend for the event to keep getting triggered, you can just disable this warning. + /// + EndEventInterrupt = 1 << 6, + + /// + /// An that does nothing was invoked. Most likely it was not configured correctly. + /// + /// + /// + /// Unused events should be removed to avoid wasting performance checking and invoking them. + /// + UselessEvent = 1 << 7, + + /// + /// Animancer Events are + /// being used on a state that does not properly support them so they might not work as intended. + /// + /// + /// + /// Animancer Events on a + /// will be triggered based on its , + /// which comes from the current state of its Animator Controller regardless of which state that may be. + /// + /// If you intend for the event to be associated with a specific state inside the Animator Controller, you need + /// to use Animation Events + /// instead. + /// + /// But if you intend the event to be triggered by any state inside the Animator Controller, then you can + /// simply disable this warning. + /// + UnsupportedEvents = 1 << 8, + + /// is being used on a state that doesn't support it. + /// + /// + /// does nothing on s so there is no + /// way to directly control their speed. The + /// Animator Controller Speed + /// page explains a possible workaround for this issue. + /// + /// The only reason you would disable this warning is if you are setting the speed of states in general and + /// not depending on it to actually take effect. + /// + UnsupportedSpeed = 1 << 9, + + /// + /// Inverse Kinematics cannot be + /// dynamically enabled on some States + /// Types. + /// + /// + /// + /// To use IK on a you must instead enable it on the desired layer inside the + /// Animator Controller. + /// + /// IK is not supported by . + /// + /// Setting on such a state will simply do nothing, so feel free to + /// disable this warning if you are enabling IK on states without checking their type. + /// + UnsupportedIK = 1 << 10, + + /// + /// A is being initialized with its <= 1. + /// + /// + /// + /// The purpose of a mixer is to mix multiple child states so you are probably initialising it with incorrect + /// parameters. + /// + /// A mixer with only one child will simply play that child, so feel free to disable this warning if that is + /// what you intend to do. + /// + MixerMinChildren = 1 << 11, + + /// + /// A is synchronizing a child with = 0. + /// + /// + /// + /// Synchronization is based on the which can't be calculated if + /// the is 0. + /// + /// Some state types can change their , in which case you can just disable + /// this warning. But otherwise, the indicated state should not be added to the synchronization list. + /// + MixerSynchronizeZeroLength = 1 << 12, + + /// + /// A Custom Fade + /// is being started but its weight calculation does not go from 0 to 1. + /// + /// + /// + /// The method is expected to return 0 when the parameter is 0 and + /// 1 when the parameter is 1. It can do anything you want with other values, but violating that guideline will + /// trigger this warning because it would likely lead to undesirable results. + /// + /// If your method is expensive you could disable this warning to save + /// some performance, but violating the above guidelines is not recommended. + /// + CustomFadeBounds = 1 << 13, + + /// + /// A weight calculation method was not specified when attempting to start a + /// Custom Fade. + /// + /// + /// + /// Passing a null parameter into and + /// other similar methods will trigger this warning and return null because a + /// serves no purpose if it doesn't have a method for calculating the weight. + /// + CustomFadeNotNull = 1 << 14, + + /// + /// The property does not affect Animancer. + /// Use instead. + /// + /// + /// + /// The property only works with Animator Controllers but does not affect the + /// Playables API so Animancer has its own property. + /// + AnimatorSpeed = 1 << 15, + + /// An is null during finalization (garbage collection). + /// + /// This probably means that node was never used for anything and should not have been created. + /// + /// This warning can be prevented for a specific node by passing it into . + /// + /// To minimise the performance cost of checking this warning, it does not capture the stack trace of the + /// node's creation by default. However, you can enable on startup + /// so that it can include the stack trace in the warning message for any nodes that end up being unused. + /// + UnusedNode = 1 << 16, + + /// + /// is trying to bind to the same + /// that is being used by Animancer. + /// + /// + /// Doing this will replace Animancer's output so its animations would not work anymore. + /// + PlayableAssetAnimatorBinding = 1 << 17, + + /// All warning types. + All = ~0, + } + + /// https://kybernetik.com.au/animancer/api/Animancer/Validate + public static partial class Validate + { + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// [Assert-Only] The flags that are currently disabled (default none). + private static OptionalWarning _DisabledWarnings; +#endif + + /************************************************************************************************************************/ + + /// [Animancer Extension] [Assert-Conditional] + /// Disables the specified warning type. Supports bitwise combinations. + /// + /// + /// You can put the following method in any class to disable whatever warnings you don't want on startup: + /// + /// #if UNITY_ASSERTIONS + /// [UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.BeforeSceneLoad)] + /// private static void DisableAnimancerWarnings() + /// { + /// Animancer.OptionalWarning.EndEventInterrupt.Disable(); + /// + /// // You could disable OptionalWarning.All, but that is not recommended for obvious reasons. + /// } + /// #endif + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void Disable(this OptionalWarning type) + { +#if UNITY_ASSERTIONS + _DisabledWarnings |= type; +#endif + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] [Assert-Conditional] + /// Enables the specified warning type. Supports bitwise combinations. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void Enable(this OptionalWarning type) + { +#if UNITY_ASSERTIONS + _DisabledWarnings &= ~type; +#endif + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] [Assert-Conditional] + /// Enables or disables the specified warning type. Supports bitwise combinations. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void SetEnabled(this OptionalWarning type, bool enable) + { +#if UNITY_ASSERTIONS + if (enable) + type.Enable(); + else + type.Disable(); +#endif + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] [Assert-Conditional] + /// Logs the `message` as a warning if the `type` is enabled. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void Log(this OptionalWarning type, string message, object context = null) + { +#if UNITY_ASSERTIONS + if (message == null || type.IsDisabled()) + return; + + Debug.LogWarning($"Possible Bug Detected: {message}\n\nThis warning can be disabled via the " + + $"Settings panel in '{Strings.AnimancerToolsMenuPath}'" + + $" or by calling {nameof(Animancer)}.{nameof(OptionalWarning)}.{type}.{nameof(Disable)}()" + + " and it will automatically be compiled out of Runtime Builds (except for Development Builds)." + + $" More information can be found at {Strings.DocsURLs.OptionalWarning}\n", + context as Object); +#endif + } + + /************************************************************************************************************************/ +#if UNITY_ASSERTIONS + /************************************************************************************************************************/ + + /// [Animancer Extension] [Assert-Only] Are none of the specified warning types disabled? + public static bool IsEnabled(this OptionalWarning type) => (_DisabledWarnings & type) == 0; + + /************************************************************************************************************************/ + + /// [Animancer Extension] [Assert-Only] Are all of the specified warning types disabled? + public static bool IsDisabled(this OptionalWarning type) => (_DisabledWarnings & type) == type; + + /************************************************************************************************************************/ + + /// [Animancer Extension] [Assert-Only] + /// Disables the specified warnings and returns those that were previously enabled. + /// + /// + /// var warnings = OptionalWarning.All.DisableTemporarily(); + /// // Do stuff. + /// warnings.Enable(); + /// + public static OptionalWarning DisableTemporarily(this OptionalWarning type) + { + var previous = type; + type.Disable(); + return previous & type; + } + + /************************************************************************************************************************/ + + private const string PermanentlyDisabledWarningsKey = nameof(Animancer) + "." + nameof(PermanentlyDisabledWarnings); + + /// [Assert-Only] Warnings that are automatically disabled and stored in . + public static OptionalWarning PermanentlyDisabledWarnings + { + get => (OptionalWarning)PlayerPrefs.GetInt(PermanentlyDisabledWarningsKey); + set + { + _DisabledWarnings = value; + PlayerPrefs.SetInt(PermanentlyDisabledWarningsKey, (int)value); + } + } + +#if UNITY_EDITOR + [UnityEditor.InitializeOnLoadMethod] +#endif + [RuntimeInitializeOnLoadMethod] + private static void InitializePermanentlyDisabledWarnings() + { + _DisabledWarnings |= PermanentlyDisabledWarnings; + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/OptionalWarning.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/OptionalWarning.cs.meta new file mode 100644 index 0000000000..b8dbd5ea00 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/OptionalWarning.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: badbcd8cbea965f4c846ac3437a09399 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/ReadMe.cs b/Assets/Plugins/Animancer/Internal/Editor/ReadMe.cs new file mode 100644 index 0000000000..2a59601360 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/ReadMe.cs @@ -0,0 +1,695 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] A welcome screen for . + // [CreateAssetMenu(menuName = Strings.MenuPrefix + "Read Me", order = Strings.AssetMenuOrder)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "." + nameof(Animancer.Editor) + "/" + nameof(ReadMe))] + public class ReadMe : ScriptableObject + { + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + /// The release ID of the current version. + /// + /// [ 1] = v1.0: 2018-05-02. + /// [ 2] = v1.1: 2018-05-29. + /// [ 3] = v1.2: 2018-08-14. + /// [ 4] = v1.3: 2018-09-12. + /// [ 5] = v2.0: 2018-10-08. + /// [ 6] = v3.0: 2019-05-27. + /// [ 7] = v3.1: 2019-08-12. + /// [ 8] = v4.0: 2020-01-28. + /// [ 9] = v4.1: 2020-02-21. + /// [10] = v4.2: 2020-03-02. + /// [11] = v4.3: 2020-03-13. + /// [12] = v4.4: 2020-03-27. + /// [13] = v5.0: 2020-07-17. + /// [14] = v5.1: 2020-07-27. + /// [15] = v5.2: 2020-09-16. + /// [16] = v5.3: 2020-10-06. + /// [17] = v6.0: 2020-12-04. + /// [18] = v6.1: 2021-04-13. + /// [19] = v7.0: 2021-07-29. + /// [20] = v7.1: 2021-08-13. + /// [21] = v7.2: 2021-10-17. + /// + protected virtual int ReleaseNumber => 21; + + /// The display name of this product version. + protected virtual string VersionName => "v7.2"; + + /// The URL for the change log of this Animancer version. + protected virtual string ChangeLogURL => Strings.DocsURLs.ChangeLogPrefix + "v7-2"; + + /// The key used to save the release number. + protected virtual string ReleaseNumberPrefKey => nameof(Animancer) + "." + nameof(ReleaseNumber); + + /// The name of this product. + protected virtual string ProductName => Strings.ProductName + " Pro"; + + /// The URL for the documentation. + protected virtual string DocumentationURL => Strings.DocsURLs.Documentation; + + /// The URL for the example documentation. + protected virtual string ExampleURL => Strings.DocsURLs.Examples; + + /// The URL for the Unity Forum thread. + protected virtual string ForumURL => Strings.DocsURLs.Forum; + + /// The URL for the Github Issues page. + protected virtual string IssuesURL => Strings.DocsURLs.Issues; + + /// The developer email address. + protected virtual string DeveloperEmail => Strings.DocsURLs.DeveloperEmail; + + /************************************************************************************************************************/ + + /// + /// The file name ends with the to detect if the user imported + /// this version without deleting a previous version. + /// + /// When Unity's package importer sees an existing file with the same GUID as one in the package, it will + /// overwrite that file but not move or rename it if the name has changed. So it will leave the file there with + /// the old version name. + /// + private bool HasCorrectName => name.EndsWith(VersionName); + + /************************************************************************************************************************/ + + [SerializeField] + private DefaultAsset _ExamplesFolder; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Show On Startup + /************************************************************************************************************************/ + + [SerializeField] + private bool _DontShowOnStartup; + + /// Should the system be prevented from automatically selecting this asset on startup? + public bool DontShowOnStartup => _DontShowOnStartup && HasCorrectName; + + /************************************************************************************************************************/ + + /// Automatically selects a on startup. + [InitializeOnLoadMethod] + private static void ShowReadMe() + { + EditorApplication.delayCall += () => + { + var asset = FindReadMe(); + if (asset != null)// Delay the call again to ensure that the Project window actually shows the selection. + EditorApplication.delayCall += () => + Selection.activeObject = asset; + }; + } + + /************************************************************************************************************************/ + + /// + /// Finds the most recently modified asset with disabled. + /// + private static ReadMe FindReadMe() + { + DateTime latestWriteTime = default; + ReadMe latestReadMe = null; + string latestGUID = null; + + var guids = AssetDatabase.FindAssets($"t:{nameof(ReadMe)}"); + for (int i = 0; i < guids.Length; i++) + { + var guid = guids[i]; + if (SessionState.GetBool(guid, false)) + continue; + + var assetPath = AssetDatabase.GUIDToAssetPath(guid); + var asset = AssetDatabase.LoadAssetAtPath(assetPath); + if (asset != null && !asset.DontShowOnStartup) + { + var writeTime = File.GetLastWriteTimeUtc(assetPath); + if (latestWriteTime < writeTime) + { + latestWriteTime = writeTime; + latestReadMe = asset; + latestGUID = guid; + } + } + } + + if (latestGUID != null) + SessionState.SetBool(latestGUID, true); + + return latestReadMe; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Custom Editor + /************************************************************************************************************************/ + + [CustomEditor(typeof(ReadMe), editorForChildClasses: true)] + protected class Editor : UnityEditor.Editor + { + /************************************************************************************************************************/ + + [NonSerialized] private ReadMe _Target; + [NonSerialized] private Texture2D _Icon; + [NonSerialized] private int _PreviousVersion; + [NonSerialized] private string _ExamplesDirectory; + [NonSerialized] private List _Examples; + [NonSerialized] private string _Title; + [NonSerialized] private string _EmailLink; + [NonSerialized] private SerializedProperty _DontShowOnStartupProperty; + + /************************************************************************************************************************/ + + /// Don't use any margins. + public override bool UseDefaultMargins() => false; + + /************************************************************************************************************************/ + + private void OnEnable() + { + _Target = (ReadMe)target; + _Icon = AssetPreview.GetMiniThumbnail(target); + + var key = _Target.ReleaseNumberPrefKey; + _PreviousVersion = PlayerPrefs.GetInt(key, -1); + if (_PreviousVersion < 0) + _PreviousVersion = EditorPrefs.GetInt(key, -1);// Animancer v2.0 used EditorPrefs. + + _Examples = ExampleGroup.Gather(_Target._ExamplesFolder, out _ExamplesDirectory); + + _Title = $"{_Target.ProductName}\n{_Target.VersionName}"; + _EmailLink = $"mailto:{_Target.DeveloperEmail}?subject={_Target.ProductName.Replace(" ", "%20")}"; + _DontShowOnStartupProperty = serializedObject.FindProperty(nameof(_DontShowOnStartup)); + } + + /************************************************************************************************************************/ + + protected override void OnHeaderGUI() + { + GUILayout.BeginHorizontal(Styles.TitleArea); + { + using (ObjectPool.Disposable.AcquireContent(out var label, _Title, null, false)) + { + var iconWidth = Styles.Title.CalcHeight(label, EditorGUIUtility.currentViewWidth); + GUILayout.Label(_Icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + GUILayout.Label(label, Styles.Title); + } + } + GUILayout.EndHorizontal(); + } + + /************************************************************************************************************************/ + + public override void OnInspectorGUI() + { + serializedObject.Update(); + + DoSpace(); + + DoWarnings(); + + DoShowOnStartup(); + + DoSpace(); + + DoIntroductionBlock(); + + DoSpace(); + + DoExampleBlock(); + + DoSpace(); + + DoSupportBlock(); + + DoSpace(); + + DoShowOnStartup(); + + serializedObject.ApplyModifiedProperties(); + } + + /************************************************************************************************************************/ + + protected static void DoSpace() => GUILayout.Space(AnimancerGUI.LineHeight * 0.2f); + + /************************************************************************************************************************/ + + private void DoShowOnStartup() + { + var area = AnimancerGUI.LayoutSingleLineRect(); + area.xMin += AnimancerGUI.LineHeight * 0.2f; + + using (ObjectPool.Disposable.AcquireContent(out var content, _DontShowOnStartupProperty, false)) + { + var label = EditorGUI.BeginProperty(area, content, _DontShowOnStartupProperty); + EditorGUI.BeginChangeCheck(); + var value = _DontShowOnStartupProperty.boolValue; + value = GUI.Toggle(area, value, label); + if (EditorGUI.EndChangeCheck()) + { + _DontShowOnStartupProperty.boolValue = value; + if (value) + PlayerPrefs.SetInt(_Target.ReleaseNumberPrefKey, _Target.ReleaseNumber); + } + EditorGUI.EndProperty(); + } + } + + /************************************************************************************************************************/ + + private void DoWarnings() + { + + MessageType messageType; + + if (!_Target.HasCorrectName) + { + messageType = MessageType.Error; + } + else if (_PreviousVersion >= 0 && _PreviousVersion < _Target.ReleaseNumber) + { + messageType = MessageType.Warning; + } + else return; + + // Upgraded from any older version. + + DoSpace(); + + var directory = AssetDatabase.GetAssetPath(_Target); + directory = Path.GetDirectoryName(directory); + + var productName = _Target.ProductName; + + string versionWarning; + if (messageType == MessageType.Error) + { + versionWarning = $"You must fully delete any old version of {productName} before importing a new version." + + $"\n1. Check the Upgrade Guide in the Change Log." + + $"\n2. Click here to delete '{directory}'." + + $"\n3. Import {productName} again."; + } + else + { + versionWarning = $"You must fully delete any old version of {productName} before importing a new version." + + $"\n1. Ignore this message if you have already deleted the old version." + + $"\n2. Check the Upgrade Guide in the Change Log." + + $"\n3. Click here to delete '{directory}'." + + $"\n4. Import {productName} again."; + } + + EditorGUILayout.HelpBox(versionWarning, messageType); + CheckDeleteDirectory(directory); + + DoSpace(); + } + + /************************************************************************************************************************/ + + /// Asks if the user wants to delete the `directory` and does so if they confirm. + private void CheckDeleteDirectory(string directory) + { + if (!AnimancerGUI.TryUseClickEventInLastRect()) + return; + + var name = _Target.ProductName; + + if (!AssetDatabase.IsValidFolder(directory)) + { + Debug.Log($"{directory} doesn't exist." + + $" You must have moved {name} somewhere else so you will need to delete it manually.", this); + return; + } + + if (!EditorUtility.DisplayDialog($"Delete {name}? ", + $"Would you like to delete {directory}?\n\nYou will then need to reimport {name} manually.", + "Delete", "Cancel")) + return; + + AssetDatabase.DeleteAsset(directory); + } + + /************************************************************************************************************************/ + + protected virtual void DoIntroductionBlock() + { + GUILayout.BeginVertical(Styles.Block); + + DoHeadingLink("Documentation", null, _Target.DocumentationURL); + + DoSpace(); + + DoHeadingLink("Change Log", null, _Target.ChangeLogURL); + + GUILayout.EndVertical(); + } + + /************************************************************************************************************************/ + + protected virtual void DoExampleBlock() + { + GUILayout.BeginVertical(Styles.Block); + + DoHeadingLink("Examples", null, _Target.ExampleURL); + if (_Target._ExamplesFolder != null) + { + EditorGUILayout.ObjectField(_ExamplesDirectory, _Target._ExamplesFolder, typeof(SceneAsset), false); + + ExampleGroup.DoExampleGUI(_Examples); + } + + DoExtraExamples(); + + GUILayout.EndVertical(); + } + + protected virtual void DoExtraExamples() + { + DoHeadingLink("Platformer Game Kit", null, "https://kybernetik.com.au/platformer", null, GUI.skin.label.fontSize); + } + + /************************************************************************************************************************/ + + protected virtual void DoSupportBlock() + { + GUILayout.BeginVertical(Styles.Block); + + DoHeadingLink("Forum", + "for general discussions, feedback, and news", + _Target.ForumURL); + + DoSpace(); + + DoHeadingLink("Issues", + "for questions, suggestions, and bug reports", + _Target.IssuesURL); + + DoSpace(); + + DoHeadingLink("Email", + "for anything private", + _EmailLink, _Target.DeveloperEmail); + + GUILayout.EndVertical(); + } + + /************************************************************************************************************************/ + + protected void DoHeadingLink(string heading, string description, string url, string displayURL = null, int fontSize = 22) + { + // Heading. + var area = DoLinkButton(heading, url, url == null ? Styles.HeaderLabel : Styles.HeaderLink, fontSize); + + // Description. + + area.y += AnimancerGUI.StandardSpacing; + + var urlHeight = Styles.URL.fontSize + Styles.URL.margin.vertical; + area.height -= urlHeight; + + if (description != null) + GUI.Label(area, description, Styles.Description); + + // URL. + + area.y += area.height; + area.height = urlHeight; + + if (displayURL == null) + displayURL = url; + + if (displayURL != null) + { + using (ObjectPool.Disposable.AcquireContent(out var label, + displayURL, "Click to copy this link to the clipboard", false)) + { + if (GUI.Button(area, label, Styles.URL)) + { + GUIUtility.systemCopyBuffer = displayURL; + Debug.Log($"Copied '{displayURL}' to the clipboard.", this); + } + + EditorGUIUtility.AddCursorRect(area, MouseCursor.Text); + } + } + } + + /************************************************************************************************************************/ + + protected Rect DoLinkButton(string text, string url, GUIStyle style, int fontSize = 22) + { + using (ObjectPool.Disposable.AcquireContent(out var label, text, url, false)) + { + style.fontSize = fontSize; + + var size = style.CalcSize(label); + var area = GUILayoutUtility.GetRect(0, size.y); + + var linkArea = AnimancerGUI.StealFromLeft(ref area, size.x); + + if (url == null) + { + GUI.Label(linkArea, label, style); + } + else + { + if (GUI.Button(linkArea, label, style)) + Application.OpenURL(url); + + EditorGUIUtility.AddCursorRect(linkArea, MouseCursor.Link); + + DrawLine( + new Vector2(linkArea.xMin, linkArea.yMax), + new Vector2(linkArea.xMax, linkArea.yMax), + style.normal.textColor); + } + + return area; + } + } + + /************************************************************************************************************************/ + + /// Draws a line between the `start` and `end` using the `color`. + public static void DrawLine(Vector2 start, Vector2 end, Color color) + { + var previousColor = Handles.color; + Handles.BeginGUI(); + Handles.color = color; + Handles.DrawLine(start, end); + Handles.color = previousColor; + Handles.EndGUI(); + } + + /************************************************************************************************************************/ + + /// Various s used by the . + protected static class Styles + { + /************************************************************************************************************************/ + + public static readonly GUIStyle TitleArea = "In BigTitle"; + + public static readonly GUIStyle Title = new GUIStyle(GUI.skin.label) + { + fontSize = 26, + }; + + public static readonly GUIStyle Block = GUI.skin.box; + + public static readonly GUIStyle HeaderLabel = new GUIStyle(GUI.skin.label) + { + stretchWidth = false, + }; + + public static readonly GUIStyle HeaderLink = new GUIStyle(HeaderLabel); + + public static readonly GUIStyle Description = new GUIStyle(GUI.skin.label) + { + alignment = TextAnchor.LowerLeft, + }; + + public static readonly GUIStyle URL = new GUIStyle(GUI.skin.label) + { + fontSize = 9, + alignment = TextAnchor.LowerLeft, + }; + + /************************************************************************************************************************/ + + static Styles() + { + HeaderLink.normal.textColor = HeaderLink.hover.textColor = + new Color32(0x00, 0x78, 0xDA, 0xFF); + + URL.normal.textColor = Color.Lerp(URL.normal.textColor, Color.grey, 0.8f); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + /// A group of example scenes. + private sealed class ExampleGroup + { + /************************************************************************************************************************/ + + /// The name of this group. + public readonly string Name; + + /// The scenes in this group. + public readonly List Scenes = new List(); + + /// The folder paths of each of the . + public readonly List Directories = new List(); + + /// Indicates whether this group should show its contents in the GUI. + private bool _IsExpanded; + + /************************************************************************************************************************/ + + public static List Gather(DefaultAsset rootDirectoryAsset, out string examplesDirectory) + { + if (rootDirectoryAsset == null) + { + examplesDirectory = null; + return null; + } + + examplesDirectory = AssetDatabase.GetAssetPath(rootDirectoryAsset); + if (string.IsNullOrEmpty(examplesDirectory)) + return null; + + var directories = Directory.GetDirectories(examplesDirectory); + var examples = new List(); + + for (int i = 0; i < directories.Length; i++) + { + var group = Gather(examplesDirectory, directories[i]); + + if (group != null) + examples.Add(group); + } + + if (examples.Count == 0) + { + var group = Gather(examplesDirectory, examplesDirectory); + if (group != null) + examples.Add(group); + } + + examplesDirectory = Path.GetDirectoryName(examplesDirectory); + + return examples; + } + + /************************************************************************************************************************/ + + public static ExampleGroup Gather(string rootDirectory, string directory) + { + var files = Directory.GetFiles(directory, "*.unity", SearchOption.AllDirectories); + + List scenes = null; + + for (int j = 0; j < files.Length; j++) + { + var scene = AssetDatabase.LoadAssetAtPath(files[j]); + if (scene != null) + { + if (scenes == null) + scenes = new List(); + scenes.Add(scene); + } + } + + if (scenes == null) + return null; + + return new ExampleGroup(rootDirectory, directory, scenes); + } + + /************************************************************************************************************************/ + + public ExampleGroup(string rootDirectory, string directory, List scenes) + { + var start = rootDirectory.Length + 1; + Name = start < directory.Length ? + directory.Substring(start, directory.Length - start) : + Path.GetFileName(directory); + Scenes = scenes; + + start = directory.Length + 1; + + for (int i = 0; i < scenes.Count; i++) + { + directory = AssetDatabase.GetAssetPath(scenes[i]); + + directory = directory.Substring(start, directory.Length - start); + directory = Path.GetDirectoryName(directory); + Directories.Add(directory); + } + } + + /************************************************************************************************************************/ + + public static void DoExampleGUI(List examples) + { + if (examples == null) + return; + + for (int i = 0; i < examples.Count; i++) + examples[i].DoExampleGUI(); + } + + public void DoExampleGUI() + { + EditorGUI.indentLevel++; + + using (ObjectPool.Disposable.AcquireContent(out var label, Name, null, false)) + _IsExpanded = EditorGUILayout.Foldout(_IsExpanded, label, true); + + if (_IsExpanded) + { + EditorGUI.indentLevel++; + for (int i = 0; i < Scenes.Count; i++) + EditorGUILayout.ObjectField(Directories[i], Scenes[i], typeof(SceneAsset), false); + EditorGUI.indentLevel--; + } + + EditorGUI.indentLevel--; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/ReadMe.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/ReadMe.cs.meta new file mode 100644 index 0000000000..46b0291677 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/ReadMe.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: e1be19fc3858e524fa17a5518e8c4d39 +labels: +- Documentation +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: d4e06a71fc03595429cac47cd385c4c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization.meta b/Assets/Plugins/Animancer/Internal/Editor/Serialization.meta new file mode 100644 index 0000000000..bc62882243 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8780f4bb5af11634fa48896c803c972b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/BoolPref.cs b/Assets/Plugins/Animancer/Internal/Editor/Serialization/BoolPref.cs new file mode 100644 index 0000000000..41fd2a8497 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/BoolPref.cs @@ -0,0 +1,102 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] + /// A simple wrapper around to get and set a bool. + /// + /// If you are interested in a more comprehensive pref wrapper that supports more types, you should check out + /// Inspector Gadgets. + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/BoolPref + /// + public sealed class BoolPref + { + /************************************************************************************************************************/ + + /// The prefix which is automatically added before the . + public const string KeyPrefix = nameof(Animancer) + "/"; + + /// The identifier with which this pref will be saved. + public readonly string Key; + + /// The label to use when adding a function to toggle this pref to a menu. + public readonly string MenuItem; + + /// The starting value to use for this pref if none was previously saved. + public readonly bool DefaultValue; + + /************************************************************************************************************************/ + + private bool _HasValue; + private bool _Value; + + /// The current value of this pref. + public bool Value + { + get + { + if (!_HasValue) + { + _HasValue = true; + _Value = EditorPrefs.GetBool(Key, DefaultValue); + } + + return _Value; + } + set + { + if (_Value == value && + _HasValue) + return; + + _Value = value; + _HasValue = true; + EditorPrefs.SetBool(Key, value); + } + } + + /// Returns the current value of the `pref`. + public static implicit operator bool(BoolPref pref) => pref.Value; + + /************************************************************************************************************************/ + + /// Creates a new . + public BoolPref(string menuItem, bool defaultValue) + : this(null, menuItem, defaultValue) { } + + /// Creates a new . + public BoolPref(string keyPrefix, string menuItem, bool defaultValue) + { + MenuItem = menuItem + " ?"; + Key = KeyPrefix + keyPrefix + menuItem; + DefaultValue = defaultValue; + } + + /************************************************************************************************************************/ + + /// Adds a menu function to toggle the of this pref. + public void AddToggleFunction(GenericMenu menu) + { + menu.AddItem(new GUIContent(MenuItem), Value, () => + { + Value = !Value; + }); + } + + /************************************************************************************************************************/ + + /// Returns a string containing the and . + public override string ToString() => $"{nameof(BoolPref)} ({nameof(Key)} = '{Key}', {nameof(Value)} = {Value})"; + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/BoolPref.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Serialization/BoolPref.cs.meta new file mode 100644 index 0000000000..de039ab8b1 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/BoolPref.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 55a4a1b506a9c7c4491880fdce5b69f7 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/Polymorphic.cs b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Polymorphic.cs new file mode 100644 index 0000000000..a58092e520 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Polymorphic.cs @@ -0,0 +1,61 @@ +// Animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /************************************************************************************************************************/ + + /// An object that will be drawn by a . + public interface IPolymorphic { } + + /************************************************************************************************************************/ + + /// An with a method. + public interface IPolymorphicReset : IPolymorphic + { + /// Called when an instance of this type is created in a [] field. + void Reset(); + } + + /************************************************************************************************************************/ + + /// The attributed field will be drawn by a . + public sealed class PolymorphicAttribute : PropertyAttribute { } + + /************************************************************************************************************************/ +} + +#if UNITY_EDITOR + +namespace Animancer.Editor +{ + using UnityEditor; + + /// [Editor-Only] + /// A for and . + /// + [CustomPropertyDrawer(typeof(IPolymorphic), true)] + [CustomPropertyDrawer(typeof(PolymorphicAttribute), true)] + public class PolymorphicDrawer : PropertyDrawer + { + /************************************************************************************************************************/ + + /// + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + => EditorGUI.GetPropertyHeight(property, label, true); + + /************************************************************************************************************************/ + + /// + public override void OnGUI(Rect area, SerializedProperty property, GUIContent label) + { + using (new TypeSelectionButton(area, property, true)) + EditorGUI.PropertyField(area, property, label, true); + } + + /************************************************************************************************************************/ + } +} + +#endif diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/Polymorphic.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Polymorphic.cs.meta new file mode 100644 index 0000000000..70d347d4fb --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Polymorphic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6c561d589eabe454fa62852dd84cbb14 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.ObjectReference.cs b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.ObjectReference.cs new file mode 100644 index 0000000000..36969ec7eb --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.ObjectReference.cs @@ -0,0 +1,148 @@ +// Serialization // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +// Shared File Last Modified: 2020-05-17. +namespace Animancer.Editor +// namespace InspectorGadgets.Editor +{ + /// [Editor-Only] Various serialization utilities. + public partial class Serialization + { + /// [Editor-Only] + /// Directly serializing an reference doesn't always work (such as with scene + /// objects when entering Play Mode), so this class also serializes their instance ID and uses that if the direct + /// reference fails. + /// + [Serializable] + public sealed class ObjectReference + { + /************************************************************************************************************************/ + + [SerializeField] private Object _Object; + [SerializeField] private int _InstanceID; + + /************************************************************************************************************************/ + + /// The referenced . + public Object Object + { + get + { + Initialize(); + return _Object; + } + } + + /// The . + public int InstanceID => _InstanceID; + + /************************************************************************************************************************/ + + /// + /// Creates a new which wraps the specified + /// . + /// + public ObjectReference(Object obj) + { + _Object = obj; + if (obj != null) + _InstanceID = obj.GetInstanceID(); + } + + /************************************************************************************************************************/ + + private void Initialize() + { + if (_Object == null) + _Object = EditorUtility.InstanceIDToObject(_InstanceID); + else + _InstanceID = _Object.GetInstanceID(); + } + + /************************************************************************************************************************/ + + /// + /// Creates a new which wraps the specified + /// . + /// + public static implicit operator ObjectReference(Object obj) => new ObjectReference(obj); + + /// + /// Returns the target . + /// + public static implicit operator Object(ObjectReference reference) => reference.Object; + + /************************************************************************************************************************/ + + /// + /// Creates a new array of s representing the `objects`. + /// + public static ObjectReference[] Convert(params Object[] objects) + { + var references = new ObjectReference[objects.Length]; + for (int i = 0; i < objects.Length; i++) + references[i] = objects[i]; + return references; + } + + /// + /// Creates a new array of s containing the target of each + /// of the `references`. + /// + public static Object[] Convert(params ObjectReference[] references) + { + var objects = new Object[references.Length]; + for (int i = 0; i < references.Length; i++) + objects[i] = references[i]; + return objects; + } + + /************************************************************************************************************************/ + + /// + /// Indicates whether both arrays refer to the same set of objects. + /// + public static bool AreSameObjects(ObjectReference[] references, Object[] objects) + { + if (references == null) + return objects == null; + + if (objects == null) + return false; + + if (references.Length != objects.Length) + return false; + + for (int i = 0; i < references.Length; i++) + { + if (references[i] != objects[i]) + return false; + } + + return true; + } + + /************************************************************************************************************************/ + + /// Returns a string describing this object. + public override string ToString() => "Serialization.ObjectReference [" + _InstanceID + "] " + _Object; + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + /// Returns true if the `reference` and are not null. + public static bool IsValid(this ObjectReference reference) => reference?.Object != null; + + /************************************************************************************************************************/ + } +} + +#endif diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.ObjectReference.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.ObjectReference.cs.meta new file mode 100644 index 0000000000..71bef8d3ad --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.ObjectReference.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9ff1cc079e8ef704a81b78998b39de92 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.PropertyReference.cs b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.PropertyReference.cs new file mode 100644 index 0000000000..1c3987860b --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.PropertyReference.cs @@ -0,0 +1,285 @@ +// Serialization // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +// Shared File Last Modified: 2021-07-24. +namespace Animancer.Editor +// namespace InspectorGadgets.Editor +{ + /// [Editor-Only] Various serialization utilities. + public partial class Serialization + { + /// [Editor-Only] A serializable reference to a . + [Serializable] + public sealed class PropertyReference + { + /************************************************************************************************************************/ + + [SerializeField] private ObjectReference[] _TargetObjects; + + /// [] The . + public ObjectReference TargetObject + { + get + { + return _TargetObjects != null && _TargetObjects.Length > 0 ? + _TargetObjects[0] : null; + } + } + + /// [] The . + public ObjectReference[] TargetObjects => _TargetObjects; + + /************************************************************************************************************************/ + + [SerializeField] private ObjectReference _Context; + + /// [] The . + public ObjectReference Context => _Context; + + /************************************************************************************************************************/ + + [SerializeField] private string _PropertyPath; + + /// [] The . + public string PropertyPath => _PropertyPath; + + /************************************************************************************************************************/ + + [NonSerialized] private bool _IsInitialized; + + /// Indicates whether the has been accessed. + public bool IsInitialized => _IsInitialized; + + /************************************************************************************************************************/ + + [NonSerialized] private SerializedProperty _Property; + + /// [] The referenced . + public SerializedProperty Property + { + get + { + Initialize(); + return _Property; + } + } + + /************************************************************************************************************************/ + + /// + /// Creates a new which wraps the specified `property`. + /// + public PropertyReference(SerializedProperty property) + { + _TargetObjects = ObjectReference.Convert(property.serializedObject.targetObjects); + + _Context = property.serializedObject.context; + _PropertyPath = property.propertyPath; + + // Don't set the _Property. If it gets accessed we want to create out own instance. + } + + /************************************************************************************************************************/ + + /// + /// Creates a new which wraps the specified `property`. + /// + public static implicit operator PropertyReference(SerializedProperty property) => new PropertyReference(property); + + /// + /// Returns the target . + /// + public static implicit operator SerializedProperty(PropertyReference reference) => reference.Property; + + /************************************************************************************************************************/ + + private void Initialize() + { + if (_IsInitialized) + { + if (!TargetsExist) + Dispose(); + return; + } + + _IsInitialized = true; + + if (string.IsNullOrEmpty(_PropertyPath) || + !TargetsExist) + return; + + var targetObjects = ObjectReference.Convert(_TargetObjects); + var serializedObject = new SerializedObject(targetObjects, _Context); + _Property = serializedObject.FindProperty(_PropertyPath); + } + + /************************************************************************************************************************/ + + /// Do the specified `property` and `targetObjects` match the targets of this reference? + public bool IsTarget(SerializedProperty property, Object[] targetObjects) + { + if (_Property == null || + _Property.propertyPath != property.propertyPath || + _TargetObjects == null || + _TargetObjects.Length != targetObjects.Length) + return false; + + for (int i = 0; i < _TargetObjects.Length; i++) + { + if (_TargetObjects[i] != targetObjects[i]) + return false; + } + + return true; + } + + /************************************************************************************************************************/ + + /// Is there is at least one target and none of them are null? + private bool TargetsExist + { + get + { + if (_TargetObjects == null || + _TargetObjects.Length == 0) + return false; + + for (int i = 0; i < _TargetObjects.Length; i++) + { + if (_TargetObjects[i].Object == null) + return false; + } + + return true; + } + } + + /************************************************************************************************************************/ + + /// + /// Calls if the has been initialized. + /// + public void Update() + { + if (_Property == null) + return; + + if (!TargetsExist) + { + Dispose(); + return; + } + + _Property.serializedObject.Update(); + } + + /// + /// Calls if the has been initialized. + /// + public void ApplyModifiedProperties() + { + if (_Property == null) + return; + + if (!TargetsExist) + { + Dispose(); + return; + } + + _Property.serializedObject.ApplyModifiedProperties(); + } + + /// + /// Calls if the has been initialized. + /// + public void Dispose() + { + if (_Property != null) + { + _Property.serializedObject.Dispose(); + _Property = null; + } + } + + /************************************************************************************************************************/ + + /// Gets the height needed to draw the target property. + public float GetPropertyHeight() + { + if (_Property == null) + return 0; + + return EditorGUI.GetPropertyHeight(_Property, _Property.isExpanded); + } + + /************************************************************************************************************************/ + + /// Draws the target object within the specified `area`. + public void DoTargetGUI(Rect area) + { + area.height = EditorGUIUtility.singleLineHeight; + + Initialize(); + + if (_Property == null) + { + GUI.Label(area, "Missing " + this); + return; + } + + var targets = _Property.serializedObject.targetObjects; + + using (new EditorGUI.DisabledScope(true)) + { + var showMixedValue = EditorGUI.showMixedValue; + EditorGUI.showMixedValue = targets.Length > 1; + + var target = targets.Length > 0 ? targets[0] : null; + EditorGUI.ObjectField(area, target, typeof(Object), true); + + EditorGUI.showMixedValue = showMixedValue; + } + } + + /************************************************************************************************************************/ + + /// Draws the target property within the specified `area`. + public void DoPropertyGUI(Rect area) + { + Initialize(); + + if (_Property == null) + return; + + _Property.serializedObject.Update(); + + GUI.BeginGroup(area); + area.x = area.y = 0; + + EditorGUI.PropertyField(area, _Property, _Property.isExpanded); + + GUI.EndGroup(); + + _Property.serializedObject.ApplyModifiedProperties(); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + /// Returns true if the `reference` and are not null. + public static bool IsValid(this PropertyReference reference) => reference?.Property != null; + + /************************************************************************************************************************/ + } +} + +#endif diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.PropertyReference.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.PropertyReference.cs.meta new file mode 100644 index 0000000000..4605be5375 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.PropertyReference.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a7e12894d2c9d204ab20b16c6091b5e2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.cs b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.cs new file mode 100644 index 0000000000..718ff9665b --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.cs @@ -0,0 +1,1304 @@ +// Serialization // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Reflection; +using System.Text; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +// Shared File Last Modified: 2021-10-02 +namespace Animancer.Editor +// namespace InspectorGadgets.Editor +// namespace UltEvents.Editor +{ + /// The possible states for a function in a . + public enum MenuFunctionState + { + /************************************************************************************************************************/ + + /// Displayed normally. + Normal, + + /// Has a check mark next to it to show that it is selected. + Selected, + + /// Greyed out and unusable. + Disabled, + + /************************************************************************************************************************/ + } + + /// [Editor-Only] Various serialization utilities. + public static partial class Serialization + { + /************************************************************************************************************************/ + #region Public Static API + /************************************************************************************************************************/ + + /// The text used in a to denote array elements. + public const string + ArrayDataPrefix = ".Array.data[", + ArrayDataSuffix = "]"; + + /// Bindings for Public and Non-Public Instance members. + public const BindingFlags + InstanceBindings = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance; + + /************************************************************************************************************************/ + + /// Returns a user friendly version of the . + public static string GetFriendlyPath(this SerializedProperty property) + { + return property.propertyPath.Replace(ArrayDataPrefix, "["); + } + + /************************************************************************************************************************/ + #region Get Value + /************************************************************************************************************************/ + + /// Gets the value of the specified . + public static object GetValue(this SerializedProperty property, object targetObject) + { + if (property.hasMultipleDifferentValues && + property.serializedObject.targetObject != targetObject as Object) + { + property = new SerializedObject(targetObject as Object).FindProperty(property.propertyPath); + } + + switch (property.propertyType) + { + case SerializedPropertyType.Boolean: return property.boolValue; + case SerializedPropertyType.Float: return property.floatValue; + case SerializedPropertyType.String: return property.stringValue; + + case SerializedPropertyType.Integer: + case SerializedPropertyType.Character: + case SerializedPropertyType.LayerMask: + case SerializedPropertyType.ArraySize: + return property.intValue; + + case SerializedPropertyType.Vector2: return property.vector2Value; + case SerializedPropertyType.Vector3: return property.vector3Value; + case SerializedPropertyType.Vector4: return property.vector4Value; + + case SerializedPropertyType.Quaternion: return property.quaternionValue; + case SerializedPropertyType.Color: return property.colorValue; + case SerializedPropertyType.AnimationCurve: return property.animationCurveValue; + + case SerializedPropertyType.Rect: return property.rectValue; + case SerializedPropertyType.Bounds: return property.boundsValue; + + case SerializedPropertyType.Vector2Int: return property.vector2IntValue; + case SerializedPropertyType.Vector3Int: return property.vector3IntValue; + case SerializedPropertyType.RectInt: return property.rectIntValue; + case SerializedPropertyType.BoundsInt: return property.boundsIntValue; + + case SerializedPropertyType.ObjectReference: return property.objectReferenceValue; + case SerializedPropertyType.ExposedReference: return property.exposedReferenceValue; + + case SerializedPropertyType.FixedBufferSize: return property.fixedBufferSize; + + case SerializedPropertyType.Gradient: return property.GetGradientValue(); + + case SerializedPropertyType.Enum:// Would be complex because enumValueIndex can't be cast directly. + case SerializedPropertyType.Generic: + default: + return GetAccessor(property)?.GetValue(targetObject); + } + } + + /************************************************************************************************************************/ + + /// Gets the value of the . + public static object GetValue(this SerializedProperty property) => GetValue(property, property.serializedObject.targetObject); + + /// Gets the value of the . + public static T GetValue(this SerializedProperty property) => (T)GetValue(property); + + /// Gets the value of the . + public static void GetValue(this SerializedProperty property, out T value) => value = (T)GetValue(property); + + /************************************************************************************************************************/ + + /// Gets the value of the for each of its target objects. + public static T[] GetValues(this SerializedProperty property) + { + try + { + var targetObjects = property.serializedObject.targetObjects; + var values = new T[targetObjects.Length]; + for (int i = 0; i < values.Length; i++) + { + values[i] = (T)GetValue(property, targetObjects[i]); + } + + return values; + } + catch + { + return null; + } + } + + /************************************************************************************************************************/ + + /// Is the value of the `property` the same as the default serialized value for its type? + public static bool IsDefaultValueByType(SerializedProperty property) + { + if (property.hasMultipleDifferentValues) + return false; + + switch (property.propertyType) + { + case SerializedPropertyType.Boolean: return property.boolValue == default; + case SerializedPropertyType.Float: return property.floatValue == default; + case SerializedPropertyType.String: return property.stringValue == ""; + + case SerializedPropertyType.Integer: + case SerializedPropertyType.Character: + case SerializedPropertyType.LayerMask: + case SerializedPropertyType.ArraySize: + return property.intValue == default; + + case SerializedPropertyType.Vector2: return property.vector2Value == default; + case SerializedPropertyType.Vector3: return property.vector3Value == default; + case SerializedPropertyType.Vector4: return property.vector4Value == default; + + case SerializedPropertyType.Quaternion: return property.quaternionValue == default; + case SerializedPropertyType.Color: return property.colorValue == default; + case SerializedPropertyType.AnimationCurve: return property.animationCurveValue == default; + + case SerializedPropertyType.Rect: return property.rectValue == default; + case SerializedPropertyType.Bounds: return property.boundsValue == default; + + case SerializedPropertyType.Vector2Int: return property.vector2IntValue == default; + case SerializedPropertyType.Vector3Int: return property.vector3IntValue == default; + case SerializedPropertyType.RectInt: return property.rectIntValue.Equals(default); + case SerializedPropertyType.BoundsInt: return property.boundsIntValue == default; + + case SerializedPropertyType.ObjectReference: return property.objectReferenceValue == default; + case SerializedPropertyType.ExposedReference: return property.exposedReferenceValue == default; + + case SerializedPropertyType.FixedBufferSize: return property.fixedBufferSize == default; + + case SerializedPropertyType.Enum: return property.enumValueIndex == default; + + case SerializedPropertyType.Gradient: + case SerializedPropertyType.Generic: + default: + if (property.isArray) + return property.arraySize == default; + + var depth = property.depth; + property = property.Copy(); + var enterChildren = true; + while (property.Next(enterChildren) && property.depth > depth) + { + enterChildren = false; + if (!IsDefaultValueByType(property)) + return false; + } + + return true; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Set Value + /************************************************************************************************************************/ + + /// Sets the value of the specified . + public static void SetValue(this SerializedProperty property, object targetObject, object value) + { + switch (property.propertyType) + { + case SerializedPropertyType.Boolean: property.boolValue = (bool)value; break; + case SerializedPropertyType.Float: property.floatValue = (float)value; break; + case SerializedPropertyType.String: property.stringValue = (string)value; break; + + case SerializedPropertyType.Integer: + case SerializedPropertyType.Character: + case SerializedPropertyType.LayerMask: + case SerializedPropertyType.ArraySize: + property.intValue = (int)value; break; + + case SerializedPropertyType.Vector2: property.vector2Value = (Vector2)value; break; + case SerializedPropertyType.Vector3: property.vector3Value = (Vector3)value; break; + case SerializedPropertyType.Vector4: property.vector4Value = (Vector4)value; break; + + case SerializedPropertyType.Quaternion: property.quaternionValue = (Quaternion)value; break; + case SerializedPropertyType.Color: property.colorValue = (Color)value; break; + case SerializedPropertyType.AnimationCurve: property.animationCurveValue = (AnimationCurve)value; break; + + case SerializedPropertyType.Rect: property.rectValue = (Rect)value; break; + case SerializedPropertyType.Bounds: property.boundsValue = (Bounds)value; break; + + case SerializedPropertyType.Vector2Int: property.vector2IntValue = (Vector2Int)value; break; + case SerializedPropertyType.Vector3Int: property.vector3IntValue = (Vector3Int)value; break; + case SerializedPropertyType.RectInt: property.rectIntValue = (RectInt)value; break; + case SerializedPropertyType.BoundsInt: property.boundsIntValue = (BoundsInt)value; break; + + case SerializedPropertyType.ObjectReference: property.objectReferenceValue = (Object)value; break; + case SerializedPropertyType.ExposedReference: property.exposedReferenceValue = (Object)value; break; + + case SerializedPropertyType.FixedBufferSize: + throw new InvalidOperationException($"{nameof(SetValue)} failed:" + + $" {nameof(SerializedProperty)}.{nameof(SerializedProperty.fixedBufferSize)} is read-only."); + + case SerializedPropertyType.Gradient: property.SetGradientValue((Gradient)value); break; + + case SerializedPropertyType.Enum:// Would be complex because enumValueIndex can't be cast directly. + case SerializedPropertyType.Generic: + default: + var accessor = GetAccessor(property); + if (accessor != null) + accessor.SetValue(targetObject, value); + break; + } + } + + /************************************************************************************************************************/ + + /// Sets the value of the . + public static void SetValue(this SerializedProperty property, object value) + { + switch (property.propertyType) + { + case SerializedPropertyType.Boolean: property.boolValue = (bool)value; break; + case SerializedPropertyType.Float: property.floatValue = (float)value; break; + case SerializedPropertyType.Integer: property.intValue = (int)value; break; + case SerializedPropertyType.String: property.stringValue = (string)value; break; + + case SerializedPropertyType.Vector2: property.vector2Value = (Vector2)value; break; + case SerializedPropertyType.Vector3: property.vector3Value = (Vector3)value; break; + case SerializedPropertyType.Vector4: property.vector4Value = (Vector4)value; break; + + case SerializedPropertyType.Quaternion: property.quaternionValue = (Quaternion)value; break; + case SerializedPropertyType.Color: property.colorValue = (Color)value; break; + case SerializedPropertyType.AnimationCurve: property.animationCurveValue = (AnimationCurve)value; break; + + case SerializedPropertyType.Rect: property.rectValue = (Rect)value; break; + case SerializedPropertyType.Bounds: property.boundsValue = (Bounds)value; break; + + case SerializedPropertyType.Vector2Int: property.vector2IntValue = (Vector2Int)value; break; + case SerializedPropertyType.Vector3Int: property.vector3IntValue = (Vector3Int)value; break; + case SerializedPropertyType.RectInt: property.rectIntValue = (RectInt)value; break; + case SerializedPropertyType.BoundsInt: property.boundsIntValue = (BoundsInt)value; break; + + case SerializedPropertyType.ObjectReference: property.objectReferenceValue = (Object)value; break; + case SerializedPropertyType.ExposedReference: property.exposedReferenceValue = (Object)value; break; + + case SerializedPropertyType.ArraySize: property.intValue = (int)value; break; + + case SerializedPropertyType.FixedBufferSize: + throw new InvalidOperationException($"{nameof(SetValue)} failed:" + + $" {nameof(SerializedProperty)}.{nameof(SerializedProperty.fixedBufferSize)} is read-only."); + + case SerializedPropertyType.Generic: + case SerializedPropertyType.Enum: + case SerializedPropertyType.LayerMask: + case SerializedPropertyType.Gradient: + case SerializedPropertyType.Character: + default: + var accessor = GetAccessor(property); + if (accessor != null) + { + var targets = property.serializedObject.targetObjects; + for (int i = 0; i < targets.Length; i++) + { + accessor.SetValue(targets[i], value); + } + } + break; + } + } + + /************************************************************************************************************************/ + + /// + /// Resets the value of the to the default value of its type and all its field + /// types, ignoring values set by constructors or field initializers. + /// + /// + /// If you want to run constructors and field initializers, you can call + /// instead. + /// + public static void ResetValue(SerializedProperty property, string undoName = "Inspector") + { + switch (property.propertyType) + { + case SerializedPropertyType.Boolean: property.boolValue = default; break; + case SerializedPropertyType.Float: property.floatValue = default; break; + case SerializedPropertyType.String: property.stringValue = ""; break; + + case SerializedPropertyType.Integer: + case SerializedPropertyType.Character: + case SerializedPropertyType.LayerMask: + case SerializedPropertyType.ArraySize: + property.intValue = default; + break; + + case SerializedPropertyType.Vector2: property.vector2Value = default; break; + case SerializedPropertyType.Vector3: property.vector3Value = default; break; + case SerializedPropertyType.Vector4: property.vector4Value = default; break; + + case SerializedPropertyType.Quaternion: property.quaternionValue = default; break; + case SerializedPropertyType.Color: property.colorValue = default; break; + case SerializedPropertyType.AnimationCurve: property.animationCurveValue = default; break; + + case SerializedPropertyType.Rect: property.rectValue = default; break; + case SerializedPropertyType.Bounds: property.boundsValue = default; break; + + case SerializedPropertyType.Vector2Int: property.vector2IntValue = default; break; + case SerializedPropertyType.Vector3Int: property.vector3IntValue = default; break; + case SerializedPropertyType.RectInt: property.rectIntValue = default; break; + case SerializedPropertyType.BoundsInt: property.boundsIntValue = default; break; + + case SerializedPropertyType.ObjectReference: property.objectReferenceValue = default; break; + case SerializedPropertyType.ExposedReference: property.exposedReferenceValue = default; break; + + case SerializedPropertyType.Enum: property.enumValueIndex = default; break; + + case SerializedPropertyType.Gradient: + case SerializedPropertyType.FixedBufferSize: + case SerializedPropertyType.Generic: + default: + if (property.isArray) + { + property.arraySize = default; + break; + } + + var depth = property.depth; + property = property.Copy(); + var enterChildren = true; + while (property.Next(enterChildren) && property.depth > depth) + { + enterChildren = false; + ResetValue(property); + } + break; + } + } + + /************************************************************************************************************************/ + + /// Copies the value of `from` into `to` (including all nested properties). + public static float CopyValueFrom(this SerializedProperty to, SerializedProperty from) + { + from = from.Copy(); + var fromPath = from.propertyPath; + var pathPrefixLength = fromPath.Length + 1; + var depth = from.depth; + + var copyCount = 0; + var totalCount = 0; + StringBuilder issues = null; + + do + { + while (from.propertyType == SerializedPropertyType.Generic) + if (!from.Next(true)) + goto LogResults; + + SerializedProperty toRelative; + + var relativePath = from.propertyPath; + if (relativePath.Length <= pathPrefixLength) + { + toRelative = to; + } + else + { + relativePath = relativePath.Substring(pathPrefixLength, relativePath.Length - pathPrefixLength); + + toRelative = to.FindPropertyRelative(relativePath); + } + + if (!from.hasMultipleDifferentValues && + toRelative != null && + toRelative.propertyType == from.propertyType && + toRelative.type == from.type) + { + // GetValue and SetValue currently access the underlying field for enums, but we need the stored value. + if (toRelative.propertyType == SerializedPropertyType.Enum) + toRelative.enumValueIndex = from.enumValueIndex; + else + toRelative.SetValue(from.GetValue()); + + copyCount++; + } + else + { + if (issues == null) + issues = new StringBuilder(); + + issues.AppendLine() + .Append(" - "); + + if (from.hasMultipleDifferentValues) + { + issues + .Append("The selected objects have different values for '") + .Append(relativePath) + .Append("'."); + } + else if (toRelative == null) + { + issues + .Append("No property '") + .Append(relativePath) + .Append("' exists relative to '") + .Append(to.propertyPath) + .Append("'."); + } + else if (toRelative.propertyType != from.propertyType) + { + issues + .Append("The type of '") + .Append(toRelative.propertyPath) + .Append("' was '") + .Append(toRelative.propertyType) + .Append("' but should be '") + .Append(from.propertyType) + .Append("'."); + } + else if (toRelative.type != from.type) + { + issues + .Append("The type of '") + .Append(toRelative.propertyPath) + .Append("' was '") + .Append(toRelative.type) + .Append("' but should be '") + .Append(from.type) + .Append("'."); + } + else// This should never happen. + { + issues + .Append(" - Unknown issue with '") + .Append(relativePath) + .Append("'."); + } + } + + totalCount++; + } + while (from.Next(false) && from.depth > depth); + + LogResults: + if (copyCount < totalCount) + Debug.Log($"Copied {copyCount} / {totalCount} values from '{fromPath}' to '{to.propertyPath}': {issues}"); + + return (float)copyCount / totalCount; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Gradients + /************************************************************************************************************************/ + + private static PropertyInfo _GradientValue; + + /// SerializedProperty.gradientValue is internal. + private static PropertyInfo GradientValue + { + get + { + if (_GradientValue == null) + _GradientValue = typeof(SerializedProperty).GetProperty("gradientValue", InstanceBindings); + + return _GradientValue; + } + } + + /// Gets the value from a . + public static Gradient GetGradientValue(this SerializedProperty property) => (Gradient)GradientValue.GetValue(property, null); + + /// Sets the value on a . + public static void SetGradientValue(this SerializedProperty property, Gradient value) => GradientValue.SetValue(property, value, null); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + /// Indicates whether both properties refer to the same underlying field. + public static bool AreSameProperty(SerializedProperty a, SerializedProperty b) + { + if (a == b) + return true; + + if (a == null) + return b == null; + + if (b == null) + return false; + + if (a.propertyPath != b.propertyPath) + return false; + + var aTargets = a.serializedObject.targetObjects; + var bTargets = b.serializedObject.targetObjects; + if (aTargets.Length != bTargets.Length) + return false; + + for (int i = 0; i < aTargets.Length; i++) + { + if (aTargets[i] != bTargets[i]) + return false; + } + + return true; + } + + /************************************************************************************************************************/ + + /// + /// Executes the `action` once with a new for each of the + /// . Or if there is only one target, it uses the `property`. + /// + public static void ForEachTarget(this SerializedProperty property, Action function, + string undoName = "Inspector") + { + var targets = property.serializedObject.targetObjects; + + if (undoName != null) + Undo.RecordObjects(targets, undoName); + + if (targets.Length == 1) + { + function(property); + property.serializedObject.ApplyModifiedProperties(); + } + else + { + var path = property.propertyPath; + for (int i = 0; i < targets.Length; i++) + { + using (var serializedObject = new SerializedObject(targets[i])) + { + property = serializedObject.FindProperty(path); + function(property); + property.serializedObject.ApplyModifiedProperties(); + } + } + } + } + + /************************************************************************************************************************/ + + /// + /// Adds a menu item to execute the specified `function` for each of the `property`s target objects. + /// + public static void AddFunction(this GenericMenu menu, string label, MenuFunctionState state, GenericMenu.MenuFunction function) + { + if (state != MenuFunctionState.Disabled) + { + menu.AddItem(new GUIContent(label), state == MenuFunctionState.Selected, function); + } + else + { + menu.AddDisabledItem(new GUIContent(label)); + } + } + + /// + /// Adds a menu item to execute the specified `function` for each of the `property`s target objects. + /// + public static void AddFunction(this GenericMenu menu, string label, bool enabled, GenericMenu.MenuFunction function) + => AddFunction(menu, label, enabled ? MenuFunctionState.Normal : MenuFunctionState.Disabled, function); + + /************************************************************************************************************************/ + + /// Adds a menu item to execute the specified `function` for each of the `property`s target objects. + public static void AddPropertyModifierFunction(this GenericMenu menu, SerializedProperty property, string label, + MenuFunctionState state, Action function) + { + if (state != MenuFunctionState.Disabled && GUI.enabled) + { + menu.AddItem(new GUIContent(label), state == MenuFunctionState.Selected, () => + { + ForEachTarget(property, function); + GUIUtility.keyboardControl = 0; + GUIUtility.hotControl = 0; + EditorGUIUtility.editingTextField = false; + }); + } + else + { + menu.AddDisabledItem(new GUIContent(label)); + } + } + + /// Adds a menu item to execute the specified `function` for each of the `property`s target objects. + public static void AddPropertyModifierFunction(this GenericMenu menu, SerializedProperty property, string label, bool enabled, + Action function) + => AddPropertyModifierFunction(menu, property, label, enabled ? MenuFunctionState.Normal : MenuFunctionState.Disabled, function); + + /// Adds a menu item to execute the specified `function` for each of the `property`s target objects. + public static void AddPropertyModifierFunction(this GenericMenu menu, SerializedProperty property, string label, + Action function) + => AddPropertyModifierFunction(menu, property, label, MenuFunctionState.Normal, function); + + /************************************************************************************************************************/ + + /// + /// Calls the specified `method` for each of the underlying values of the `property` (in case it represents + /// multiple selected objects) and records an undo step for any modifications made. + /// + public static void ModifyValues(this SerializedProperty property, Action method, string undoName = "Inspector") + { + RecordUndo(property, undoName); + + var values = GetValues(property); + for (int i = 0; i < values.Length; i++) + method(values[i]); + + OnPropertyChanged(property); + } + + /************************************************************************************************************************/ + + /// + /// Records the state of the specified `property` so it can be undone. + /// + public static void RecordUndo(this SerializedProperty property, string undoName = "Inspector") + => Undo.RecordObjects(property.serializedObject.targetObjects, undoName); + + /************************************************************************************************************************/ + + /// + /// Updates the specified `property` and marks its target objects as dirty so any changes to a prefab will be saved. + /// + public static void OnPropertyChanged(this SerializedProperty property) + { + var targets = property.serializedObject.targetObjects; + + // If this change is made to a prefab, this makes sure that any instances in the scene will be updated. + for (int i = 0; i < targets.Length; i++) + { + EditorUtility.SetDirty(targets[i]); + } + + property.serializedObject.Update(); + } + + /************************************************************************************************************************/ + + /// + /// Returns the that represents fields of the specified `type`. + /// + public static SerializedPropertyType GetPropertyType(Type type) + { + // Primitives. + + if (type == typeof(bool)) + return SerializedPropertyType.Boolean; + + if (type == typeof(int)) + return SerializedPropertyType.Integer; + + if (type == typeof(float)) + return SerializedPropertyType.Float; + + if (type == typeof(string)) + return SerializedPropertyType.String; + + if (type == typeof(LayerMask)) + return SerializedPropertyType.LayerMask; + + // Vectors. + + if (type == typeof(Vector2)) + return SerializedPropertyType.Vector2; + if (type == typeof(Vector3)) + return SerializedPropertyType.Vector3; + if (type == typeof(Vector4)) + return SerializedPropertyType.Vector4; + + if (type == typeof(Quaternion)) + return SerializedPropertyType.Quaternion; + + // Other. + + if (type == typeof(Color) || type == typeof(Color32)) + return SerializedPropertyType.Color; + if (type == typeof(Gradient)) + return SerializedPropertyType.Gradient; + + if (type == typeof(Rect)) + return SerializedPropertyType.Rect; + if (type == typeof(Bounds)) + return SerializedPropertyType.Bounds; + + if (type == typeof(AnimationCurve)) + return SerializedPropertyType.AnimationCurve; + + // Int Variants. + + if (type == typeof(Vector2Int)) + return SerializedPropertyType.Vector2Int; + if (type == typeof(Vector3Int)) + return SerializedPropertyType.Vector3Int; + if (type == typeof(RectInt)) + return SerializedPropertyType.RectInt; + if (type == typeof(BoundsInt)) + return SerializedPropertyType.BoundsInt; + + // Special. + + if (typeof(Object).IsAssignableFrom(type)) + return SerializedPropertyType.ObjectReference; + + if (type.IsEnum) + return SerializedPropertyType.Enum; + + return SerializedPropertyType.Generic; + } + + /************************************************************************************************************************/ + + /// Removes the specified array element from the `property`. + /// + /// If the element is not at its default value, the first call to + /// will only reset it, so this method will + /// call it again if necessary to ensure that it actually gets removed. + /// + public static void RemoveArrayElement(SerializedProperty property, int index) + { + var count = property.arraySize; + property.DeleteArrayElementAtIndex(index); + if (property.arraySize == count) + property.DeleteArrayElementAtIndex(index); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Accessor Pool + /************************************************************************************************************************/ + + private static readonly Dictionary> + TypeToPathToAccessor = new Dictionary>(); + + /************************************************************************************************************************/ + + /// + /// Returns an that can be used to access the details of the specified `property`. + /// + public static PropertyAccessor GetAccessor(this SerializedProperty property) + { + var type = property.serializedObject.targetObject.GetType(); + return GetAccessor(property, property.propertyPath, ref type); + } + + /************************************************************************************************************************/ + + /// + /// Returns an for a with the specified `propertyPath` + /// on the specified `type` of object. + /// + private static PropertyAccessor GetAccessor(SerializedProperty property, string propertyPath, ref Type type) + { + if (!TypeToPathToAccessor.TryGetValue(type, out var pathToAccessor)) + { + pathToAccessor = new Dictionary(); + TypeToPathToAccessor.Add(type, pathToAccessor); + } + + if (!pathToAccessor.TryGetValue(propertyPath, out var accessor)) + { + var nameStartIndex = propertyPath.LastIndexOf('.'); + string elementName; + PropertyAccessor parent; + + // Array. + if (nameStartIndex > 6 && + nameStartIndex < propertyPath.Length - 7 && + string.Compare(propertyPath, nameStartIndex - 6, ArrayDataPrefix, 0, 12) == 0) + { + var index = int.Parse(propertyPath.Substring(nameStartIndex + 6, propertyPath.Length - nameStartIndex - 7)); + + var nameEndIndex = nameStartIndex - 6; + nameStartIndex = propertyPath.LastIndexOf('.', nameEndIndex - 1); + + elementName = propertyPath.Substring(nameStartIndex + 1, nameEndIndex - nameStartIndex - 1); + + FieldInfo field; + if (nameStartIndex >= 0) + { + parent = GetAccessor(property, propertyPath.Substring(0, nameStartIndex), ref type); + field = GetField(parent, property, type, elementName); + } + else + { + parent = null; + field = GetField(type, elementName); + } + + accessor = new CollectionPropertyAccessor(parent, elementName, field, index); + } + else// Single. + { + if (nameStartIndex >= 0) + { + elementName = propertyPath.Substring(nameStartIndex + 1); + parent = GetAccessor(property, propertyPath.Substring(0, nameStartIndex), ref type); + } + else + { + elementName = propertyPath; + parent = null; + } + + var field = GetField(parent, property, type, elementName); + + accessor = new PropertyAccessor(parent, elementName, field); + } + + pathToAccessor.Add(propertyPath, accessor); + } + + if (accessor != null) + { + var field = accessor.GetField(property); + if (field != null) + { + type = field.FieldType; + } + else + { + var value = accessor.GetValue(property); + type = value?.GetType(); + } + } + + return accessor; + } + + /************************************************************************************************************************/ + + /// Returns a field with the specified `name` in the `declaringType` or any of its base types. + /// Uses the . + public static FieldInfo GetField(PropertyAccessor accessor, SerializedProperty property, Type declaringType, string name) + { + declaringType = accessor?.GetFieldElementType(property) ?? declaringType; + return GetField(declaringType, name); + } + + /// Returns a field with the specified `name` in the `declaringType` or any of its base types. + /// Uses the . + public static FieldInfo GetField(Type declaringType, string name) + { + while (declaringType != null) + { + var field = declaringType.GetField(name, InstanceBindings); + if (field != null) + return field; + + declaringType = declaringType.BaseType; + } + + return null; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region PropertyAccessor + /************************************************************************************************************************/ + + /// [Editor-Only] + /// A wrapper for accessing the underlying values and fields of a . + /// + public class PropertyAccessor + { + /************************************************************************************************************************/ + + /// The accessor for the field which this accessor is nested inside. + public readonly PropertyAccessor Parent; + + /// The name of the field wrapped by this accessor. + public readonly string Name; + + /// The field wrapped by this accessor. + protected readonly FieldInfo Field; + + /// + /// The type of the wrapped . + /// Or if it's a collection, this is the type of items in the collection. + /// + protected readonly Type FieldElementType; + + /************************************************************************************************************************/ + + /// [Internal] Creates a new . + internal PropertyAccessor(PropertyAccessor parent, string name, FieldInfo field) + : this(parent, name, field, field?.FieldType) + { } + + /// Creates a new . + protected PropertyAccessor(PropertyAccessor parent, string name, FieldInfo field, Type fieldElementType) + { + Parent = parent; + Name = name; + Field = field; + FieldElementType = fieldElementType; + } + + /************************************************************************************************************************/ + + /// Returns the if there is one or tries to get it from the object's type. + /// + /// + /// If this accessor has a , the `obj` must be associated with the root + /// and this method will change it to reference the parent field's value. + /// + /// + /// + /// [Serializable] + /// public class InnerClass + /// { + /// public float value; + /// } + /// + /// [Serializable] + /// public class RootClass + /// { + /// public InnerClass inner; + /// } + /// + /// public class MyBehaviour : MonoBehaviour + /// { + /// public RootClass root; + /// } + /// + /// [UnityEditor.CustomEditor(typeof(MyBehaviour))] + /// public class MyEditor : UnityEditor.Editor + /// { + /// private void OnEnable() + /// { + /// var serializedObject = new SerializedObject(target); + /// var rootProperty = serializedObject.FindProperty("root"); + /// var innerProperty = rootProperty.FindPropertyRelative("inner"); + /// var valueProperty = innerProperty.FindPropertyRelative("value"); + /// + /// var accessor = valueProperty.GetAccessor(); + /// + /// object obj = target; + /// var valueField = accessor.GetField(ref obj); + /// // valueField is a FieldInfo referring to InnerClass.value. + /// // obj now holds the ((MyBehaviour)target).root.inner. + /// } + /// } + /// + /// + public FieldInfo GetField(ref object obj) + { + if (Parent != null) + obj = Parent.GetValue(obj); + + if (Field != null) + return Field; + + if (obj is null) + return null; + + return Serialization.GetField(obj.GetType(), Name); + } + + /// + /// Returns the if there is one, otherwise calls . + /// + public FieldInfo GetField(object obj) + => Field ?? GetField(ref obj); + + /// + /// Calls with the . + /// + public FieldInfo GetField(SerializedObject serializedObject) + => serializedObject != null ? GetField(serializedObject.targetObject) : null; + + /// + /// Calls with the + /// . + /// + public FieldInfo GetField(SerializedProperty serializedProperty) + => serializedProperty != null ? GetField(serializedProperty.serializedObject) : null; + + /************************************************************************************************************************/ + + /// + /// Returns the if there is one, otherwise calls + /// and returns its . + /// + public virtual Type GetFieldElementType(object obj) + => FieldElementType ?? GetField(ref obj)?.FieldType; + + /// + /// Calls with the + /// . + /// + public Type GetFieldElementType(SerializedObject serializedObject) + => serializedObject != null ? GetFieldElementType(serializedObject.targetObject) : null; + + /// + /// Calls with the + /// . + /// + public Type GetFieldElementType(SerializedProperty serializedProperty) + => serializedProperty != null ? GetFieldElementType(serializedProperty.serializedObject) : null; + + /************************************************************************************************************************/ + + /// + /// Gets the value of the from the (if there is one), then uses it to get and return + /// the value of the . + /// + public virtual object GetValue(object obj) + { + var field = GetField(ref obj); + if (field is null || + (obj is null && !field.IsStatic)) + return null; + + return field.GetValue(obj); + } + + /// + /// Gets the value of the from the (if there is one), then uses it to get and return + /// the value of the . + /// + public object GetValue(SerializedObject serializedObject) + => serializedObject != null ? GetValue(serializedObject.targetObject) : null; + + /// + /// Gets the value of the from the (if there is one), then uses it to get and return + /// the value of the . + /// + public object GetValue(SerializedProperty serializedProperty) + => serializedProperty != null ? GetValue(serializedProperty.serializedObject.targetObject) : null; + + /************************************************************************************************************************/ + + /// + /// Gets the value of the from the (if there is one), then uses it to set the value + /// of the . + /// + public virtual void SetValue(object obj, object value) + { + var field = GetField(ref obj); + + if (field is null || + obj is null) + return; + + field.SetValue(obj, value); + } + + /// + /// Gets the value of the from the (if there is one), then uses it to set the value + /// of the . + /// + public void SetValue(SerializedObject serializedObject, object value) + { + if (serializedObject != null) + SetValue(serializedObject.targetObject, value); + } + + /// + /// Gets the value of the from the (if there is one), then uses it to set the value + /// of the . + /// + public void SetValue(SerializedProperty serializedProperty, object value) + { + if (serializedProperty != null) + SetValue(serializedProperty.serializedObject, value); + } + + /************************************************************************************************************************/ + + /// + /// Resets the value of the to the default value of its type by executing + /// its constructor and field initializers. + /// + /// + /// If you don't want to run constructors and field initializers, you can call + /// instead. + /// + /// + /// SerializedProperty property; + /// property.GetAccessor().ResetValue(property); + /// + public void ResetValue(SerializedProperty property, string undoName = "Inspector") + { + property.RecordUndo(undoName); + property.serializedObject.ApplyModifiedProperties(); + + var type = GetValue(property)?.GetType(); + var value = type != null ? Activator.CreateInstance(type) : null; + SetValue(property, value); + + property.serializedObject.Update(); + } + + /************************************************************************************************************************/ + + /// Returns a description of this accessor's path. + public override string ToString() + { + if (Parent != null) + return $"{Parent}.{Name}"; + else + return Name; + } + + /************************************************************************************************************************/ + + /// Returns a this accessor's . + public virtual string GetPath() + { + if (Parent != null) + return $"{Parent.GetPath()}.{Name}"; + else + return Name; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region CollectionPropertyAccessor + /************************************************************************************************************************/ + + /// [Editor-Only] A for a specific element index in a collection. + public class CollectionPropertyAccessor : PropertyAccessor + { + /************************************************************************************************************************/ + + /// The index of the array element this accessor targets. + public readonly int ElementIndex; + + /************************************************************************************************************************/ + + /// [Internal] Creates a new . + internal CollectionPropertyAccessor(PropertyAccessor parent, string name, FieldInfo field, int elementIndex) + : base(parent, name, field, GetElementType(field?.FieldType)) + { + ElementIndex = elementIndex; + } + + /************************************************************************************************************************/ + + /// + public override Type GetFieldElementType(object obj) => FieldElementType ?? GetElementType(GetField(ref obj)?.FieldType); + + /************************************************************************************************************************/ + + /// Returns the type of elements in the array. + public static Type GetElementType(Type fieldType) + { + if (fieldType == null) + return null; + + if (fieldType.IsArray) + return fieldType.GetElementType(); + + if (fieldType.IsGenericType) + return fieldType.GetGenericArguments()[0]; + + Debug.LogWarning($"{nameof(Serialization)}.{nameof(CollectionPropertyAccessor)}:" + + $" unable to determine element type for {fieldType}"); + return fieldType; + } + + /************************************************************************************************************************/ + + /// Returns the collection object targeted by this accessor. + public object GetCollection(object obj) => base.GetValue(obj); + + /// + public override object GetValue(object obj) + { + var collection = base.GetValue(obj); + if (collection == null) + return null; + + var list = collection as IList; + if (list != null) + { + if (ElementIndex < list.Count) + return list[ElementIndex]; + else + return null; + } + + var enumerator = ((IEnumerable)collection).GetEnumerator(); + + for (int i = 0; i < ElementIndex; i++) + { + if (!enumerator.MoveNext()) + return null; + } + + return enumerator.Current; + } + + /************************************************************************************************************************/ + + /// Sets the collection object targeted by this accessor. + public void SetCollection(object obj, object value) => base.SetValue(obj, value); + + /// + public override void SetValue(object obj, object value) + { + var collection = base.GetValue(obj); + if (collection == null) + return; + + var list = collection as IList; + if (list != null) + { + if (ElementIndex < list.Count) + list[ElementIndex] = value; + + return; + } + + throw new InvalidOperationException($"{nameof(SetValue)} failed: field doesn't implement {nameof(IList)}."); + } + + /************************************************************************************************************************/ + + /// Returns a description of this accessor's path. + public override string ToString() => $"{base.ToString()}[{ElementIndex}]"; + + /************************************************************************************************************************/ + + /// Returns the of the array containing the target. + public string GetCollectionPath() => base.GetPath(); + + /// Returns this accessor's . + public override string GetPath() => $"{base.GetPath()}{ArrayDataPrefix}{ElementIndex}{ArrayDataSuffix}"; + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.cs.meta new file mode 100644 index 0000000000..c6a7049fdc --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/Serialization.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3276da8ca0ff29d4ead727e9fc1b1d12 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/SerializedArrayProperty.cs b/Assets/Plugins/Animancer/Internal/Editor/Serialization/SerializedArrayProperty.cs new file mode 100644 index 0000000000..532345ca5e --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/SerializedArrayProperty.cs @@ -0,0 +1,96 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using UnityEditor; + +namespace Animancer.Editor +{ + /// [Editor-Only] A wrapper around a representing an array field. + public sealed class SerializedArrayProperty + { + /************************************************************************************************************************/ + + private SerializedProperty _Property; + + /// The target property. + public SerializedProperty Property + { + get => _Property; + set + { + _Property = value; + Refresh(); + } + } + + /************************************************************************************************************************/ + + private string _Path; + + /// The cached of the . + public string Path => _Path ?? (_Path = Property.propertyPath); + + /************************************************************************************************************************/ + + private int _Count; + + /// The cached of the . + public int Count + { + get => _Count; + set => Property.arraySize = _Count = value; + } + + /************************************************************************************************************************/ + + private bool _HasMultipleDifferentValues; + private bool _GotHasMultipleDifferentValues; + + /// The cached of the . + public bool HasMultipleDifferentValues + { + get + { + if (!_GotHasMultipleDifferentValues) + { + _GotHasMultipleDifferentValues = true; + _HasMultipleDifferentValues = Property.hasMultipleDifferentValues; + } + + return _HasMultipleDifferentValues; + } + } + + /************************************************************************************************************************/ + + /// Updates the cached and . + public void Refresh() + { + _Path = null; + _Count = _Property != null ? _Property.arraySize : 0; + _GotHasMultipleDifferentValues = false; + } + + /************************************************************************************************************************/ + + /// Calls on the . + /// + /// Returns null if the element is not actually a child of the , which can happen + /// if multiple objects are selected with different array sizes. + /// + public SerializedProperty GetElement(int index) + { + var element = Property.GetArrayElementAtIndex(index); + if (!HasMultipleDifferentValues || element.propertyPath.StartsWith(Path)) + return element; + else + return null; + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/SerializedArrayProperty.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Serialization/SerializedArrayProperty.cs.meta new file mode 100644 index 0000000000..2ddfc42dda --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/SerializedArrayProperty.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 445a76dd5b9602c4199e5f3315c30e18 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/TemporarySettings.cs b/Assets/Plugins/Animancer/Internal/Editor/Serialization/TemporarySettings.cs new file mode 100644 index 0000000000..36e1865d06 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/TemporarySettings.cs @@ -0,0 +1,184 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] + /// Stores data which needs to survive assembly reloading (such as from script compilation), but can be discarded + /// when the Unity Editor is closed. + /// + internal sealed class TemporarySettings : ScriptableObject + { + /************************************************************************************************************************/ + #region Instance + /************************************************************************************************************************/ + + private static TemporarySettings _Instance; + + /// Finds an existing instance of this class or creates a new one. + private static TemporarySettings Instance + { + get + { + if (_Instance == null) + { + var instances = Resources.FindObjectsOfTypeAll(); + if (instances.Length > 0) + { + _Instance = instances[0]; + } + else + { + _Instance = CreateInstance(); + _Instance.hideFlags = HideFlags.HideAndDontSave | HideFlags.DontUnloadUnusedAsset; + } + } + + return _Instance; + } + } + + /************************************************************************************************************************/ + + private void OnEnable() + { + OnEnableSelection(); + } + + private void OnDisable() + { + OnDisableSelection(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Event Selection + /************************************************************************************************************************/ + + private readonly Dictionary> + ObjectToPropertyPathToSelectedEvent = new Dictionary>(); + + /************************************************************************************************************************/ + + public static int GetSelectedEvent(SerializedProperty property) + { + var instance = Instance; + if (!instance.ObjectToPropertyPathToSelectedEvent.TryGetValue(property.serializedObject.targetObject, out var pathToSelection)) + return -1; + else if (pathToSelection.TryGetValue(property.propertyPath, out var selection)) + return selection; + else + return -1; + } + + /************************************************************************************************************************/ + + public static void SetSelectedEvent(SerializedProperty property, int eventIndex) + { + var pathToSelection = GetOrCreatePathToSelection(property.serializedObject.targetObject); + if (eventIndex >= 0) + pathToSelection[property.propertyPath] = eventIndex; + else + pathToSelection.Remove(property.propertyPath); + } + + /************************************************************************************************************************/ + + private static Dictionary GetOrCreatePathToSelection(Object obj) + { + var instance = Instance; + if (!instance.ObjectToPropertyPathToSelectedEvent.TryGetValue(obj, out var pathToSelection)) + { + instance.ObjectToPropertyPathToSelectedEvent.Add(obj, + pathToSelection = new Dictionary()); + } + + return pathToSelection; + } + + /************************************************************************************************************************/ + + [SerializeField] private Serialization.ObjectReference[] _EventSelectionObjects; + [SerializeField] private string[] _EventSelectionPropertyPaths; + [SerializeField] private int[] _EventSelectionIndices; + + /************************************************************************************************************************/ + + private void OnDisableSelection() + { + var objects = new List(); + var paths = new List(); + var indices = new List(); + + foreach (var objectToSelection in ObjectToPropertyPathToSelectedEvent) + { + foreach (var pathToSelection in objectToSelection.Value) + { + objects.Add(objectToSelection.Key); + paths.Add(pathToSelection.Key); + indices.Add(pathToSelection.Value); + } + } + + _EventSelectionObjects = objects.ToArray(); + _EventSelectionPropertyPaths = paths.ToArray(); + _EventSelectionIndices = indices.ToArray(); + } + + /************************************************************************************************************************/ + + private void OnEnableSelection() + { + if (_EventSelectionObjects == null || + _EventSelectionPropertyPaths == null || + _EventSelectionIndices == null) + return; + + var count = _EventSelectionObjects.Length; + if (count > _EventSelectionPropertyPaths.Length) + count = _EventSelectionPropertyPaths.Length; + if (count > _EventSelectionIndices.Length) + count = _EventSelectionIndices.Length; + + for (int i = 0; i < count; i++) + { + var obj = _EventSelectionObjects[i]; + if (obj.IsValid()) + { + var pathToSelection = GetOrCreatePathToSelection(obj); + pathToSelection.Add(_EventSelectionPropertyPaths[i], _EventSelectionIndices[i]); + } + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Preview Models + /************************************************************************************************************************/ + + [SerializeField] + private List _PreviewModels; + public static List PreviewModels + { + get + { + var instance = Instance; + AnimancerEditorUtilities.RemoveMissingAndDuplicates(ref instance._PreviewModels); + return instance._PreviewModels; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + +#endif diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/TemporarySettings.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Serialization/TemporarySettings.cs.meta new file mode 100644 index 0000000000..6eed07851b --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/TemporarySettings.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3a30007eb6c59a040b2e70bb4748e76d +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/TypeSelectionButton.cs b/Assets/Plugins/Animancer/Internal/Editor/Serialization/TypeSelectionButton.cs new file mode 100644 index 0000000000..fd1cecaa80 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/TypeSelectionButton.cs @@ -0,0 +1,371 @@ +// Animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using System.Reflection; +using System.Runtime.Serialization; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] + /// A button that allows the user to select an object type for a [] field. + /// + /// public override void OnGUI(Rect area, SerializedProperty property, GUIContent label) + /// { + /// using (new TypeSelectionButton(area, property, label, true)) + /// { + /// EditorGUI.PropertyField(area, property, label, true); + /// } + /// } + /// + public readonly struct TypeSelectionButton : IDisposable + { + /************************************************************************************************************************/ + + /// The pixel area occupied by the button. + public readonly Rect Area; + + /// The representing the attributed field. + public readonly SerializedProperty Property; + + /// The original from when this button was initialized. + public readonly EventType EventType; + + /************************************************************************************************************************/ + + /// Creates a new . + public TypeSelectionButton(Rect area, SerializedProperty property, bool hasLabel) + { + area.height = AnimancerGUI.LineHeight; + + if (hasLabel) + area.xMin += EditorGUIUtility.labelWidth + AnimancerGUI.StandardSpacing; + + var currentEvent = Event.current; + + Area = area; + Property = property; + EventType = currentEvent.type; + + if (Property.propertyType != SerializedPropertyType.ManagedReference) + return; + + switch (currentEvent.type) + { + case EventType.MouseDown: + case EventType.MouseUp: + if (area.Contains(currentEvent.mousePosition)) + currentEvent.type = EventType.Ignore; + break; + } + } + + /************************************************************************************************************************/ + + void IDisposable.Dispose() => DoGUI(); + + /// Draws this button's GUI. + /// Run this method after drawing the target property so the button draws on top of its label. + public void DoGUI() + { + if (Property.propertyType != SerializedPropertyType.ManagedReference) + return; + + var currentEvent = Event.current; + var eventType = currentEvent.type; + + using (ObjectPool.Disposable.AcquireContent(out var label)) + { + switch (EventType) + { + case EventType.MouseDown: + case EventType.MouseUp: + currentEvent.type = EventType; + break; + + case EventType.Layout: + break; + + // Only Repaint events actually care what the label is. + case EventType.Repaint: + var accessor = Property.GetAccessor(); + var valueType = accessor.GetValue(Property)?.GetType(); + if (valueType == null) + { + label.text = "Null"; + label.tooltip = "Nothing is assigned"; + } + else + { + label.text = valueType.GetNameCS(false); + label.tooltip = valueType.GetNameCS(true); + } + break; + + default: + return; + } + + if (GUI.Button(Area, label, EditorStyles.popup)) + ShowTypeSelectorMenu(Property); + } + + if (currentEvent.type == EventType) + currentEvent.type = eventType; + } + + /************************************************************************************************************************/ + + /// Shows a menu to select which type of object to assign to the `property`. + private void ShowTypeSelectorMenu(SerializedProperty property) + { + var menu = new GenericMenu(); + + UseFullNames.AddToggleFunction(menu); + UseTypeHierarchy.AddToggleFunction(menu); + + var accessor = Property.GetAccessor(); + var fieldType = accessor.GetFieldElementType(property); + var selectedType = accessor.GetValue(Property)?.GetType(); + + AddTypeSelector(menu, property, fieldType, selectedType, null); + + var inheritors = GetDerivedTypes(fieldType); + for (int i = 0; i < inheritors.Count; i++) + AddTypeSelector(menu, property, fieldType, selectedType, inheritors[i]); + + menu.ShowAsContext(); + } + + /************************************************************************************************************************/ + + /// Adds a menu function to assign a new instance of the `newType` to the `property`. + private static void AddTypeSelector(GenericMenu menu, SerializedProperty property, Type fieldType, Type selectedType, Type newType) + { + var label = GetSelectorLabel(fieldType, newType); + var state = selectedType == newType ? MenuFunctionState.Selected : MenuFunctionState.Normal; + menu.AddPropertyModifierFunction(property, label, state, (targetProperty) => + { + var oldValue = property.GetValue(); + var newValue = CreateDefaultInstance(newType); + + if (newValue is IPolymorphicReset reset) + reset.Reset(); + + CopyCommonFields(oldValue, newValue); + targetProperty.managedReferenceValue = newValue; + targetProperty.isExpanded = true; + }); + } + + /************************************************************************************************************************/ + + private const string + PrefKeyPrefix = nameof(TypeSelectionButton) + ".", + PrefMenuPrefix = "Display Options/"; + + private static readonly BoolPref + UseFullNames = new BoolPref(PrefKeyPrefix + nameof(UseFullNames), PrefMenuPrefix + "Show Full Names", false), + UseTypeHierarchy = new BoolPref(PrefKeyPrefix + nameof(UseTypeHierarchy), PrefMenuPrefix + "Show Type Hierarchy", false); + + private static string GetSelectorLabel(Type fieldType, Type newType) + { + if (newType == null) + return "Null"; + + if (!UseTypeHierarchy) + return newType.GetNameCS(UseFullNames); + + var label = ObjectPool.AcquireStringBuilder(); + + if (fieldType.IsInterface)// Interface. + { + while (true) + { + if (label.Length > 0) + label.Insert(0, '/'); + + var displayType = newType.IsGenericType ? + newType.GetGenericTypeDefinition() : + newType; + label.Insert(0, displayType.GetNameCS(UseFullNames)); + + newType = newType.BaseType; + + if (newType == null || + !fieldType.IsAssignableFrom(newType)) + break; + } + } + else// Base Class. + { + while (true) + { + if (label.Length > 0) + label.Insert(0, '/'); + + label.Insert(0, newType.GetNameCS(UseFullNames)); + + newType = newType.BaseType; + + if (newType == null) + break; + + if (fieldType.IsAbstract) + { + if (newType == fieldType) + break; + } + else + { + if (newType == fieldType.BaseType) + break; + } + } + } + + return label.ReleaseToString(); + } + + /************************************************************************************************************************/ + + private static readonly List + AllTypes = new List(1024); + private static readonly Dictionary> + TypeToDerived = new Dictionary>(); + + /// Returns a list of all types that inherit from the `baseType`. + public static List GetDerivedTypes(Type baseType) + { + if (!TypeToDerived.TryGetValue(baseType, out var derivedTypes)) + { + if (AllTypes.Count == 0) + { + var assemblies = AppDomain.CurrentDomain.GetAssemblies(); + for (int iAssembly = 0; iAssembly < assemblies.Length; iAssembly++) + { + var types = assemblies[iAssembly].GetTypes(); + for (int iType = 0; iType < types.Length; iType++) + { + var type = types[iType]; + if (IsViableType(type)) + AllTypes.Add(type); + } + } + + AllTypes.Sort((a, b) => a.FullName.CompareTo(b.FullName)); + } + + derivedTypes = new List(); + for (int i = 0; i < AllTypes.Count; i++) + { + var type = AllTypes[i]; + if (baseType.IsAssignableFrom(type)) + derivedTypes.Add(type); + } + TypeToDerived.Add(baseType, derivedTypes); + } + + return derivedTypes; + } + + /************************************************************************************************************************/ + + /// Is the `type` supported by fields? + public static bool IsViableType(Type type) => + !type.IsAbstract && + !type.IsEnum && + !type.IsGenericTypeDefinition && + !type.IsInterface && + !type.IsPrimitive && + !type.IsSpecialName && + type.Name[0] != '<' && + type.IsDefined(typeof(SerializableAttribute), false) && + !type.IsDefined(typeof(ObsoleteAttribute), true) && + !typeof(Object).IsAssignableFrom(type) && + type.GetConstructor(AnimancerEditorUtilities.InstanceBindings, null, Type.EmptyTypes, null) != null; + + /************************************************************************************************************************/ + + /// + /// Creates a new instance of the `type` using its parameterless constructor if it has one or a fully + /// uninitialized object if it doesn't. Or returns null if the . + /// + public static object CreateDefaultInstance(Type type) + { + if (type == null || + type.IsAbstract) + return default; + + var constructor = type.GetConstructor(AnimancerEditorUtilities.InstanceBindings, null, Type.EmptyTypes, null); + if (constructor != null) + return constructor.Invoke(null); + + return FormatterServices.GetUninitializedObject(type); + } + + /// + /// Creates a using its parameterless constructor if it has one or a fully + /// uninitialized object if it doesn't. Or returns null if the . + /// + public static T CreateDefaultInstance() => (T)CreateDefaultInstance(typeof(T)); + + /************************************************************************************************************************/ + + /// + /// Copies the values of all fields in `from` into corresponding fields in `to` as long as they have the same + /// name and compatible types. + /// + public static void CopyCommonFields(object from, object to) + { + if (from == null || + to == null) + return; + + var nameToFromField = new Dictionary(); + var fromType = from.GetType(); + do + { + var fromFields = fromType.GetFields(AnimancerEditorUtilities.InstanceBindings); + + for (int i = 0; i < fromFields.Length; i++) + { + var field = fromFields[i]; + nameToFromField[field.Name] = field; + } + + fromType = fromType.BaseType; + } + while (fromType != null); + + var toType = to.GetType(); + do + { + var toFields = toType.GetFields(AnimancerEditorUtilities.InstanceBindings); + + for (int i = 0; i < toFields.Length; i++) + { + var toField = toFields[i]; + if (nameToFromField.TryGetValue(toField.Name, out var fromField)) + { + var fromValue = fromField.GetValue(from); + if (fromValue == null || toField.FieldType.IsAssignableFrom(fromValue.GetType())) + toField.SetValue(to, fromValue); + } + } + + toType = toType.BaseType; + } + while (toType != null); + } + + /************************************************************************************************************************/ + } +} + +#endif diff --git a/Assets/Plugins/Animancer/Internal/Editor/Serialization/TypeSelectionButton.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Serialization/TypeSelectionButton.cs.meta new file mode 100644 index 0000000000..6488b6833a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Serialization/TypeSelectionButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 311697a696013e64fbab8f44f876867e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Strings.cs b/Assets/Plugins/Animancer/Internal/Editor/Strings.cs new file mode 100644 index 0000000000..478c5ba71d --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Strings.cs @@ -0,0 +1,183 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using Animancer.Units; +using UnityEngine; + +namespace Animancer +{ + /// Various string constants used throughout . + /// https://kybernetik.com.au/animancer/api/Animancer/Strings + /// + public static class Strings + { + /************************************************************************************************************************/ + + /// The name of this product. + public const string ProductName = nameof(Animancer); + + /// The standard prefix for . + public const string MenuPrefix = ProductName + "/"; + + /// The standard prefix for the asset creation menu (for ). + public const string CreateMenuPrefix = "Assets/Create/" + MenuPrefix; + + /// The standard prefix for for the examples. + public const string ExamplesMenuPrefix = MenuPrefix + "Examples/"; + + /// The menu path of the . + public const string AnimancerToolsMenuPath = "Window/Animation/Animancer Tools"; + + /// + /// The base value for to group + /// "Assets/Create/Animancer/..." menu items just under "Avatar Mask". + /// + public const int AssetMenuOrder = 410; + + /************************************************************************************************************************/ + + /// The conditional compilation symbol for Editor-Only code. + public const string UnityEditor = "UNITY_EDITOR"; + + /// The conditional compilation symbol for assertions. + public const string Assertions = "UNITY_ASSERTIONS"; + + /************************************************************************************************************************/ + + /// 4 spaces for indentation. + public const string Indent = " "; + + /// A prefix for tooltips on Pro-Only features. + /// "[Pro-Only] " in Animancer Lite or "" in Animancer Pro. + public const string ProOnlyTag = ""; + + /************************************************************************************************************************/ + + /// URLs of various documentation pages. + /// https://kybernetik.com.au/animancer/api/Animancer/DocsURLs + /// + public static class DocsURLs + { + /************************************************************************************************************************/ + + /// The URL of the website where the Animancer documentation is hosted. + public const string Documentation = "https://kybernetik.com.au/animancer"; + + /// The URL of the website where the Animancer API documentation is hosted. + public const string APIDocumentation = Documentation + "/api/" + nameof(Animancer); + + /// The URL of the website where the Animancer API documentation is hosted. + public const string ExampleAPIDocumentation = APIDocumentation + ".Examples."; + + /// The email address which handles support for Animancer. + public const string DeveloperEmail = "animancer@kybernetik.com.au"; + + /************************************************************************************************************************/ + + public const string OptionalWarning = APIDocumentation + "/" + nameof(Animancer.OptionalWarning); + + /************************************************************************************************************************/ +#if UNITY_ASSERTIONS + /************************************************************************************************************************/ + + public const string Docs = Documentation + "/docs/"; + + public const string AnimancerEvents = Docs + "manual/events/animancer"; + public const string ClearAutomatically = AnimancerEvents + "/behaviour#clear-automatically"; + public const string SharedEventSequences = AnimancerEvents + "/shared"; + public const string AnimatorControllers = Docs + "manual/animator-controllers"; + public const string AnimatorControllersNative = AnimatorControllers + "#native"; + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + public const string Examples = Docs + "examples"; + public const string UnevenGround = Docs + "examples/ik/uneven-ground"; + public const string OdinInspector = Docs + "examples/integration/odin-inspector"; + + public const string AnimancerTools = Docs + "manual/tools"; + public const string PackTextures = AnimancerTools + "/pack-textures"; + public const string ModifySprites = AnimancerTools + "/modify-sprites"; + public const string RenameSprites = AnimancerTools + "/rename-sprites"; + public const string GenerateSpriteAnimations = AnimancerTools + "/generate-sprite-animations"; + public const string RemapSpriteAnimation = AnimancerTools + "/remap-sprite-animation"; + public const string RemapAnimationBindings = AnimancerTools + "/remap-animation-bindings"; + + public const string Inspector = Docs + "manual/playing/inspector"; + public const string States = Docs + "manual/playing/states"; + + public const string Fading = Docs + "manual/blending/fading"; + public const string Layers = Docs + "manual/blending/layers"; + + public const string EndEvents = Docs + "manual/events/end"; + + public const string TransitionPreviews = Docs + "manual/transitions/previews"; + + public const string UpdateModes = Docs + "bugs/update-modes"; + + public const string ChangeLogPrefix = Docs + "changes/animancer-"; + + public const string Forum = "https://forum.unity.com/threads/566452"; + + public const string Issues = "https://github.com/KybernetikGames/animancer/issues"; + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + /// Tooltips for various fields. + /// https://kybernetik.com.au/animancer/api/Animancer/Tooltips + /// + public static class Tooltips + { + /************************************************************************************************************************/ + + public const string MiddleClickReset = + "\n• Middle Click = reset to default value"; + + public const string FadeDuration = ProOnlyTag + + "The amount of time the transition will take, e.g:" + + "\n• 0s = Instant" + + "\n• 0.25s = quarter of a second (Default)" + + "\n• 0.25x = quarter of the animation length" + + "\n• " + AnimationTimeAttribute.Tooltip + + MiddleClickReset; + + public const string Speed = ProOnlyTag + + "How fast the animation will play, e.g:" + + "\n• 0x = paused" + + "\n• 1x = normal speed" + + "\n• -2x = double speed backwards"; + + public const string OptionalSpeed = Speed + + "\n• Disabled = keep previous speed" + + MiddleClickReset; + + public const string NormalizedStartTime = ProOnlyTag + + "• Enabled = always start at this time." + + "\n• Disabled = continue from the current time." + + "\n• " + AnimationTimeAttribute.Tooltip; + + public const string EndTime = ProOnlyTag + + "The time when the End Callback will be triggered." + + "\n• " + AnimationTimeAttribute.Tooltip + + "\n\nDisabling the toggle automates the value:" + + "\n• Speed >= 0 ends at 1x" + + "\n• Speed < 0 ends at 0x"; + + public const string CallbackTime = ProOnlyTag + + "The time when the Event Callback will be triggered." + + "\n• " + AnimationTimeAttribute.Tooltip; + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Strings.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Strings.cs.meta new file mode 100644 index 0000000000..774aa08bda --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Strings.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 23a5456b72939fd40814cc364610e26b +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window.meta b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window.meta new file mode 100644 index 0000000000..a6f4cb0501 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: af524b61127cd0247bf4b388331d1dd5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/AnimationClipPreview.cs b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/AnimationClipPreview.cs new file mode 100644 index 0000000000..ebce991373 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/AnimationClipPreview.cs @@ -0,0 +1,89 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +#pragma warning disable CS0618 // Type or member is obsolete. + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] A minimal to preview an . + /// + /// Documentation: Previews + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimationClipPreview + /// + [HelpURL(Strings.DocsURLs.APIDocumentation + "." + nameof(Editor) + "/" + nameof(AnimationClipPreview))] + internal sealed class AnimationClipPreview : ScriptableObject + { + /************************************************************************************************************************/ + + [SerializeField] + private Transition _Transition; + + /************************************************************************************************************************/ + + [Serializable] + [Obsolete("Only intended for internal use.")]// Prevent this type from showing up in [SerializeReference] fields. + private sealed class Transition : ITransitionDetailed, IAnimationClipCollection + { + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _Clip; + public ref AnimationClip Clip => ref _Clip; + + /************************************************************************************************************************/ + + public object Key => _Clip; + public float FadeDuration => 0; + public FadeMode FadeMode => default; + public AnimancerState CreateState() => new ClipState(_Clip); + public void Apply(AnimancerState state) { } + + public bool IsValid => _Clip != null; + public bool IsLooping => _Clip.isLooping; + public float NormalizedStartTime { get => float.NaN; set => throw new NotSupportedException(); } + public float MaximumDuration => _Clip.length; + public float Speed { get => 1; set => throw new NotSupportedException(); } + + /************************************************************************************************************************/ + + public void GatherAnimationClips(ICollection clips) => clips.Add(_Clip); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + [MenuItem("CONTEXT/" + nameof(AnimationClip) + "/Preview")] + private static void Preview(MenuCommand command) + { + var preview = FindObjectOfType(); + if (preview == null) + { + preview = CreateInstance(); + preview.hideFlags = HideFlags.HideInHierarchy | HideFlags.DontSave; + } + + preview._Transition = new Transition + { + Clip = (AnimationClip)command.context + }; + + var serializedObject = new SerializedObject(preview); + var property = serializedObject.FindProperty(nameof(_Transition)); + + TransitionPreviewWindow.OpenOrClose(property); + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/AnimationClipPreview.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/AnimationClipPreview.cs.meta new file mode 100644 index 0000000000..c4c005d7be --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/AnimationClipPreview.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ec38ac7d3e85249448cd4a4cdf7a73cc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Animations.cs b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Animations.cs new file mode 100644 index 0000000000..b12dce2538 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Animations.cs @@ -0,0 +1,540 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionPreviewWindow + partial class TransitionPreviewWindow + { + /// Animation details for the . + /// + /// Documentation: Previews + /// + [Serializable] + private sealed class Animations + { + /************************************************************************************************************************/ + + public const string + PreviousAnimationKey = "Previous Animation", + NextAnimationKey = "Next Animation"; + + /************************************************************************************************************************/ + + [NonSerialized] private AnimationClip[] _OtherAnimations; + + [SerializeField] + private AnimationClip _PreviousAnimation; + public AnimationClip PreviousAnimation => _PreviousAnimation; + + [SerializeField] + private AnimationClip _NextAnimation; + public AnimationClip NextAnimation => _NextAnimation; + + /************************************************************************************************************************/ + + public void DoGUI() + { + GUILayout.BeginVertical(GUI.skin.box); + EditorGUILayout.LabelField("Preview Details", "(Not Serialized)"); + + DoModelGUI(); + DoAnimatorSelectorGUI(); + + using (ObjectPool.Disposable.AcquireContent(out var label, "Previous Animation", + "The animation for the preview to play before the target transition")) + { + DoAnimationFieldGUI(label, ref _PreviousAnimation, (clip) => _PreviousAnimation = clip); + } + + var animancer = _Instance._Scene.Animancer; + DoCurrentAnimationGUI(animancer); + + using (ObjectPool.Disposable.AcquireContent(out var label, "Next Animation", + "The animation for the preview to play after the target transition")) + { + DoAnimationFieldGUI(label, ref _NextAnimation, (clip) => _NextAnimation = clip); + } + + if (animancer != null) + { + if (animancer.IsGraphPlaying) + { + if (GUILayout.Button("Pause", EditorStyles.miniButton)) + animancer.PauseGraph(); + } + else + { + using (new EditorGUI.DisabledScope(!Transition.IsValid())) + { + if (GUILayout.Button("Play Transition", EditorStyles.miniButton)) + { + if (_PreviousAnimation != null && _PreviousAnimation.length > 0) + { + _Instance._Scene.Animancer.Stop(); + var fromState = animancer.States.GetOrCreate(PreviousAnimationKey, _PreviousAnimation, true); + animancer.Play(fromState); + OnPlayAnimation(); + fromState.Time = 0; + + var warnings = OptionalWarning.UnsupportedEvents.DisableTemporarily(); + fromState.Events.endEvent = new AnimancerEvent(1 / fromState.Length, PlayTransition); + warnings.Enable(); + } + else + { + PlayTransition(); + } + + _Instance._Scene.Animancer.UnpauseGraph(); + } + } + } + } + + GUILayout.EndVertical(); + } + + /************************************************************************************************************************/ + + private void DoModelGUI() + { + var model = _Instance._Scene.OriginalRoot != null ? _Instance._Scene.OriginalRoot.gameObject : null; + + EditorGUI.BeginChangeCheck(); + + var warning = GetModelWarning(model); + var color = GUI.color; + if (warning != null) + GUI.color = AnimancerGUI.WarningFieldColor; + + using (ObjectPool.Disposable.AcquireContent(out var label, "Model")) + { + if (DoDropdownObjectField(label, true, ref model, AnimancerGUI.SpacingMode.After)) + { + var menu = new GenericMenu(); + + menu.AddItem(new GUIContent("Default Humanoid"), Settings.IsDefaultHumanoid(model), + () => _Instance._Scene.OriginalRoot = Settings.DefaultHumanoid.transform); + menu.AddItem(new GUIContent("Default Sprite"), Settings.IsDefaultSprite(model), + () => _Instance._Scene.OriginalRoot = Settings.DefaultSprite.transform); + + var persistentModels = Settings.Models; + var temporaryModels = TemporarySettings.PreviewModels; + if (persistentModels.Count == 0 && temporaryModels.Count == 0) + { + menu.AddDisabledItem(new GUIContent("No model prefabs have been used yet")); + } + else + { + AddModelSelectionFunctions(menu, persistentModels, model); + AddModelSelectionFunctions(menu, temporaryModels, model); + } + + menu.ShowAsContext(); + } + } + + GUI.color = color; + + if (EditorGUI.EndChangeCheck()) + _Instance._Scene.OriginalRoot = model != null ? model.transform : null; + + if (warning != null) + EditorGUILayout.HelpBox(warning, MessageType.Warning, true); + + } + + /************************************************************************************************************************/ + + private static void AddModelSelectionFunctions(GenericMenu menu, List models, GameObject selected) + { + for (int i = models.Count - 1; i >= 0; i--) + { + var model = models[i]; + var path = AssetDatabase.GetAssetPath(model); + if (!string.IsNullOrEmpty(path)) + path = path.Replace('/', '\\'); + else + path = model.name; + + menu.AddItem(new GUIContent(path), model == selected, + () => _Instance._Scene.OriginalRoot = model.transform); + } + } + + /************************************************************************************************************************/ + + private string GetModelWarning(GameObject model) + { + if (model == null) + return "No Model is selected so nothing can be previewed."; + + if (_Instance._Scene.Animancer == null) + return "The selected Model has no Animator component."; + + return null; + } + + /************************************************************************************************************************/ + + private void DoAnimatorSelectorGUI() + { + var instanceAnimators = _Instance._Scene.InstanceAnimators; + if (instanceAnimators == null || + instanceAnimators.Length <= 1) + return; + + var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.After); + var labelArea = AnimancerGUI.StealFromLeft(ref area, EditorGUIUtility.labelWidth, AnimancerGUI.StandardSpacing); + GUI.Label(labelArea, nameof(Animator)); + + var selectedAnimator = _Instance._Scene.SelectedInstanceAnimator; + using (ObjectPool.Disposable.AcquireContent(out var label, selectedAnimator != null ? selectedAnimator.name : "None")) + { + var clicked = EditorGUI.DropdownButton(area, label, FocusType.Passive); + + if (!clicked) + return; + + var menu = new GenericMenu(); + + for (int i = 0; i < instanceAnimators.Length; i++) + { + var animator = instanceAnimators[i]; + var index = i; + menu.AddItem(new GUIContent(animator.name), animator == selectedAnimator, () => + { + _Instance._Scene.SetSelectedAnimator(index); + NormalizedTime = 0; + }); + } + + menu.ShowAsContext(); + } + } + + /************************************************************************************************************************/ + + public void GatherAnimations() + { + AnimationGatherer.GatherFromGameObject(_Instance._Scene.OriginalRoot.gameObject, ref _OtherAnimations, true); + + if (_OtherAnimations.Length > 0 && + (_PreviousAnimation == null || _NextAnimation == null)) + { + var defaultClip = _OtherAnimations[0]; + var defaultClipIsIdle = false; + + for (int i = 0; i < _OtherAnimations.Length; i++) + { + var clip = _OtherAnimations[i]; + + if (defaultClipIsIdle && clip.name.Length > defaultClip.name.Length) + continue; + + if (clip.name.IndexOf("idle", StringComparison.CurrentCultureIgnoreCase) >= 0) + { + defaultClip = clip; + break; + } + } + + if (_PreviousAnimation == null) + _PreviousAnimation = defaultClip; + if (_NextAnimation == null) + _NextAnimation = defaultClip; + } + } + + /************************************************************************************************************************/ + + private void DoAnimationFieldGUI(GUIContent label, ref AnimationClip clip, Action setClip) + { + var showDropdown = !_OtherAnimations.IsNullOrEmpty(); + + if (DoDropdownObjectField(label, showDropdown, ref clip)) + { + var menu = new GenericMenu(); + + menu.AddItem(new GUIContent("None"), clip == null, () => setClip(null)); + + for (int i = 0; i < _OtherAnimations.Length; i++) + { + var animation = _OtherAnimations[i]; + menu.AddItem(new GUIContent(animation.name), animation == clip, () => setClip(animation)); + } + + menu.ShowAsContext(); + } + } + + /************************************************************************************************************************/ + + private static bool DoDropdownObjectField(GUIContent label, bool showDropdown, ref T obj, + AnimancerGUI.SpacingMode spacingMode = AnimancerGUI.SpacingMode.None) where T : Object + { + var area = AnimancerGUI.LayoutSingleLineRect(spacingMode); + + var labelWidth = EditorGUIUtility.labelWidth; + + labelWidth += 2; + area.xMin -= 1; + + var spacing = AnimancerGUI.StandardSpacing; + var labelArea = AnimancerGUI.StealFromLeft(ref area, labelWidth - spacing, spacing); + + obj = (T)EditorGUI.ObjectField(area, obj, typeof(T), true); + + if (showDropdown) + { + return EditorGUI.DropdownButton(labelArea, label, FocusType.Passive); + } + else + { + GUI.Label(labelArea, label); + return false; + } + } + + /************************************************************************************************************************/ + + private void DoCurrentAnimationGUI(AnimancerPlayable animancer) + { + string text; + + if (animancer != null) + { + var transition = Transition; + if (transition.IsValid && transition.Key != null) + text = animancer.States.GetOrCreate(transition).ToString(); + else + text = transition.ToString(); + } + else + { + text = _Instance._TransitionProperty.Property.GetFriendlyPath(); + } + + if (text != null) + EditorGUILayout.LabelField("Current Animation", text); + } + + /************************************************************************************************************************/ + + private void PlayTransition() + { + var transition = Transition; + var animancer = _Instance._Scene.Animancer; + animancer.States.TryGet(transition, out var oldState); + + var targetState = animancer.Play(transition); + OnPlayAnimation(); + + if (oldState != null && oldState != targetState) + oldState.Destroy(); + + var warnings = OptionalWarning.UnsupportedEvents.DisableTemporarily(); + targetState.Events.OnEnd = () => + { + if (_NextAnimation != null) + { + var fadeDuration = AnimancerEvent.GetFadeOutDuration(targetState, AnimancerPlayable.DefaultFadeDuration); + PlayOther(NextAnimationKey, _NextAnimation, 0, fadeDuration); + OnPlayAnimation(); + } + else + { + animancer.Layers[0].IncrementCommandCount(); + } + }; + warnings.Enable(); + } + + /************************************************************************************************************************/ + + public void OnPlayAnimation() + { + var animancer = _Instance._Scene.Animancer; + if (animancer == null || + animancer.States.Current == null) + return; + + var state = animancer.States.Current; + + state.RecreatePlayableRecursive(); + + if (state.HasEvents) + { + var warnings = OptionalWarning.UnsupportedEvents.DisableTemporarily(); + var normalizedEndTime = state.Events.NormalizedEndTime; + state.Events = null; + state.Events.NormalizedEndTime = normalizedEndTime; + warnings.Enable(); + } + } + + /************************************************************************************************************************/ + + [SerializeField] + private float _NormalizedTime; + + public float NormalizedTime + { + get => _NormalizedTime; + set + { + if (!value.IsFinite()) + return; + + _NormalizedTime = value; + + if (!TryShowTransitionPaused(out var animancer, out var transition, out var state)) + return; + + var length = state.Length; + var speed = state.Speed; + var time = value * length; + var fadeDuration = transition.FadeDuration * Math.Abs(speed); + + var startTime = TimelineGUI.GetStartTime(transition.NormalizedStartTime, speed, length); + var normalizedEndTime = state.NormalizedEndTime; + var endTime = normalizedEndTime * length; + var fadeOutEnd = TimelineGUI.GetFadeOutEnd(speed, endTime, length); + + if (speed < 0) + { + time = length - time; + startTime = length - startTime; + value = 1 - value; + normalizedEndTime = 1 - normalizedEndTime; + endTime = length - endTime; + fadeOutEnd = length - fadeOutEnd; + } + + if (time < startTime)// Previous animation. + { + if (_PreviousAnimation != null) + { + PlayOther(PreviousAnimationKey, _PreviousAnimation, value); + value = 0; + } + } + else if (time < startTime + fadeDuration)// Fade from previous animation to the target. + { + if (_PreviousAnimation != null) + { + var fromState = PlayOther(PreviousAnimationKey, _PreviousAnimation, value); + + state.IsPlaying = true; + state.Weight = (time - startTime) / fadeDuration; + fromState.Weight = 1 - state.Weight; + } + } + else if (_NextAnimation != null) + { + if (value < normalizedEndTime) + { + // Just the main state. + } + else + { + var toState = PlayOther(NextAnimationKey, _NextAnimation, value - normalizedEndTime); + + if (time < fadeOutEnd)// Fade from the target transition to the next animation. + { + state.IsPlaying = true; + toState.Weight = (time - endTime) / (fadeOutEnd - endTime); + state.Weight = 1 - toState.Weight; + } + // Else just the next animation. + } + } + + if (speed < 0) + value = 1 - value; + + state.NormalizedTime = state.Weight > 0 ? value : 0; + animancer.Evaluate(); + + AnimancerGUI.RepaintEverything(); + } + } + + /************************************************************************************************************************/ + + private bool TryShowTransitionPaused( + out AnimancerPlayable animancer, out ITransitionDetailed transition, out AnimancerState state) + { + animancer = _Instance._Scene.Animancer; + transition = Transition; + + if (animancer == null || !transition.IsValid()) + { + state = null; + return false; + } + + state = animancer.Play(transition, 0); + OnPlayAnimation(); + animancer.PauseGraph(); + return true; + } + + /************************************************************************************************************************/ + + private AnimancerState PlayOther(object key, AnimationClip animation, float normalizedTime, float fadeDuration = 0) + { + var animancer = _Instance._Scene.Animancer; + var state = animancer.States.GetOrCreate(key, animation, true); + state = animancer.Play(state, fadeDuration); + OnPlayAnimation(); + + normalizedTime *= state.Length; + state.Time = normalizedTime.IsFinite() ? normalizedTime : 0; + + return state; + } + + /************************************************************************************************************************/ + + internal sealed class WindowMatchStateTime : Key, IUpdatable + { + /************************************************************************************************************************/ + + public static readonly WindowMatchStateTime Instance = new WindowMatchStateTime(); + + /************************************************************************************************************************/ + + void IUpdatable.Update() + { + if (_Instance == null || + !AnimancerPlayable.Current.IsGraphPlaying) + return; + + var transition = Transition; + if (transition == null) + return; + + if (AnimancerPlayable.Current.States.TryGet(transition, out var state)) + _Instance._Animations._NormalizedTime = state.NormalizedTime; + } + + /************************************************************************************************************************/ + + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Animations.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Animations.cs.meta new file mode 100644 index 0000000000..0d30981f99 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Animations.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 662c4f0d4e803a846bef6fa3c0f8f30b +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Inspector.cs b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Inspector.cs new file mode 100644 index 0000000000..f81c55cc19 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Inspector.cs @@ -0,0 +1,157 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionPreviewWindow + partial class TransitionPreviewWindow + { + /// [Internal] Custom Inspector for the . + /// + /// Documentation: Previews + /// + [CustomEditor(typeof(TransitionPreviewWindow))] + internal sealed class Inspector : UnityEditor.Editor + { + /************************************************************************************************************************/ + + private static readonly string[] + TabNames = { "Preview", "Settings" }; + + private const int + PreviewTab = 0, + SettingsTab = 1; + + /************************************************************************************************************************/ + + [SerializeField] + private int _CurrentTab; + + private readonly AnimancerPlayableDrawer + PlayableDrawer = new AnimancerPlayableDrawer(); + + public TransitionPreviewWindow Target { get; private set; } + + /************************************************************************************************************************/ + + public override bool UseDefaultMargins() => false; + + /************************************************************************************************************************/ + + public override void OnInspectorGUI() + { + GUILayout.Space(AnimancerGUI.StandardSpacing * 2); + + Target = (TransitionPreviewWindow)target; + + if (Event.current.type == EventType.MouseDown) + Target.ShowTab(); + + _CurrentTab = GUILayout.Toolbar(_CurrentTab, TabNames); + _CurrentTab = Mathf.Clamp(_CurrentTab, 0, TabNames.Length - 1); + + switch (_CurrentTab) + { + case PreviewTab: DoPreviewInspectorGUI(); break; + case SettingsTab: Settings.DoInspectorGUI(); break; + default: GUILayout.Label("Tab index is out of bounds"); break; + } + } + + /************************************************************************************************************************/ + + private void DoPreviewInspectorGUI() + { + if (!Target._TransitionProperty.IsValid()) + { + EditorGUILayout.HelpBox("No target property", MessageType.Info, true); + Target.DestroyTransitionProperty(); + return; + } + + DoTransitionPropertyGUI(); + DoTransitionGUI(); + Target._Animations.DoGUI(); + + var animancer = Target._Scene.Animancer; + if (animancer != null) + { + PlayableDrawer.DoGUI(animancer.Component); + if (animancer.IsGraphPlaying) + GUI.changed = true; + } + } + + /************************************************************************************************************************/ + + /// The tooltip used for the Close button. + public const string CloseTooltip = "Close the Transition Preview Window"; + + /// Draws the target object and path of the . + private void DoTransitionPropertyGUI() + { + var property = Target._TransitionProperty; + property.Update(); + + using (new EditorGUI.DisabledScope(true)) + { + EditorGUI.showMixedValue = property.TargetObjects.Length > 1; + EditorGUILayout.ObjectField(property.TargetObject, typeof(Object), true); + EditorGUI.showMixedValue = false; + + GUILayout.BeginHorizontal(); + { + GUILayout.Label(property.Property.GetFriendlyPath()); + + GUI.enabled = true; + + using (ObjectPool.Disposable.AcquireContent(out var label, "Close", CloseTooltip)) + { + if (GUILayout.Button(label, EditorStyles.miniButton, AnimancerGUI.DontExpandWidth)) + { + Target.Close(); + GUIUtility.ExitGUI(); + } + } + } + GUILayout.EndHorizontal(); + } + } + + /************************************************************************************************************************/ + + private void DoTransitionGUI() + { + var property = Target._TransitionProperty; + + var isExpanded = property.Property.isExpanded; + property.Property.isExpanded = true; + var height = EditorGUI.GetPropertyHeight(property, true); + + const float Indent = 12; + + var padding = GUI.skin.box.padding; + + var area = GUILayoutUtility.GetRect(0, height + padding.horizontal - padding.bottom); + area.x += Indent + padding.left; + area.width -= Indent + padding.horizontal; + + EditorGUI.BeginChangeCheck(); + EditorGUI.PropertyField(area, property, true); + property.Property.isExpanded = isExpanded; + if (EditorGUI.EndChangeCheck()) + property.ApplyModifiedProperties(); + } + + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Inspector.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Inspector.cs.meta new file mode 100644 index 0000000000..b44db7c5fb --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Inspector.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 2259cdd4601c9694681cc39a978b15c4 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Scene.cs b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Scene.cs new file mode 100644 index 0000000000..fbe13d58c5 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Scene.cs @@ -0,0 +1,452 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.SceneManagement; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionPreviewWindow + partial class TransitionPreviewWindow + { + /************************************************************************************************************************/ + + /// The of the current instance. + public static Scene InstanceScene => _Instance != null ? _Instance._Scene : null; + + /************************************************************************************************************************/ + + /// Temporary scene management for the . + /// + /// Documentation: Previews + /// + [Serializable] + public sealed class Scene + { + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + /// without . + private const HideFlags HideAndDontSave = HideFlags.HideInHierarchy | HideFlags.DontSave; + + /// The scene displayed by the . + [SerializeField] + private UnityEngine.SceneManagement.Scene _Scene; + + /// The root object in the preview scene. + public Transform PreviewSceneRoot { get; private set; } + + /// The root of the model in the preview scene. A child of the . + public Transform InstanceRoot { get; private set; } + + /************************************************************************************************************************/ + + [SerializeField] + private Transform _OriginalRoot; + + /// The original model which was instantiated to create the . + public Transform OriginalRoot + { + get => _OriginalRoot; + set + { + _OriginalRoot = value; + InstantiateModel(); + + if (value != null) + Settings.AddModel(value.gameObject); + } + } + + /************************************************************************************************************************/ + + /// The components attached to the and its children. + public Animator[] InstanceAnimators { get; private set; } + + [SerializeField] private int _SelectedInstanceAnimator; + [NonSerialized] private AnimationType _SelectedInstanceType; + + /// The component currently being used for the preview. + public Animator SelectedInstanceAnimator + { + get + { + if (InstanceAnimators == null || + InstanceAnimators.Length == 0) + return null; + + if (_SelectedInstanceAnimator > InstanceAnimators.Length) + _SelectedInstanceAnimator = InstanceAnimators.Length; + + return InstanceAnimators[_SelectedInstanceAnimator]; + } + } + + /************************************************************************************************************************/ + + [NonSerialized] + private AnimancerPlayable _Animancer; + + /// The being used for the preview. + public AnimancerPlayable Animancer + { + get + { + if ((_Animancer == null || !_Animancer.IsValid) && + InstanceRoot != null) + { + var animator = SelectedInstanceAnimator; + if (animator != null) + { + AnimancerPlayable.SetNextGraphName($"{animator.name} (Animancer Preview)"); + _Animancer = AnimancerPlayable.Create(); + _Animancer.CreateOutput( + new AnimancerEditorUtilities.DummyAnimancerComponent(animator, _Animancer)); + _Animancer.RequirePostUpdate(Animations.WindowMatchStateTime.Instance); + _Instance._Animations.NormalizedTime = _Instance._Animations.NormalizedTime; + } + } + + return _Animancer; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Initialisation + /************************************************************************************************************************/ + + /// Initializes this . + public void OnEnable() + { + EditorSceneManager.sceneOpening += OnSceneOpening; + EditorApplication.playModeStateChanged += OnPlayModeChanged; + + duringSceneGui += DoCustomGUI; + + CreateScene(); + if (OriginalRoot == null) + OriginalRoot = Settings.TrySelectBestModel(); + } + + /************************************************************************************************************************/ + + private void CreateScene() + { + _Scene = EditorSceneManager.NewPreviewScene(); + _Scene.name = "Transition Preview"; + _Instance.customScene = _Scene; + + PreviewSceneRoot = EditorUtility.CreateGameObjectWithHideFlags( + $"{nameof(Animancer)}.{nameof(TransitionPreviewWindow)}", HideAndDontSave).transform; + SceneManager.MoveGameObjectToScene(PreviewSceneRoot.gameObject, _Scene); + _Instance.customParentForDraggedObjects = PreviewSceneRoot; + } + + /************************************************************************************************************************/ + + private void InstantiateModel() + { + DestroyModelInstance(); + + if (_OriginalRoot == null) + return; + + PreviewSceneRoot.gameObject.SetActive(false); + InstanceRoot = Instantiate(_OriginalRoot, PreviewSceneRoot); + InstanceRoot.localPosition = default; + InstanceRoot.name = _OriginalRoot.name; + + DisableUnnecessaryComponents(InstanceRoot.gameObject); + + InstanceAnimators = InstanceRoot.GetComponentsInChildren(); + for (int i = 0; i < InstanceAnimators.Length; i++) + { + var animator = InstanceAnimators[i]; + animator.enabled = false; + animator.cullingMode = AnimatorCullingMode.AlwaysAnimate; + animator.fireEvents = false; + animator.updateMode = AnimatorUpdateMode.Normal; + } + + PreviewSceneRoot.gameObject.SetActive(true); + + SetSelectedAnimator(_SelectedInstanceAnimator); + FocusCamera(); + _Instance._Animations.GatherAnimations(); + } + + /************************************************************************************************************************/ + + /// Disables all unnecessary components on the `root` or its children. + private static void DisableUnnecessaryComponents(GameObject root) + { + var behaviours = root.GetComponentsInChildren(); + for (int i = 0; i < behaviours.Length; i++) + { + var behaviour = behaviours[i]; + + // Other undesirable components aren't Behaviours anyway: Transform, MeshFilter, Renderer + if (behaviour is Animator) + continue; + + behaviour.enabled = false; + behaviour.hideFlags |= HideFlags.NotEditable; + if (behaviour is MonoBehaviour mono) + mono.runInEditMode = false; + } + } + + /************************************************************************************************************************/ + + /// Sets the . + public void SetSelectedAnimator(int index) + { + DestroyAnimancerInstance(); + + var animator = SelectedInstanceAnimator; + if (animator != null && animator.enabled) + { + animator.Rebind(); + animator.enabled = false; + return; + } + + _SelectedInstanceAnimator = index; + + animator = SelectedInstanceAnimator; + if (animator != null) + { + animator.enabled = true; + _SelectedInstanceType = AnimationBindings.GetAnimationType(animator); + _Instance.in2DMode = _SelectedInstanceType == AnimationType.Sprite; + } + } + + /************************************************************************************************************************/ + + /// Called when the target transition property is changed. + public void OnTargetPropertyChanged() + { + _SelectedInstanceAnimator = 0; + if (_ExpandedHierarchy != null) + _ExpandedHierarchy.Clear(); + + OriginalRoot = AnimancerEditorUtilities.FindRoot(_Instance._TransitionProperty.TargetObject); + if (OriginalRoot == null) + OriginalRoot = Settings.TrySelectBestModel(); + + _Instance._Animations.NormalizedTime = 0; + + _Instance.in2DMode = _SelectedInstanceType == AnimationType.Sprite; + } + + /************************************************************************************************************************/ + + private void FocusCamera() + { + var bounds = CalculateBounds(InstanceRoot); + + var rotation = _Instance.in2DMode ? + Quaternion.identity : + Quaternion.Euler(35, 135, 0); + + var size = bounds.extents.magnitude * 1.5f; + if (size == float.PositiveInfinity) + return; + else if (size == 0) + size = 10; + + _Instance.LookAt(bounds.center, rotation, size, _Instance.in2DMode, true); + } + + /************************************************************************************************************************/ + + private static Bounds CalculateBounds(Transform transform) + { + var renderers = transform.GetComponentsInChildren(); + if (renderers.Length == 0) + return default; + + var bounds = renderers[0].bounds; + for (int i = 1; i < renderers.Length; i++) + { + bounds.Encapsulate(renderers[i].bounds); + } + return bounds; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Execution + /************************************************************************************************************************/ + + /// Called when the window GUI is drawn. + public void OnGUI() + { + if (!AnimancerEditorUtilities.IsChangingPlayMode && InstanceRoot == null) + InstantiateModel(); + + if (_Animancer != null && _Animancer.IsGraphPlaying) + AnimancerGUI.RepaintEverything(); + + if (Selection.activeObject == _Instance && + Event.current.type == EventType.KeyUp && + Event.current.keyCode == KeyCode.F) + FocusCamera(); + } + + /************************************************************************************************************************/ + + private void OnPlayModeChanged(PlayModeStateChange change) + { + switch (change) + { + case PlayModeStateChange.ExitingEditMode: + case PlayModeStateChange.ExitingPlayMode: + DestroyModelInstance(); + break; + } + } + + /************************************************************************************************************************/ + + private void OnSceneOpening(string path, OpenSceneMode mode) + { + if (mode == OpenSceneMode.Single) + DestroyModelInstance(); + } + + /************************************************************************************************************************/ + + private void DoCustomGUI(SceneView sceneView) + { + var animancer = Animancer; + if (animancer != null && + sceneView is TransitionPreviewWindow instance && + AnimancerUtilities.TryGetWrappedObject(Transition, out ITransitionGUI gui) && + instance._TransitionProperty != null) + { + EditorGUI.BeginChangeCheck(); + + using (TransitionDrawer.DrawerContext.Get(instance._TransitionProperty)) + { + try + { + gui.OnPreviewSceneGUI(new TransitionPreviewDetails(animancer)); + } + catch (Exception exception) + { + Debug.LogException(exception); + } + } + + if (EditorGUI.EndChangeCheck()) + AnimancerGUI.RepaintEverything(); + } + } + + /************************************************************************************************************************/ + + /// Is the `obj` a in the preview scene? + public bool IsSceneObject(Object obj) + { + return + obj is GameObject gameObject && + gameObject.transform.IsChildOf(PreviewSceneRoot); + } + + /************************************************************************************************************************/ + + [SerializeField] + private List _ExpandedHierarchy; + + /// A list of all objects with their child hierarchy expanded. + public List ExpandedHierarchy + { + get + { + if (_ExpandedHierarchy == null) + _ExpandedHierarchy = new List(); + return _ExpandedHierarchy; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Cleanup + /************************************************************************************************************************/ + + /// Called by . + public void OnDisable() + { + EditorSceneManager.sceneOpening -= OnSceneOpening; + EditorApplication.playModeStateChanged -= OnPlayModeChanged; + + duringSceneGui -= DoCustomGUI; + + DestroyAnimancerInstance(); + + EditorSceneManager.ClosePreviewScene(_Scene); + } + + /************************************************************************************************************************/ + + /// Called by . + public void OnDestroy() + { + if (PreviewSceneRoot != null) + { + DestroyImmediate(PreviewSceneRoot.gameObject); + PreviewSceneRoot = null; + } + } + + /************************************************************************************************************************/ + + /// Destroys the . + public void DestroyModelInstance() + { + DestroyAnimancerInstance(); + + if (InstanceRoot == null) + return; + + DestroyImmediate(InstanceRoot.gameObject); + InstanceRoot = null; + InstanceAnimators = null; + } + + /************************************************************************************************************************/ + + private void DestroyAnimancerInstance() + { + if (_Animancer == null) + return; + + _Animancer.CancelPostUpdate(Animations.WindowMatchStateTime.Instance); + _Animancer.DestroyGraph(); + _Animancer = null; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Scene.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Scene.cs.meta new file mode 100644 index 0000000000..86cf5feea0 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Scene.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: ee0324674116dbf4eb4f7da9b41ee03f +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Settings.cs b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Settings.cs new file mode 100644 index 0000000000..df9207bb5d --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Settings.cs @@ -0,0 +1,389 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionPreviewWindow + partial class TransitionPreviewWindow + { + /// Persistent settings for the . + /// + /// Documentation: Previews + /// + [Serializable] + internal sealed class Settings : AnimancerSettings.Group + { + /************************************************************************************************************************/ + + private static Settings Instance => AnimancerSettings.TransitionPreviewWindow; + + /************************************************************************************************************************/ + + public static void DoInspectorGUI() + { + AnimancerSettings.SerializedObject.Update(); + + EditorGUI.indentLevel++; + + DoMiscGUI(); + DoModelsGUI(); + DoHierarchyGUI(); + + EditorGUI.indentLevel--; + + AnimancerSettings.SerializedObject.ApplyModifiedProperties(); + } + + /************************************************************************************************************************/ + #region Misc + /************************************************************************************************************************/ + + private static void DoMiscGUI() + { + Instance.DoPropertyField(nameof(_AutoClose)); + } + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip("Should this window automatically close if the target object is destroyed?")] + private bool _AutoClose = true; + + public static bool AutoClose => Instance._AutoClose; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Models + /************************************************************************************************************************/ + + private static void DoModelsGUI() + { + var property = ModelsProperty; + var count = property.arraySize = EditorGUILayout.DelayedIntField(nameof(Models), property.arraySize); + + // Drag and Drop to add model. + var area = GUILayoutUtility.GetLastRect(); + AnimancerGUI.HandleDragAndDrop(area, + (gameObject) => + { + return + EditorUtility.IsPersistent(gameObject) && + !Models.Contains(gameObject) && + gameObject.GetComponentInChildren() != null; + }, + (gameObject) => + { + var modelsProperty = ModelsProperty;// Avoid Closure. + modelsProperty.serializedObject.Update(); + + var i = modelsProperty.arraySize; + modelsProperty.arraySize = i + 1; + modelsProperty.GetArrayElementAtIndex(i).objectReferenceValue = gameObject; + modelsProperty.serializedObject.ApplyModifiedProperties(); + }); + + if (count == 0) + return; + + property.isExpanded = EditorGUI.Foldout(area, property.isExpanded, GUIContent.none, true); + if (!property.isExpanded) + return; + + EditorGUI.indentLevel++; + + var model = property.GetArrayElementAtIndex(0); + for (int i = 0; i < count; i++) + { + GUILayout.BeginHorizontal(); + + EditorGUILayout.ObjectField(model); + + if (GUILayout.Button("x", AnimancerGUI.MiniButton)) + { + Serialization.RemoveArrayElement(property, i); + property.serializedObject.ApplyModifiedProperties(); + + AnimancerGUI.Deselect(); + GUIUtility.ExitGUI(); + return; + } + + GUILayout.Space(EditorStyles.objectField.margin.right); + GUILayout.EndHorizontal(); + model.Next(false); + } + + EditorGUI.indentLevel--; + } + + /************************************************************************************************************************/ + + [SerializeField] + private List _Models; + + /// The models previously used in the . + /// Accessing this property removes missing and duplicate models from the list. + public static List Models + { + get + { + var instance = Instance; + AnimancerEditorUtilities.RemoveMissingAndDuplicates(ref instance._Models); + return instance._Models; + } + } + + private static SerializedProperty ModelsProperty => Instance.GetSerializedProperty(nameof(_Models)); + + /************************************************************************************************************************/ + + public static void AddModel(GameObject model) + { + if (model == DefaultHumanoid || + model == DefaultSprite) + return; + + if (EditorUtility.IsPersistent(model)) + { + AddModel(Models, model); + AnimancerSettings.SetDirty(); + } + else + { + AddModel(TemporarySettings.PreviewModels, model); + } + } + + private static void AddModel(List models, GameObject model) + { + // Remove if it was already there so that when we add it, it will be moved to the end. + var index = models.LastIndexOf(model);// Search backwards because it's more likely to be near the end. + if (index >= 0 && index < models.Count) + models.RemoveAt(index); + + models.Add(model); + } + + /************************************************************************************************************************/ + + private static GameObject _DefaultHumanoid; + + public static GameObject DefaultHumanoid + { + get + { + if (_DefaultHumanoid == null) + { + // Try to load Animancer's DefaultHumanoid. + var path = AssetDatabase.GUIDToAssetPath("c9f3e1113795a054c939de9883b31fed"); + if (!string.IsNullOrEmpty(path)) + { + _DefaultHumanoid = AssetDatabase.LoadAssetAtPath(path); + if (_DefaultHumanoid != null) + return _DefaultHumanoid; + } + + // Otherwise try to load Unity's DefaultAvatar. + _DefaultHumanoid = EditorGUIUtility.Load("Avatar/DefaultAvatar.fbx") as GameObject; + + if (_DefaultHumanoid == null) + { + // Otherwise just create an empty object. + _DefaultHumanoid = EditorUtility.CreateGameObjectWithHideFlags( + "DefaultAvatar", HideFlags.HideAndDontSave, typeof(Animator)); + _DefaultHumanoid.transform.parent = _Instance._Scene.PreviewSceneRoot; + } + } + + return _DefaultHumanoid; + } + } + + public static bool IsDefaultHumanoid(GameObject gameObject) => gameObject == DefaultHumanoid; + + /************************************************************************************************************************/ + + private static GameObject _DefaultSprite; + + public static GameObject DefaultSprite + { + get + { + if (_DefaultSprite == null) + { + _DefaultSprite = EditorUtility.CreateGameObjectWithHideFlags( + "DefaultSprite", HideFlags.HideAndDontSave, typeof(Animator), typeof(SpriteRenderer)); + _DefaultSprite.transform.parent = _Instance._Scene.PreviewSceneRoot; + } + + return _DefaultSprite; + } + } + + public static bool IsDefaultSprite(GameObject gameObject) => gameObject == DefaultSprite; + + /************************************************************************************************************************/ + + /// + /// Tries to choose the most appropriate model to use based on the properties animated by the target + /// . + /// + public static Transform TrySelectBestModel() + { + var transition = Transition; + if (transition == null) + return null; + + using (ObjectPool.Disposable.AcquireSet(out var clips)) + { + clips.GatherFromSource(transition); + if (clips.Count == 0) + return null; + + var model = TrySelectBestModel(clips, TemporarySettings.PreviewModels); + if (model != null) + return model; + + model = TrySelectBestModel(clips, Models); + if (model != null) + return model; + + foreach (var clip in clips) + { + var type = AnimationBindings.GetAnimationType(clip); + switch (type) + { + case AnimationType.Humanoid: + return DefaultHumanoid.transform; + + case AnimationType.Sprite: + return DefaultSprite.transform; + } + } + + return null; + } + } + + /************************************************************************************************************************/ + + private static Transform TrySelectBestModel(HashSet clips, List models) + { + var animatableBindings = new HashSet[models.Count]; + + for (int i = 0; i < models.Count; i++) + { + animatableBindings[i] = AnimationBindings.GetBindings(models[i]).ObjectBindings; + } + + var bestMatchIndex = -1; + var bestMatchCount = 0; + foreach (var clip in clips) + { + var clipBindings = AnimationBindings.GetBindings(clip); + + for (int iModel = animatableBindings.Length - 1; iModel >= 0; iModel--) + { + var modelBindings = animatableBindings[iModel]; + var matches = 0; + + for (int iBinding = 0; iBinding < clipBindings.Length; iBinding++) + { + if (modelBindings.Contains(clipBindings[iBinding])) + matches++; + } + + if (bestMatchCount < matches && matches > clipBindings.Length / 2) + { + bestMatchCount = matches; + bestMatchIndex = iModel; + + // If it matches all bindings, use it. + if (bestMatchCount == clipBindings.Length) + goto FoundBestMatch; + } + } + } + + FoundBestMatch: + if (bestMatchIndex >= 0) + return models[bestMatchIndex].transform; + else + return null; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Scene Hierarchy + /************************************************************************************************************************/ + + private static void DoHierarchyGUI() + { + GUILayout.BeginVertical(GUI.skin.box); + GUILayout.Label("Preview Scene Hierarchy"); + DoHierarchyGUI(_Instance._Scene.PreviewSceneRoot); + GUILayout.EndVertical(); + } + + /************************************************************************************************************************/ + + private static GUIStyle _HierarchyButtonStyle; + + private static void DoHierarchyGUI(Transform root) + { + var area = AnimancerGUI.LayoutSingleLineRect(); + + if (_HierarchyButtonStyle == null) + _HierarchyButtonStyle = new GUIStyle(EditorStyles.miniButton) + { + alignment = TextAnchor.MiddleLeft, + }; + + if (GUI.Button(EditorGUI.IndentedRect(area), root.name, _HierarchyButtonStyle)) + { + Selection.activeTransform = root; + GUIUtility.ExitGUI(); + } + + var childCount = root.childCount; + if (childCount == 0) + return; + + var expandedHierarchy = _Instance._Scene.ExpandedHierarchy; + var index = expandedHierarchy != null ? expandedHierarchy.IndexOf(root) : -1; + var isExpanded = EditorGUI.Foldout(area, index >= 0, GUIContent.none); + if (isExpanded) + { + if (index < 0) + expandedHierarchy.Add(root); + + EditorGUI.indentLevel++; + for (int i = 0; i < childCount; i++) + DoHierarchyGUI(root.GetChild(i)); + EditorGUI.indentLevel--; + } + else if (index >= 0) + { + expandedHierarchy.RemoveAt(index); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Settings.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Settings.cs.meta new file mode 100644 index 0000000000..51a02c04b8 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Settings.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 384a95563a658c94583de0afc8fec816 +timeCreated: 1516751545 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.cs b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.cs new file mode 100644 index 0000000000..1460f53e5c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.cs @@ -0,0 +1,427 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using System; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer.Editor +{ + /// [Editor-Only] + /// An which allows the user to preview animation transitions separately from the rest + /// of the scene in Edit Mode or Play Mode. + /// + /// + /// Documentation: Previews + /// + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionPreviewWindow + /// + [HelpURL(Strings.DocsURLs.TransitionPreviews)] +#if UNITY_2020_1_OR_NEWER + [EditorWindowTitle]// Prevent the base SceneView from trying to use this type name to find the icon. +#endif + public sealed partial class TransitionPreviewWindow : SceneView + { + /************************************************************************************************************************/ + #region Public API + /************************************************************************************************************************/ + + private static Texture _Icon; + + /// The icon image used by this window. + public static Texture Icon + { + get + { + if (_Icon == null) + { + // Possible icons: "UnityEditor.LookDevView", "SoftlockInline", "ViewToolOrbit", "ClothInspector.ViewValue". + var name = EditorGUIUtility.isProSkin ? "ViewToolOrbit On" : "ViewToolOrbit"; + + _Icon = AnimancerGUI.LoadIcon(name); + if (_Icon == null) + _Icon = EditorGUIUtility.whiteTexture; + } + + return _Icon; + } + } + + /************************************************************************************************************************/ + + /// + /// Focusses the or creates one if none exists. + /// Or closes the existing window if it was already previewing the `transitionProperty`. + /// + public static void OpenOrClose(SerializedProperty transitionProperty) + { + transitionProperty = transitionProperty.Copy(); + + EditorApplication.delayCall += () => + { + if (!IsPreviewing(transitionProperty)) + { + GetWindow(typeof(SceneView)) + .SetTargetProperty(transitionProperty); + } + else + { + _Instance.Close(); + } + }; + } + + /************************************************************************************************************************/ + + /// + /// The of the current transition. Can only be set if the property + /// being previewed matches the current . + /// + public static float PreviewNormalizedTime + { + get => _Instance._Animations.NormalizedTime; + set + { + if (value.IsFinite() && + IsPreviewingCurrentProperty()) + _Instance._Animations.NormalizedTime = value; + } + } + + /************************************************************************************************************************/ + + /// + /// Returns the of the current transition if the property being previewed matches + /// the . Otherwise returns null. + /// + public static AnimancerState GetCurrentState() + { + if (!IsPreviewingCurrentProperty() || + _Instance._Scene.Animancer == null) + return null; + + _Instance._Scene.Animancer.States.TryGet(Transition, out var state); + return state; + } + + /************************************************************************************************************************/ + + /// + /// Is the current being previewed at the moment? + /// + public static bool IsPreviewingCurrentProperty() + { + return + TransitionDrawer.Context != null && + IsPreviewing(TransitionDrawer.Context.Property); + } + + /// Is the `property` being previewed at the moment? + public static bool IsPreviewing(SerializedProperty property) + { + return + _Instance != null && + _Instance._TransitionProperty.IsValid() && + Serialization.AreSameProperty(property, _Instance._TransitionProperty); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Messages + /************************************************************************************************************************/ + + private static TransitionPreviewWindow _Instance; + + [SerializeField] private Object[] _PreviousSelection; + [SerializeField] private Animations _Animations; + [SerializeField] private Scene _Scene; + + /************************************************************************************************************************/ + + /// + public override void OnEnable() + { + _Instance = this; + +#if ! UNITY_2020_1_OR_NEWER + // Unity 2019 logs an error message when opening this window. + // This is because the base SceneView has a [EditorWindowTitle] attribute which looks for the icon by + // name, but since it's internal before Unity 2020 we can't replace it to prevent it from doing so. + // Error: Unable to load the icon: 'Animancer.Editor.TransitionPreviewWindow'. + using (BlockAllLogs.Activate()) +#endif + { + base.OnEnable(); + } + + name = "Transition Preview Window"; + titleContent = new GUIContent("Transition Preview", Icon); + autoRepaintOnSceneChange = true; + sceneViewState.showSkybox = false; + sceneLighting = false; + + if (_Scene == null) + _Scene = new Scene(); + if (_Animations == null) + _Animations = new Animations(); + + if (_TransitionProperty.IsValid() && + !CanBePreviewed(_TransitionProperty)) + { + DestroyTransitionProperty(); + } + + _Scene.OnEnable(); + + Selection.selectionChanged += OnSelectionChanged; + AssemblyReloadEvents.beforeAssemblyReload += DeselectPreviewSceneObjects; + + // Re-select next frame. + // This fixes an issue where the Inspector header displays differently after a domain reload. + if (Selection.activeObject == this) + { + Selection.activeObject = null; + EditorApplication.delayCall += () => Selection.activeObject = this; + } + } + + /************************************************************************************************************************/ + + /// + public override void OnDisable() + { + base.OnDisable(); + _Scene.OnDisable(); + _Instance = null; + Selection.selectionChanged -= OnSelectionChanged; + AssemblyReloadEvents.beforeAssemblyReload -= DeselectPreviewSceneObjects; + } + + /************************************************************************************************************************/ + + private new void OnDestroy() + { + base.OnDestroy(); + _Scene.OnDestroy(); + DestroyTransitionProperty(); + + using (ObjectPool.Disposable.AcquireList(out var objects)) + { + for (int i = 0; i < _PreviousSelection.Length; i++) + { + var obj = _PreviousSelection[i]; + if (obj != null) + objects.Add(obj); + } + Selection.objects = objects.ToArray(); + } + + _TransitionProperty = null; + + AnimancerGUI.RepaintEverything(); + } + + /************************************************************************************************************************/ + + /// +#if UNITY_2021_2_OR_NEWER + protected override void OnSceneGUI() +#else + protected override void OnGUI() +#endif + { + _Instance = this; + + var activeObject = Selection.activeObject; + +#if UNITY_2021_2_OR_NEWER + base.OnSceneGUI(); +#else + base.OnGUI(); +#endif + + // Don't allow clicks in this window to select objects in the preview scene. + if (activeObject != Selection.activeObject) + DeselectPreviewSceneObjects(); + + _Scene.OnGUI(); + } + + /************************************************************************************************************************/ + + /// Called multiple times per second while this window is visible. + private void Update() + { + if (Selection.activeObject == null) + Selection.activeObject = this; + + if (Settings.AutoClose && !_TransitionProperty.IsValid()) + { + Close(); + return; + } + } + + /************************************************************************************************************************/ + + /// Returns false. + /// Returning true makes it draw the main scene instead of the custom scene in Unity 2020. + protected override bool SupportsStageHandling() => false; + + /************************************************************************************************************************/ + + private void OnSelectionChanged() + { + if (Selection.activeObject == null) + EditorApplication.delayCall += () => Selection.activeObject = this; + } + + /************************************************************************************************************************/ + + private void DeselectPreviewSceneObjects() + { + using (ObjectPool.Disposable.AcquireList(out var objects)) + { + var selection = Selection.objects; + for (int i = 0; i < selection.Length; i++) + { + var obj = selection[i]; + if (!_Scene.IsSceneObject(obj)) + objects.Add(obj); + } + Selection.objects = objects.ToArray(); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Transition Property + /************************************************************************************************************************/ + + [SerializeField] + private Serialization.PropertyReference _TransitionProperty; + + /// The currently being previewed. + public static SerializedProperty TransitionProperty => _Instance._TransitionProperty; + + /************************************************************************************************************************/ + + /// The currently being previewed. + public static ITransitionDetailed Transition + { + get + { + var property = _Instance._TransitionProperty; + if (!property.IsValid()) + return null; + + return property.Property.GetValue(); + } + } + + /************************************************************************************************************************/ + + /// Indicates whether the `property` is able to be previewed by this system. + public static bool CanBePreviewed(SerializedProperty property) + { + var accessor = property.GetAccessor(); + if (accessor == null) + return false; + + var type = accessor.GetFieldElementType(property); + if (typeof(ITransitionDetailed).IsAssignableFrom(type)) + return true; + + var value = accessor.GetValue(property); + return + value != null && + typeof(ITransitionDetailed).IsAssignableFrom(value.GetType()); + } + + /************************************************************************************************************************/ + + private void SetTargetProperty(SerializedProperty property) + { + if (property.serializedObject.targetObjects.Length != 1) + { + Close(); + throw new ArgumentException($"{nameof(TransitionPreviewWindow)} does not support multi-object selection."); + } + + if (!CanBePreviewed(property)) + { + Close(); + throw new ArgumentException($"The specified property does not implement {nameof(ITransitionDetailed)}."); + } + + if (!_TransitionProperty.IsValid()) + _PreviousSelection = Selection.objects; + Selection.activeObject = this; + + DestroyTransitionProperty(); + + _TransitionProperty = property; + _Scene.OnTargetPropertyChanged(); + } + + /************************************************************************************************************************/ + + private void DestroyTransitionProperty() + { + if (_TransitionProperty == null) + return; + + _Scene.DestroyModelInstance(); + + _TransitionProperty.Dispose(); + _TransitionProperty = null; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Error Intercepts +#if !UNITY_2020_1_OR_NEWER + /************************************************************************************************************************/ + + /// Prevents log messages between and . + private sealed class BlockAllLogs : IDisposable, ILogHandler + { + private static readonly BlockAllLogs Instance = new BlockAllLogs(); + + private ILogHandler _PreviousHandler; + + public static IDisposable Activate() + { + AnimancerUtilities.Assert(Instance._PreviousHandler == null, + $"{nameof(BlockAllLogs)} can't be used recursively."); + + Instance._PreviousHandler = Debug.unityLogger.logHandler; + Debug.unityLogger.logHandler = Instance; + return Instance; + } + + void IDisposable.Dispose() + { + Debug.unityLogger.logHandler = _PreviousHandler; + _PreviousHandler = null; + } + + void ILogHandler.LogFormat(LogType logType, Object context, string format, params object[] args) { } + + void ILogHandler.LogException(Exception exception, Object context) { } + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.cs.meta new file mode 100644 index 0000000000..abf32eb732 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cadc451eaffebdb48ad6dc32456ebbd5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: d4e06a71fc03595429cac47cd385c4c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Validate.Value.cs b/Assets/Plugins/Animancer/Internal/Editor/Validate.Value.cs new file mode 100644 index 0000000000..749916028d --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Validate.Value.cs @@ -0,0 +1,74 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +namespace Animancer +{ + /// https://kybernetik.com.au/animancer/api/Animancer/Validate + public static partial class Validate + { + /************************************************************************************************************************/ + + /// A rule that defines which values are valid. + /// https://kybernetik.com.au/animancer/api/Animancer/Value + public enum Value + { + /// Any value is allowed. + Any, + + /// Only values between 0 (inclusive) and 1 (inclusive) are allowed. + ZeroToOne, + + /// Only 0 or positive values are allowed. + IsNotNegative, + + /// Infinity and NaN are not allowed. + IsFinite, + + /// Infinity is not allowed. + IsFiniteOrNaN, + } + + /************************************************************************************************************************/ + + /// Enforces the `rule` on the `value`. + public static void ValueRule(ref float value, Value rule) + { + switch (rule) + { + case Value.Any: + default: + return; + + case Value.ZeroToOne: + if (!(value >= 0))// Reversed comparison to include NaN. + value = 0; + else if (value > 1) + value = 1; + break; + + case Value.IsNotNegative: + if (!(value >= 0))// Reversed comparison to include NaN. + value = 0; + break; + + case Value.IsFinite: + if (float.IsNaN(value)) + value = 0; + else if (float.IsPositiveInfinity(value)) + value = float.MaxValue; + else if (float.IsNegativeInfinity(value)) + value = float.MinValue; + break; + + case Value.IsFiniteOrNaN: + if (float.IsPositiveInfinity(value)) + value = float.MaxValue; + else if (float.IsNegativeInfinity(value)) + value = float.MinValue; + break; + } + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Validate.Value.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Validate.Value.cs.meta new file mode 100644 index 0000000000..2d435eb4bd --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Validate.Value.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 8f0bb4317f2e91b4c8bd3803ff978a3e +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Editor/Validate.cs b/Assets/Plugins/Animancer/Internal/Editor/Validate.cs new file mode 100644 index 0000000000..e82a3db00d --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Validate.cs @@ -0,0 +1,120 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; + +namespace Animancer +{ + /// + /// Enforces various rules throughout the system, most of which are compiled out if UNITY_ASSERTIONS is not defined + /// (by default, it is only defined in the Unity Editor and in Development Builds). + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Validate + /// + public static partial class Validate + { + /************************************************************************************************************************/ + + /// [Assert-Conditional] Throws if the `clip` is marked as . + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void AssertNotLegacy(AnimationClip clip) + { +#if UNITY_ASSERTIONS + if (clip.legacy) + throw new ArgumentException( + $"Legacy clip '{clip.name}' cannot be used by Animancer." + + " Set the legacy property to false before using this clip." + + " If it was imported as part of a model then the model's Rig type must be changed to Humanoid or Generic." + + " Otherwise you can use the 'Toggle Legacy' function in the clip's context menu" + + " (via the cog icon in the top right of its Inspector)."); +#endif + } + + /************************************************************************************************************************/ + + /// [Assert-Conditional] Throws if the is not the `root`. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void AssertRoot(AnimancerNode node, AnimancerPlayable root) + { +#if UNITY_ASSERTIONS + if (node.Root != root) + throw new ArgumentException( + $"{nameof(AnimancerNode)}.{nameof(AnimancerNode.Root)} mismatch:" + + $" cannot use a node in an {nameof(AnimancerPlayable)} that is not its {nameof(AnimancerNode.Root)}: " + + node.GetDescription()); +#endif + } + + /************************************************************************************************************************/ + + /// [Assert-Conditional] Throws if the `node`'s is invalid. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void AssertPlayable(AnimancerNode node) + { +#if UNITY_ASSERTIONS + if (node._Playable.IsValid()) + return; + + var description = node.ToString(); + + if (node is AnimancerState state) + state.Destroy(); + + if (node.Root == null) + throw new InvalidOperationException( + $"{nameof(AnimancerNode)}.{nameof(AnimancerNode.Root)} hasn't been set so it's" + + $" {nameof(Playable)} hasn't been created. It can be set by playing the state" + + $" or calling {nameof(AnimancerState.SetRoot)} on it directly." + + $" {nameof(AnimancerState.SetParent)} would also work if the parent has a {nameof(AnimancerNode.Root)}." + + $"\n• State: {description}"); + else + throw new InvalidOperationException( + $"{nameof(AnimancerNode)}.{nameof(IPlayableWrapper.Playable)} has not been created." + + $" {nameof(AnimancerNode.CreatePlayable)} likely needs to be called on it before performing this operation." + + $"\n• State: {description}"); +#endif + } + + /************************************************************************************************************************/ + + /// [Assert-Conditional] + /// Throws if the `state` was not actually assigned to its specified in + /// the `states`. + /// + /// + /// + /// The is larger than the number of `states`. + /// + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void AssertCanRemoveChild(AnimancerState state, IList states) + { +#if UNITY_ASSERTIONS + var index = state.Index; + + if (index < 0) + throw new InvalidOperationException( + $"Cannot remove a child state that did not have an {nameof(state.Index)} assigned"); + + if (index > states.Count) + throw new IndexOutOfRangeException( + $"{nameof(AnimancerState)}.{nameof(state.Index)} ({state.Index})" + + $" is outside the collection of states (count {states.Count})"); + + if (states[state.Index] != state) + throw new InvalidOperationException( + $"Cannot remove a child state that was not actually connected to its port on {state.Parent}:" + + $"\n• Port: {state.Index}" + + $"\n• Connected Child: {AnimancerUtilities.ToStringOrNull(states[state.Index])}" + + $"\n• Disconnecting Child: {AnimancerUtilities.ToStringOrNull(state)}"); +#endif + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Editor/Validate.cs.meta b/Assets/Plugins/Animancer/Internal/Editor/Validate.cs.meta new file mode 100644 index 0000000000..f4d0aecd33 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Editor/Validate.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 53ca7fd66d753e248a1e0faff8acfe17 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces.meta b/Assets/Plugins/Animancer/Internal/Interfaces.meta new file mode 100644 index 0000000000..cb3e5ec33c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8c1966a2e7818cb47acd6ed075c0f902 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IAnimancerComponent.cs b/Assets/Plugins/Animancer/Internal/Interfaces/IAnimancerComponent.cs new file mode 100644 index 0000000000..0a86dcd7d4 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IAnimancerComponent.cs @@ -0,0 +1,82 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /// Interface for components that manage an . + /// + /// Despite the name, this interface is not necessarily limited to only s. + /// + /// This interface allows Animancer Lite to reference an inside the pre-compiled + /// DLL while allowing that component to remain outside as a regular script. Otherwise everything would need to be + /// in the DLL which would cause Unity to lose all the script references when upgrading from Animancer Lite to Pro. + /// + /// Documentation: Component Types + /// + /// https://kybernetik.com.au/animancer/api/Animancer/IAnimancerComponent + /// + public interface IAnimancerComponent + { + /************************************************************************************************************************/ +#pragma warning disable IDE1006 // Naming Styles. + /************************************************************************************************************************/ + + /// Will this component be updated? + bool enabled { get; } + + /// The this component is attached to. + GameObject gameObject { get; } + + /************************************************************************************************************************/ +#pragma warning restore IDE1006 // Naming Styles. + /************************************************************************************************************************/ + + /// The component which this script controls. + Animator Animator { get; set; } + + /// The internal system which manages the playing animations. + AnimancerPlayable Playable { get; } + + /// Has the been initialized? + bool IsPlayableInitialized { get; } + + /// Will the object be reset to its original values when disabled? + bool ResetOnDisable { get; } + + /// + /// Determines when animations are updated and which time source is used. This property is mainly a wrapper + /// around the . + /// + AnimatorUpdateMode UpdateMode { get; set; } + + /************************************************************************************************************************/ + + /// Returns the dictionary key to use for the `clip`. + object GetKey(AnimationClip clip); + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] The name of the serialized backing field for the property. + string AnimatorFieldName { get; } + + /// [Editor-Only] + /// The name of the serialized backing field for the property. + /// + string ActionOnDisableFieldName { get; } + + /// [Editor-Only] The that was first used when this script initialized. + /// + /// This is used to give a warning when changing to or from at + /// runtime since it won't work correctly. + /// + AnimatorUpdateMode? InitialUpdateMode { get; } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IAnimancerComponent.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/IAnimancerComponent.cs.meta new file mode 100644 index 0000000000..615ebbee4f --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IAnimancerComponent.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 8a65e009476d8f845836b9b0439dc8f3 +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IAnimationClipCollection.cs b/Assets/Plugins/Animancer/Internal/Interfaces/IAnimationClipCollection.cs new file mode 100644 index 0000000000..33c4a4208f --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IAnimationClipCollection.cs @@ -0,0 +1,249 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Reflection; +using UnityEngine; +using UnityEngine.Playables; + +namespace Animancer +{ + /// + /// A variant of which uses a instead of a + /// so that it can take a to efficiently avoid adding duplicates. + /// contains various extension methods for this purpose. + /// + /// + /// still needs to be the main point of entry for the Animation Window, so this + /// interface is only used internally. + /// + /// https://kybernetik.com.au/animancer/api/Animancer/IAnimationClipCollection + /// + public interface IAnimationClipCollection + { + /************************************************************************************************************************/ + + /// Adds all the animations associated with this object to the `clips`. + void GatherAnimationClips(ICollection clips); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + public static partial class AnimancerUtilities + { + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Adds the `clip` to the `clips` if it wasn't there already. + /// + public static void Gather(this ICollection clips, AnimationClip clip) + { + if (clip != null && !clips.Contains(clip)) + clips.Add(clip); + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Calls for each of the `newClips`. + /// + public static void Gather(this ICollection clips, IList gatherFrom) + { + if (gatherFrom == null) + return; + + for (int i = gatherFrom.Count - 1; i >= 0; i--) + clips.Gather(gatherFrom[i]); + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Calls for each of the `newClips`. + /// + public static void Gather(this ICollection clips, IEnumerable gatherFrom) + { + if (gatherFrom == null) + return; + + foreach (var clip in gatherFrom) + clips.Gather(clip); + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Calls for each clip in the `asset`. + /// + public static void GatherFromAsset(this ICollection clips, PlayableAsset asset) + { + if (asset == null) + return; + + // We want to get the tracks out of a TimelineAsset without actually referencing that class directly + // because it comes from an optional package and Animancer does not need to depend on that package. + + var method = asset.GetType().GetMethod("GetRootTracks"); + if (method != null && + typeof(IEnumerable).IsAssignableFrom(method.ReturnType) && + method.GetParameters().Length == 0) + { + var rootTracks = method.Invoke(asset, null); + GatherFromTracks(clips, rootTracks as IEnumerable); + } + } + + /************************************************************************************************************************/ + + /// Gathers all the animations in the `tracks`. + private static void GatherFromTracks(ICollection clips, IEnumerable tracks) + { + if (tracks == null) + return; + + foreach (var track in tracks) + { + if (track == null) + continue; + + var trackType = track.GetType(); + + var getClips = trackType.GetMethod("GetClips"); + if (getClips != null && + typeof(IEnumerable).IsAssignableFrom(getClips.ReturnType) && + getClips.GetParameters().Length == 0) + { + var trackClips = getClips.Invoke(track, null) as IEnumerable; + if (trackClips != null) + { + foreach (var clip in trackClips) + { + var animationClip = clip.GetType().GetProperty("animationClip"); + if (animationClip != null && + animationClip.PropertyType == typeof(AnimationClip)) + { + var getClip = animationClip.GetGetMethod(); + clips.Gather(getClip.Invoke(clip, null) as AnimationClip); + } + } + } + } + + var getChildTracks = trackType.GetMethod("GetChildTracks"); + if (getChildTracks != null && + typeof(IEnumerable).IsAssignableFrom(getChildTracks.ReturnType) && + getChildTracks.GetParameters().Length == 0) + { + var childTracks = getChildTracks.Invoke(track, null); + GatherFromTracks(clips, childTracks as IEnumerable); + } + } + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Calls for each clip gathered by + /// . + /// + public static void GatherFromSource(this ICollection clips, IAnimationClipSource source) + { + if (source == null) + return; + + var list = ObjectPool.AcquireList(); + source.GetAnimationClips(list); + clips.Gather(list); + ObjectPool.Release(list); + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Calls for each item in the `source`. + /// + public static void GatherFromSource(this ICollection clips, IEnumerable source) + { + if (source != null) + foreach (var item in source) + clips.GatherFromSource(item); + } + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Calls for each clip in the `source`, + /// supporting both and . + /// + public static bool GatherFromSource(this ICollection clips, object source) + { + if (TryGetWrappedObject(source, out AnimationClip clip)) + { + clips.Gather(clip); + return true; + } + + if (TryGetWrappedObject(source, out IAnimationClipCollection collectionSource)) + { + collectionSource.GatherAnimationClips(clips); + return true; + } + + if (TryGetWrappedObject(source, out IAnimationClipSource listSource)) + { + clips.GatherFromSource(listSource); + return true; + } + + if (TryGetWrappedObject(source, out IEnumerable enumerable)) + { + clips.GatherFromSource(enumerable); + return true; + } + + return false; + } + + /************************************************************************************************************************/ + + /// + /// Attempts to get the from the `clipSource` and returns true if + /// successful. If it has multiple animations with different rates, this method returns false. + /// + public static bool TryGetFrameRate(object clipSource, out float frameRate) + { + using (ObjectPool.Disposable.AcquireSet(out var clips)) + { + clips.GatherFromSource(clipSource); + if (clips.Count == 0) + { + frameRate = float.NaN; + return false; + } + + frameRate = float.NaN; + + foreach (var clip in clips) + { + if (float.IsNaN(frameRate)) + { + frameRate = clip.frameRate; + } + else if (frameRate != clip.frameRate) + { + frameRate = float.NaN; + return false; + } + } + + return frameRate > 0; + } + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IAnimationClipCollection.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/IAnimationClipCollection.cs.meta new file mode 100644 index 0000000000..9843ce82ed --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IAnimationClipCollection.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 425f4aed596b8a04b9c0f4ec49d37789 +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/ICharacterRoot.cs b/Assets/Plugins/Animancer/Internal/Interfaces/ICharacterRoot.cs new file mode 100644 index 0000000000..2bdcf1ac8b --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/ICharacterRoot.cs @@ -0,0 +1,199 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /// + /// Interface for components to indicate which is the root of a character when + /// is called. + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ICharacterRoot + /// + public interface ICharacterRoot + { + /************************************************************************************************************************/ +#pragma warning disable IDE1006 // Naming Styles. + /************************************************************************************************************************/ + + /// + /// The to search for s beneath. + /// + /// + /// + /// Implementing this interface in a will automatically inherit this property so + /// you do not need to do anything else: + /// + /// public class MyComponent : MonoBehaviour, IAnimancerRoot + /// { + /// } + /// + /// But if you want to have your script point to a different object as the root, you can explicitly implement + /// this property: + /// + /// public class MyComponent : MonoBehaviour, IAnimancerRoot + /// { + /// Transform IAnimancerRoot.transform => ???; + /// } + /// + Transform transform { get; } + + /************************************************************************************************************************/ +#pragma warning restore IDE1006 // Naming Styles. + /************************************************************************************************************************/ + } +} + +/************************************************************************************************************************/ +#if UNITY_EDITOR +/************************************************************************************************************************/ + +namespace Animancer.Editor +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerEditorUtilities + partial class AnimancerEditorUtilities + { + /************************************************************************************************************************/ + + /// Takes a `gameObject` and returns the root of the character it is part of. + /// + /// + /// This method first searches all parents for an . If it finds one, it returns the + /// . + /// + /// Otherwise, if the object is part of a prefab then it returns the root of that prefab instance. + /// + /// Otherwise, it counts the number of Animators in the children of the `gameObject` then does + /// the same for each parent. If it finds a parent with a different number of child Animators, it + /// assumes that object is the parent of multiple characters and returns the previous parent as the root. + /// + /// + /// + ///

Simple Hierarchy

+ /// + /// - Character - Rigidbody, etc. + /// - Model - Animator, AnimancerComponent + /// - States - Various components which reference the AnimationClips they will play + /// + /// Passing the Model into this method will return the Character because it has the same + /// number of Animator components in its children. + /// + ///

Shared Hierarchy

+ /// + /// - Characters - Empty object used to group all characters + /// - Character - Rigidbody, etc. + /// - Model - Animator, AnimancerComponent + /// - States - Various components which reference the AnimationClips they will play + /// - Another Character + /// - Model + /// - States + /// + /// + /// Model has one Animator and no more in its children. + /// And Character has one Animator in its children (the same one). + /// But Characters has two Animators in its children (one on each character). + /// + /// So it picks the Character as the root. + /// + ///

Complex Hierarchy

+ /// + /// - Character - Rigidbody, etc. + /// - Model - Animator, AnimancerComponent + /// - States - Various components which reference the AnimationClips they will play + /// - Another Model - Animator (maybe the character is holding a gun which has a reload animation) + /// + /// In this case, the automatic system would see that the Character already has more child + /// s than the selected Model so it would only return the Model itself. + /// This can be fixed by making any of the scripts on the Character implement + /// to tell the system which object you want it to use as the root. + ///
+ public static Transform FindRoot(GameObject gameObject) + { + var root = gameObject.GetComponentInParent(); + if (root != null) + return root.transform; + +#if UNITY_EDITOR + var path = UnityEditor.AssetDatabase.GetAssetPath(gameObject); + if (!string.IsNullOrEmpty(path)) + return gameObject.transform.root; + + var status = UnityEditor.PrefabUtility.GetPrefabInstanceStatus(gameObject); + if (status != UnityEditor.PrefabInstanceStatus.NotAPrefab) + { + gameObject = UnityEditor.PrefabUtility.GetOutermostPrefabInstanceRoot(gameObject); + return gameObject.transform; + } +#endif + + var animators = ObjectPool.AcquireList(); + gameObject.GetComponentsInChildren(true, animators); + var animatorCount = animators.Count; + + var parent = gameObject.transform; + while (parent.parent != null) + { + animators.Clear(); + parent.parent.GetComponentsInChildren(true, animators); + + if (animatorCount == 0) + animatorCount = animators.Count; + else if (animatorCount != animators.Count) + break; + + parent = parent.parent; + } + + ObjectPool.Release(animators); + + return parent; + } + + /************************************************************************************************************************/ + + /// + /// Calls if the specified `obj` is a or + /// . + /// + public static Transform FindRoot(Object obj) + { + if (obj is ICharacterRoot iRoot) + return iRoot.transform; + + return TryGetGameObject(obj, out var gameObject) ? FindRoot(gameObject) : null; + } + + /************************************************************************************************************************/ + + /// Outputs the assignated with the `obj` and returns true if it exists. + /// + /// If the `obj` is a it is used as the result. + /// + /// Or if the `obj` is a then its is used as the result. + /// + public static bool TryGetGameObject(Object obj, out GameObject gameObject) + { + if (obj is GameObject go) + { + gameObject = go; + return true; + } + + if (obj is Component component) + { + gameObject = component.gameObject; + return true; + } + + gameObject = null; + return false; + } + + /************************************************************************************************************************/ + } +} + +/************************************************************************************************************************/ +#endif +/************************************************************************************************************************/ + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/ICharacterRoot.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/ICharacterRoot.cs.meta new file mode 100644 index 0000000000..b944257196 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/ICharacterRoot.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b0ce56961b7e72345913686a9ffed4be +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IHasEvents.cs b/Assets/Plugins/Animancer/Internal/Interfaces/IHasEvents.cs new file mode 100644 index 0000000000..0b2dcfaeea --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IHasEvents.cs @@ -0,0 +1,29 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +namespace Animancer +{ + /// An object which has an . + /// + /// Documentation: Animancer Events + /// + /// https://kybernetik.com.au/animancer/api/Animancer/IHasEvents + /// + public interface IHasEvents + { + /************************************************************************************************************************/ + + /// Events which will be triggered as the animation plays. + AnimancerEvent.Sequence Events { get; } + + /// Events which will be triggered as the animation plays. + ref AnimancerEvent.Sequence.Serializable SerializedEvents { get; } + + /************************************************************************************************************************/ + } + + /// A combination of and . + /// https://kybernetik.com.au/animancer/api/Animancer/ITransitionWithEvents + /// + public interface ITransitionWithEvents : ITransition, IHasEvents { } +} + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IHasEvents.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/IHasEvents.cs.meta new file mode 100644 index 0000000000..e2bfd1904f --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IHasEvents.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 80d48ef5d29e8294a8cd83260dfcdb8b +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IHasKey.cs b/Assets/Plugins/Animancer/Internal/Interfaces/IHasKey.cs new file mode 100644 index 0000000000..62e759c736 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IHasKey.cs @@ -0,0 +1,21 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +namespace Animancer +{ + /// Exposes a object that can be used for dictionaries and hash sets. + /// + /// Documentation: Keys + /// + /// https://kybernetik.com.au/animancer/api/Animancer/IHasKey + /// + public interface IHasKey + { + /************************************************************************************************************************/ + + /// An identifier object that can be used for dictionaries and hash sets. + object Key { get; } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IHasKey.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/IHasKey.cs.meta new file mode 100644 index 0000000000..5f2fbfe2ad --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IHasKey.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1b8aa66f0b587ce42bfad1625ac75b74 +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IMotion.cs b/Assets/Plugins/Animancer/Internal/Interfaces/IMotion.cs new file mode 100644 index 0000000000..cd21416b3d --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IMotion.cs @@ -0,0 +1,77 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /// An object with an and . + /// https://kybernetik.com.au/animancer/api/Animancer/IMotion + /// + public interface IMotion + { + /************************************************************************************************************************/ + + /// The initial that the created state will have. + /// The actual average can vary in states like . + float AverageAngularSpeed { get; } + + /// The initial that the created state will have. + /// The actual average can vary in states like . + Vector3 AverageVelocity { get; } + + /************************************************************************************************************************/ + } + + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities + public static partial class AnimancerUtilities + { + /************************************************************************************************************************/ + + /// Outputs the or . + /// Returns false if the `motion` is null or an unsupported type. + public static bool TryGetAverageAngularSpeed(object motion, out float averageAngularSpeed) + { + if (motion is Motion unityMotion) + { + averageAngularSpeed = unityMotion.averageAngularSpeed; + return true; + } + else if (TryGetWrappedObject(motion, out IMotion iMotion)) + { + averageAngularSpeed = iMotion.AverageAngularSpeed; + return true; + } + else + { + averageAngularSpeed = default; + return false; + } + } + + /************************************************************************************************************************/ + + /// Outputs the or . + /// Returns false if the `motion` is null or an unsupported type. + public static bool TryGetAverageVelocity(object motion, out Vector3 averageVelocity) + { + if (motion is Motion unityMotion) + { + averageVelocity = unityMotion.averageSpeed; + return true; + } + else if (TryGetWrappedObject(motion, out IMotion iMotion)) + { + averageVelocity = iMotion.AverageVelocity; + return true; + } + else + { + averageVelocity = default; + return false; + } + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IMotion.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/IMotion.cs.meta new file mode 100644 index 0000000000..cf700719dd --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IMotion.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 931e39069bbaaf94db1aaa3ae8822bb9 +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IPlayableWrapper.cs b/Assets/Plugins/Animancer/Internal/Interfaces/IPlayableWrapper.cs new file mode 100644 index 0000000000..50ce7722b5 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IPlayableWrapper.cs @@ -0,0 +1,161 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; +using UnityEngine.Playables; + +namespace Animancer +{ + /// Interface for objects that manage a . + /// https://kybernetik.com.au/animancer/api/Animancer/IPlayableWrapper + /// + public interface IPlayableWrapper + { + /************************************************************************************************************************/ + + /// The object which receives the output of the . + IPlayableWrapper Parent { get; } + + /// The current blend weight of this node which determines how much it affects the final output. + float Weight { get; } + + /// The managed by this object. + Playable Playable { get; } + + /// The number of nodes using this object as their . + int ChildCount { get; } + + /// Returns the state connected to the specified `index` as a child of this object. + AnimancerNode GetChild(int index); + + /// + /// Indicates whether child playables should stay connected to the graph at all times. + /// + /// If false, playables will be disconnected from the graph while they are at 0 weight to stop it from + /// evaluating them every frame. + /// + /// + bool KeepChildrenConnected { get; } + + /// How fast the is advancing every frame. + /// + /// + /// 1 is the normal speed. + /// + /// A negative value will play the animation backwards. + /// + /// Animancer Lite does not allow this value to be changed in runtime builds. + /// + /// + /// + /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) + /// { + /// var state = animancer.Play(clip); + /// + /// state.Speed = 1;// Normal speed. + /// state.Speed = 2;// Double speed. + /// state.Speed = 0.5f;// Half speed. + /// state.Speed = -1;// Normal speed playing backwards. + /// } + /// + float Speed { get; set; } + + /************************************************************************************************************************/ + + /// + /// Should Unity call OnAnimatorIK on the animated object while this object and its children have any + /// ? + /// + /// + /// This is equivalent to the "IK Pass" toggle in Animator Controller layers, except that due to limitations in + /// the Playables API the layerIndex will always be zero. + /// + /// This value starts false by default, but can be automatically changed by + /// when the is set. + /// + /// IK only takes effect while at least one has a + /// above zero. Other node types either store the value to apply to their children or don't support IK. + /// + /// Documentation: IK Pass + /// + bool ApplyAnimatorIK { get; set; } + + /************************************************************************************************************************/ + + /// Should this object and its children apply IK to the character's feet? + /// + /// This is equivalent to the "Foot IK" toggle in Animator Controller states. + /// + /// This value starts true by default for s (false for others), but can be automatically + /// changed by when the is set. + /// + /// IK only takes effect while at least one has a + /// above zero. Other node types either store the value to apply to their children or don't support IK. + /// + /// Documentation: Foot IK + /// + bool ApplyFootIK { get; set; } + + /************************************************************************************************************************/ + } +} + +/************************************************************************************************************************/ +#if UNITY_EDITOR +/************************************************************************************************************************/ + +namespace Animancer.Editor +{ + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerEditorUtilities + public static partial class AnimancerEditorUtilities + { + /************************************************************************************************************************/ + + /// + /// Adds functions to show and set and + /// . + /// + public static void AddContextMenuIK(UnityEditor.GenericMenu menu, IPlayableWrapper ik) + { + menu.AddItem(new GUIContent("Inverse Kinematics/Apply Animator IK ?"), + ik.ApplyAnimatorIK, + () => ik.ApplyAnimatorIK = !ik.ApplyAnimatorIK); + menu.AddItem(new GUIContent("Inverse Kinematics/Apply Foot IK ?"), + ik.ApplyFootIK, + () => ik.ApplyFootIK = !ik.ApplyFootIK); + } + + /************************************************************************************************************************/ + + /// Re-scales the of all children to add up to 1. + public static void NormalizeChildWeights(this IPlayableWrapper parent) + { + var totalWeight = 0f; + var childCount = parent.ChildCount; + for (int i = 0; i < childCount; i++) + { + var child = parent.GetChild(i); + if (child.IsValid()) + totalWeight += child.Weight; + } + + if (totalWeight == 0 ||// Can't normalize. + Mathf.Approximately(totalWeight, 1))// Already normalized. + return; + + totalWeight = 1f / totalWeight; + for (int i = 0; i < childCount; i++) + { + var child = parent.GetChild(i); + if (child.IsValid()) + child.Weight *= totalWeight; + } + } + + /************************************************************************************************************************/ + } +} + +/************************************************************************************************************************/ +#endif +/************************************************************************************************************************/ + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IPlayableWrapper.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/IPlayableWrapper.cs.meta new file mode 100644 index 0000000000..ec2f32010a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IPlayableWrapper.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 8abfd735619067c40b7e6e10bcc0b559 +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/ITransition.cs b/Assets/Plugins/Animancer/Internal/Interfaces/ITransition.cs new file mode 100644 index 0000000000..05fae2e915 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/ITransition.cs @@ -0,0 +1,77 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// An object which can create an and set its details. + /// + /// Transitions are generally used as arguments for . + /// + /// Documentation: Transitions + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ITransition + /// + public interface ITransition : IHasKey, IPolymorphic + { + /************************************************************************************************************************/ + + /// + /// Creates and returns a new . + /// + /// Note that using methods like will also call + /// , so if you call this method manually you may want to call that method as well. Or you + /// can just use . + /// + /// + /// The first time a transition is used on an object, this method is called to create the state and register it + /// in the internal dictionary using the so that it can be reused later on. + /// + AnimancerState CreateState(); + + /// The amount of time this transition should take (in seconds). + float FadeDuration { get; } + + /// + /// The which should be used when this transition is passed into + /// . + /// + FadeMode FadeMode { get; } + + /// + /// Called by to apply any modifications to the `state`. + /// + /// + /// Unlike , this method is called every time the transition is used so it can do + /// things like set the or starting . + /// + void Apply(AnimancerState state); + + /************************************************************************************************************************/ + } + + /// An which creates a specific type of . + /// + /// Documentation: Transitions + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ITransition_1 + /// + public interface ITransition : ITransition where TState : AnimancerState + { + /************************************************************************************************************************/ + + /// + /// The state that was created by this object. Specifically, this is the state that was most recently + /// passed into (usually by ). + /// + TState State { get; } + + /************************************************************************************************************************/ + + /// Creates and returns a new . + new TState CreateState(); + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/ITransition.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/ITransition.cs.meta new file mode 100644 index 0000000000..0fcf6eb019 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/ITransition.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 38dc5de456105324097093ebe2ee0bfd +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionDetailed.cs b/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionDetailed.cs new file mode 100644 index 0000000000..41f47aa610 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionDetailed.cs @@ -0,0 +1,103 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /// An with some additional details (mainly for the Unity Editor GUI). + /// + /// Documentation: Transitions + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ITransitionDetailed + /// + public interface ITransitionDetailed : ITransition + { + /************************************************************************************************************************/ + + /// Can this transition create a valid ? + bool IsValid { get; } + + /// What will the value of be for the created state? + bool IsLooping { get; } + + /// The to start the animation at. + /// allows the animation to continue from its current time. + float NormalizedStartTime { get; set; } + + /// The maximum amount of time the animation is expected to take (in seconds). + /// The actual duration can vary in states like . + float MaximumDuration { get; } + + /// The to play the animation at. + float Speed { get; set; } + + /************************************************************************************************************************/ + } + + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities + public static partial class AnimancerUtilities + { + /************************************************************************************************************************/ + + /// Returns the with support for . + public static bool IsValid(this ITransition transition) + { + if (transition == null) + return false; + + if (TryGetWrappedObject(transition, out ITransitionDetailed detailed)) + return detailed.IsValid; + + return true; + } + + /************************************************************************************************************************/ + + /// Outputs the or . + /// Returns false if the `motionOrTransition` is null or an unsupported type. + public static bool TryGetIsLooping(object motionOrTransition, out bool isLooping) + { + if (motionOrTransition is Motion motion) + { + isLooping = motion.isLooping; + return true; + } + else if (TryGetWrappedObject(motionOrTransition, out ITransitionDetailed transition)) + { + isLooping = transition.IsLooping; + return true; + } + else + { + isLooping = false; + return false; + } + } + + /************************************************************************************************************************/ + + /// Outputs the or . + /// Returns false if the `motionOrTransition` is null or an unsupported type. + public static bool TryGetLength(object motionOrTransition, out float length) + { + if (motionOrTransition is AnimationClip clip) + { + length = clip.length; + return true; + } + else if (TryGetWrappedObject(motionOrTransition, out ITransitionDetailed transition)) + { + length = transition.MaximumDuration; + return true; + } + else + { + length = 0; + return false; + } + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionDetailed.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionDetailed.cs.meta new file mode 100644 index 0000000000..b27bae43d3 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionDetailed.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 947f6f0c74383bb4e80e50f141727178 +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionGUI.cs b/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionGUI.cs new file mode 100644 index 0000000000..4a35108ef0 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionGUI.cs @@ -0,0 +1,72 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#if UNITY_EDITOR + +using UnityEditor; +using UnityEngine; + +namespace Animancer.Editor +{ + /// [Editor-Only] An object that can draw custom GUI elements relating to transitions. + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/ITransitionGUI + /// + public interface ITransitionGUI + { + /************************************************************************************************************************/ + + /// Called while drawing the GUI for the scene. + void OnPreviewSceneGUI(TransitionPreviewDetails details); + + /// + /// Called while drawing the background GUI for the for the + /// . + /// + void OnTimelineBackgroundGUI(); + + /// + /// Called while drawing the foreground GUI for the for the + /// . + /// + void OnTimelineForegroundGUI(); + + /************************************************************************************************************************/ + } +} + +namespace Animancer.Editor +{ + /// [Editor-Only] Details about the current preview used by . + /// https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionPreviewDetails + /// + public readonly struct TransitionPreviewDetails + { + /************************************************************************************************************************/ + + /// The used to play the preview. + public readonly AnimancerPlayable Animancer; + + /// The of the used to play the preview. + public Transform Transform => Animancer.Component.Animator.transform; + + /************************************************************************************************************************/ + + /// The representing the target transition. + public static SerializedProperty Property => TransitionDrawer.Context.Property; + + /// The current . + public static ITransitionDetailed Transition => TransitionDrawer.Context.Transition; + + /************************************************************************************************************************/ + + /// Creates a new . + public TransitionPreviewDetails(AnimancerPlayable animancer) + { + Animancer = animancer; + } + + /************************************************************************************************************************/ + } +} + +#endif + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionGUI.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionGUI.cs.meta new file mode 100644 index 0000000000..c1d83a052c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/ITransitionGUI.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 50ea015fe10ac1a4293e0a83f536d959 +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IUpdatable.cs b/Assets/Plugins/Animancer/Internal/Interfaces/IUpdatable.cs new file mode 100644 index 0000000000..545db0f0ce --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IUpdatable.cs @@ -0,0 +1,61 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /// [Pro-Only] An object that can be updated during Animancer's animation updates. + /// + /// + /// Register to receive updates using or + /// and stop + /// receiving updates using or + /// . + /// + /// public sealed class MyUpdatable : Key, IUpdatable + /// { + /// private AnimancerComponent _Animancer; + /// + /// public void StartUpdating(AnimancerComponent animancer) + /// { + /// _Animancer = animancer; + /// + /// // If you want Update to be called before the playables get updated. + /// _Animancer.Playable.RequirePreUpdate(this); + /// + /// // If you want Update to be called after the playables get updated. + /// _Animancer.Playable.RequirePostUpdate(this); + /// } + /// + /// public void StopUpdating() + /// { + /// // If you used RequirePreUpdate. + /// _Animancer.Playable.CancelPreUpdate(this); + /// + /// // If you used RequirePostUpdate. + /// _Animancer.Playable.CancelPostUpdate(this); + /// } + /// + /// void IUpdatable.Update() + /// { + /// // Called during every animation update. + /// + /// // AnimancerPlayable.Current can be used to access the system it is being updated by. + /// } + /// } + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/IUpdatable + /// + public interface IUpdatable : Key.IListItem + { + /************************************************************************************************************************/ + + /// Called during every update. + /// The determines the update rate. + void Update(); + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IUpdatable.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/IUpdatable.cs.meta new file mode 100644 index 0000000000..77908ddb52 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IUpdatable.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: e47f767fd70d2f346bbf8ac5f2161bc0 +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IWrapper.cs b/Assets/Plugins/Animancer/Internal/Interfaces/IWrapper.cs new file mode 100644 index 0000000000..e781974048 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IWrapper.cs @@ -0,0 +1,57 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +namespace Animancer +{ + /// An object which wraps a object. + /// https://kybernetik.com.au/animancer/api/Animancer/IWrapper + /// + public interface IWrapper + { + /************************************************************************************************************************/ + + /// The wrapped object. + /// + /// Use in case the is also an + /// . + /// + object WrappedObject { get; } + + /************************************************************************************************************************/ + } + + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities + public static partial class AnimancerUtilities + { + /************************************************************************************************************************/ + + /// Returns the recursively. + public static object GetWrappedObject(object wrapper) + { + while (wrapper is IWrapper targetWrapper) + wrapper = targetWrapper.WrappedObject; + + return wrapper; + } + + /// + /// Returns the `wrapper` or first which is a . + /// + public static bool TryGetWrappedObject(object wrapper, out T wrapped) where T : class + { + while (true) + { + wrapped = wrapper as T; + if (wrapped != null) + return true; + + if (wrapper is IWrapper targetWrapper) + wrapper = targetWrapper.WrappedObject; + else + return false; + } + } + + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Interfaces/IWrapper.cs.meta b/Assets/Plugins/Animancer/Internal/Interfaces/IWrapper.cs.meta new file mode 100644 index 0000000000..8793276b64 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Interfaces/IWrapper.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: e936a32bb9d86144fad64356f6dd8258 +labels: +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Mixer States.meta b/Assets/Plugins/Animancer/Internal/Mixer States.meta new file mode 100644 index 0000000000..76000f5c9e --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c540fe7616fb74e498c179703c845109 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/CartesianMixerState.cs b/Assets/Plugins/Animancer/Internal/Mixer States/CartesianMixerState.cs new file mode 100644 index 0000000000..a7016edd15 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/CartesianMixerState.cs @@ -0,0 +1,215 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Text; +using UnityEngine; + +namespace Animancer +{ + /// [Pro-Only] + /// An which blends an array of other states together based on a two dimensional + /// parameter and thresholds using Gradient Band Interpolation. + /// + /// + /// This mixer type is similar to the 2D Freeform Cartesian Blend Type in Mecanim Blend Trees. + /// + /// Documentation: Mixers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/CartesianMixerState + /// + public class CartesianMixerState : MixerState + { + /************************************************************************************************************************/ + + /// .x. + public float ParameterX + { + get => Parameter.x; + set => Parameter = new Vector2(value, Parameter.y); + } + + /// .y. + public float ParameterY + { + get => Parameter.y; + set => Parameter = new Vector2(Parameter.x, value); + } + + /************************************************************************************************************************/ + + /// Precalculated values to speed up the recalculation of weights. + private Vector2[][] _BlendFactors; + + /// Indicates whether the need to be recalculated. + private bool _BlendFactorsDirty = true; + + /************************************************************************************************************************/ + + /// + /// Called whenever the thresholds are changed. Indicates that the internal blend factors need to be + /// recalculated and calls . + /// + public override void OnThresholdsChanged() + { + _BlendFactorsDirty = true; + base.OnThresholdsChanged(); + } + + /************************************************************************************************************************/ + + /// + /// Recalculates the weights of all based on the current value of the + /// and the . + /// + protected override void ForceRecalculateWeights() + { + WeightsAreDirty = false; + + var childCount = ChildCount; + if (childCount == 0) + { + return; + } + else if (childCount == 1) + { + var state = GetChild(0); + state.Weight = 1; + return; + } + + CalculateBlendFactors(childCount); + + float totalWeight = 0; + + for (int i = 0; i < childCount; i++) + { + var state = GetChild(i); + if (state == null) + continue; + + var blendFactors = _BlendFactors[i]; + + var threshold = GetThreshold(i); + var thresholdToParameter = Parameter - threshold; + + float weight = 1; + + for (int j = 0; j < childCount; j++) + { + if (j == i || GetChild(j) == null) + continue; + + var newWeight = 1 - Vector2.Dot(thresholdToParameter, blendFactors[j]); + + if (weight > newWeight) + weight = newWeight; + } + + if (weight < 0.01f) + weight = 0; + + state.Weight = weight; + totalWeight += weight; + } + + NormalizeWeights(totalWeight); + } + + /************************************************************************************************************************/ + + private void CalculateBlendFactors(int childCount) + { + if (!_BlendFactorsDirty) + return; + + _BlendFactorsDirty = false; + + // Resize the precalculated values. + if (AnimancerUtilities.SetLength(ref _BlendFactors, childCount)) + { + for (int i = 0; i < childCount; i++) + _BlendFactors[i] = new Vector2[childCount]; + } + + // Calculate the blend factors between each combination of thresholds. + for (int i = 0; i < childCount; i++) + { + var blendFactors = _BlendFactors[i]; + + var thresholdI = GetThreshold(i); + + var j = i + 1; + for (; j < childCount; j++) + { + var thresholdIToJ = GetThreshold(j) - thresholdI; + + thresholdIToJ *= 1f / thresholdIToJ.sqrMagnitude; + + // Each factor is used in [i][j] with it's opposite in [j][i]. + blendFactors[j] = thresholdIToJ; + _BlendFactors[j][i] = -thresholdIToJ; + } + } + } + + /************************************************************************************************************************/ + + /// + public override void AppendParameter(StringBuilder text, Vector2 parameter) + { + text.Append('(') + .Append(parameter.x) + .Append(", ") + .Append(parameter.y) + .Append(')'); + } + + /************************************************************************************************************************/ + #region Inspector + /************************************************************************************************************************/ + + /// + protected override int ParameterCount => 2; + + /// + protected override string GetParameterName(int index) + { + switch (index) + { + case 0: return "Parameter X"; + case 1: return "Parameter Y"; + default: throw new ArgumentOutOfRangeException(nameof(index)); + } + } + + /// + protected override AnimatorControllerParameterType GetParameterType(int index) => AnimatorControllerParameterType.Float; + + /// + protected override object GetParameterValue(int index) + { + switch (index) + { + case 0: return ParameterX; + case 1: return ParameterY; + default: throw new ArgumentOutOfRangeException(nameof(index)); + } + } + + /// + protected override void SetParameterValue(int index, object value) + { + switch (index) + { + case 0: ParameterX = (float)value; break; + case 1: ParameterY = (float)value; break; + default: throw new ArgumentOutOfRangeException(nameof(index)); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/CartesianMixerState.cs.meta b/Assets/Plugins/Animancer/Internal/Mixer States/CartesianMixerState.cs.meta new file mode 100644 index 0000000000..cd20df2a7f --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/CartesianMixerState.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: e0aebebda5ee98d45930f31efb79a081 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/DirectionalMixerState.cs b/Assets/Plugins/Animancer/Internal/Mixer States/DirectionalMixerState.cs new file mode 100644 index 0000000000..e09205ab69 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/DirectionalMixerState.cs @@ -0,0 +1,275 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Text; +using UnityEngine; + +namespace Animancer +{ + /// [Pro-Only] + /// An which blends an array of other states together based on a two dimensional + /// parameter and thresholds using Polar Gradient Band Interpolation. + /// + /// + /// This mixer type is similar to the 2D Freeform Directional Blend Type in Mecanim Blend Trees. + /// + /// Documentation: Mixers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/DirectionalMixerState + /// + public class DirectionalMixerState : MixerState + { + /************************************************************************************************************************/ + + /// .x. + public float ParameterX + { + get => Parameter.x; + set => Parameter = new Vector2(value, Parameter.y); + } + + /// .y. + public float ParameterY + { + get => Parameter.y; + set => Parameter = new Vector2(Parameter.x, value); + } + + /************************************************************************************************************************/ + + /// Precalculated magnitudes of all thresholds to speed up the recalculation of weights. + private float[] _ThresholdMagnitudes; + + /// Precalculated values to speed up the recalculation of weights. + private Vector2[][] _BlendFactors; + + /// Indicates whether the need to be recalculated. + private bool _BlendFactorsDirty = true; + + /// The multiplier that controls how much an angle (in radians) is worth compared to normalized distance. + private const float AngleFactor = 2; + + /************************************************************************************************************************/ + + /// + /// Called whenever the thresholds are changed. Indicates that the internal blend factors need to be + /// recalculated and calls . + /// + public override void OnThresholdsChanged() + { + _BlendFactorsDirty = true; + base.OnThresholdsChanged(); + } + + /************************************************************************************************************************/ + + /// + /// Recalculates the weights of all based on the current value of the + /// and the thresholds. + /// + protected override void ForceRecalculateWeights() + { + WeightsAreDirty = false; + + var childCount = ChildCount; + if (childCount == 0) + { + return; + } + else if (childCount == 1) + { + var state = GetChild(0); + state.Weight = 1; + return; + } + + CalculateBlendFactors(childCount); + + var parameterMagnitude = Parameter.magnitude; + float totalWeight = 0; + + for (int i = 0; i < childCount; i++) + { + var state = GetChild(i); + if (state == null) + continue; + + var blendFactors = _BlendFactors[i]; + + var thresholdI = GetThreshold(i); + var magnitudeI = _ThresholdMagnitudes[i]; + + // Convert the threshold to polar coordinates (distance, angle) and interpolate the weight based on those. + var differenceIToParameter = parameterMagnitude - magnitudeI; + var angleIToParameter = SignedAngle(thresholdI, Parameter) * AngleFactor; + + float weight = 1; + + for (int j = 0; j < childCount; j++) + { + if (j == i || GetChild(j) == null) + continue; + + var magnitudeJ = _ThresholdMagnitudes[j]; + var averageMagnitude = (magnitudeJ + magnitudeI) * 0.5f; + + var polarIToParameter = new Vector2( + differenceIToParameter / averageMagnitude, + angleIToParameter); + + var newWeight = 1 - Vector2.Dot(polarIToParameter, blendFactors[j]); + + if (weight > newWeight) + weight = newWeight; + } + + if (weight < 0.01f) + weight = 0; + + state.Weight = weight; + totalWeight += weight; + } + + NormalizeWeights(totalWeight); + } + + /************************************************************************************************************************/ + + private void CalculateBlendFactors(int childCount) + { + if (!_BlendFactorsDirty) + return; + + _BlendFactorsDirty = false; + + // Resize the precalculated values. + if (_BlendFactors == null || _BlendFactors.Length != childCount) + { + _ThresholdMagnitudes = new float[childCount]; + + _BlendFactors = new Vector2[childCount][]; + for (int i = 0; i < childCount; i++) + _BlendFactors[i] = new Vector2[childCount]; + } + + // Calculate the magnitude of each threshold. + for (int i = 0; i < childCount; i++) + { + _ThresholdMagnitudes[i] = GetThreshold(i).magnitude; + } + + // Calculate the blend factors between each combination of thresholds. + for (int i = 0; i < childCount; i++) + { + var blendFactors = _BlendFactors[i]; + + var thresholdI = GetThreshold(i); + var magnitudeI = _ThresholdMagnitudes[i]; + + var j = 0;// i + 1; + for (; j < childCount; j++) + { + if (i == j) + continue; + + var thresholdJ = GetThreshold(j); + var magnitudeJ = _ThresholdMagnitudes[j]; + + var averageMagnitude = (magnitudeI + magnitudeJ) * 0.5f; + + // Convert the thresholds to polar coordinates (distance, angle) and interpolate the weight based on those. + + var differenceIToJ = magnitudeJ - magnitudeI; + var angleIToJ = SignedAngle(thresholdI, thresholdJ); + + var polarIToJ = new Vector2( + differenceIToJ / averageMagnitude, + angleIToJ * AngleFactor); + + polarIToJ *= 1f / polarIToJ.sqrMagnitude; + + // Each factor is used in [i][j] with it's opposite in [j][i]. + blendFactors[j] = polarIToJ; + _BlendFactors[j][i] = -polarIToJ; + } + } + } + + /************************************************************************************************************************/ + + private static float SignedAngle(Vector2 a, Vector2 b) + { + // If either vector is exactly at the origin, the angle is 0. + if ((a.x == 0 && a.y == 0) || (b.x == 0 && b.y == 0)) + { + // Due to floating point error the formula below usually gives 0 but sometimes Pi, + // which screws up our other calculations so we need it to always be 0 properly. + return 0; + } + + return Mathf.Atan2( + a.x * b.y - a.y * b.x, + a.x * b.x + a.y * b.y); + } + + /************************************************************************************************************************/ + + /// + public override void AppendParameter(StringBuilder text, Vector2 parameter) + { + text.Append('(') + .Append(parameter.x) + .Append(", ") + .Append(parameter.y) + .Append(')'); + } + + /************************************************************************************************************************/ + #region Inspector + /************************************************************************************************************************/ + + /// + protected override int ParameterCount => 2; + + /// + protected override string GetParameterName(int index) + { + switch (index) + { + case 0: return "Parameter X"; + case 1: return "Parameter Y"; + default: throw new ArgumentOutOfRangeException(nameof(index)); + } + } + + /// + protected override AnimatorControllerParameterType GetParameterType(int index) => AnimatorControllerParameterType.Float; + + /// + protected override object GetParameterValue(int index) + { + switch (index) + { + case 0: return ParameterX; + case 1: return ParameterY; + default: throw new ArgumentOutOfRangeException(nameof(index)); + } + } + + /// + protected override void SetParameterValue(int index, object value) + { + switch (index) + { + case 0: ParameterX = (float)value; break; + case 1: ParameterY = (float)value; break; + default: throw new ArgumentOutOfRangeException(nameof(index)); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/DirectionalMixerState.cs.meta b/Assets/Plugins/Animancer/Internal/Mixer States/DirectionalMixerState.cs.meta new file mode 100644 index 0000000000..3b008217f2 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/DirectionalMixerState.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: df018869cc71dbd4cba0b6dc641e9aed +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/LinearMixerState.cs b/Assets/Plugins/Animancer/Internal/Mixer States/LinearMixerState.cs new file mode 100644 index 0000000000..18dfa1193f --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/LinearMixerState.cs @@ -0,0 +1,349 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Text; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// [Pro-Only] + /// An which blends an array of other states together using linear interpolation + /// between the specified thresholds. + /// + /// + /// This mixer type is similar to the 1D Blend Type in Mecanim Blend Trees. + /// + /// Documentation: Mixers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/LinearMixerState + /// + public class LinearMixerState : MixerState + { + /************************************************************************************************************************/ + + /// An that creates a . + public new interface ITransition : ITransition { } + + /************************************************************************************************************************/ + + private bool _ExtrapolateSpeed = true; + + /// + /// Should setting the above the highest threshold increase the + /// of this mixer proportionally? + /// + public bool ExtrapolateSpeed + { + get => _ExtrapolateSpeed; + set + { + if (_ExtrapolateSpeed == value) + return; + + _ExtrapolateSpeed = value; + + if (!_Playable.IsValid()) + return; + + var speed = Speed; + + var childCount = ChildCount; + if (value && childCount > 0) + { + var threshold = GetThreshold(childCount - 1); + if (Parameter > threshold) + speed *= Parameter / threshold; + } + + _Playable.SetSpeed(speed); + } + } + + /************************************************************************************************************************/ + + /// + /// Initializes the and with one + /// state per clip and assigns thresholds evenly spaced between the specified min and max (inclusive). + /// + public void Initialize(AnimationClip[] clips, float minThreshold = 0, float maxThreshold = 1) + { +#if UNITY_ASSERTIONS + if (minThreshold >= maxThreshold) + throw new ArgumentException($"{nameof(minThreshold)} must be less than {nameof(maxThreshold)}"); +#endif + + base.Initialize(clips); + AssignLinearThresholds(minThreshold, maxThreshold); + } + + /************************************************************************************************************************/ + + /// + /// Initializes the with two ports and connects two states to them for + /// the specified clips at the specified thresholds (default 0 and 1). + /// + public void Initialize(AnimationClip clip0, AnimationClip clip1, + float threshold0 = 0, float threshold1 = 1) + { + Initialize(2); + CreateChild(0, clip0); + CreateChild(1, clip1); + SetThresholds(threshold0, threshold1); +#if UNITY_ASSERTIONS + AssertThresholdsSorted(); +#endif + } + + /************************************************************************************************************************/ + + /// + /// Initializes the with three ports and connects three states to them for + /// the specified clips at the specified thresholds (default -1, 0, and 1). + /// + public void Initialize(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, + float threshold0 = -1, float threshold1 = 0, float threshold2 = 1) + { + Initialize(3); + CreateChild(0, clip0); + CreateChild(1, clip1); + CreateChild(2, clip2); + SetThresholds(threshold0, threshold1, threshold2); +#if UNITY_ASSERTIONS + AssertThresholdsSorted(); +#endif + } + + /************************************************************************************************************************/ +#if UNITY_ASSERTIONS + /************************************************************************************************************************/ + + private bool _NeedToCheckThresholdSorting; + + /// + /// Called whenever the thresholds are changed. Indicates that needs to + /// be called by the next if UNITY_ASSERTIONS is defined, then calls + /// . + /// + public override void OnThresholdsChanged() + { + _NeedToCheckThresholdSorting = true; + + base.OnThresholdsChanged(); + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + + /// + /// Throws an if the thresholds are not sorted from lowest to highest without + /// any duplicates. + /// + /// + /// The thresholds have not been initialized. + public void AssertThresholdsSorted() + { +#if UNITY_ASSERTIONS + _NeedToCheckThresholdSorting = false; +#endif + + if (!HasThresholds) + throw new InvalidOperationException("Thresholds have not been initialized"); + + var previous = float.NegativeInfinity; + + var childCount = ChildCount; + for (int i = 0; i < childCount; i++) + { + var state = GetChild(i); + if (state == null) + continue; + + var next = GetThreshold(i); + if (next > previous) + previous = next; + else + throw new ArgumentException("Thresholds are out of order." + + " They must be sorted from lowest to highest with no equal values."); + } + } + + /************************************************************************************************************************/ + + /// + /// Recalculates the weights of all based on the current value of the + /// and the thresholds. + /// + protected override void ForceRecalculateWeights() + { + WeightsAreDirty = false; + +#if UNITY_ASSERTIONS + if (_NeedToCheckThresholdSorting) + AssertThresholdsSorted(); +#endif + + // Go through all states, figure out how much weight to give those with thresholds adjacent to the + // current parameter value using linear interpolation, and set all others to 0 weight. + + var index = 0; + var previousState = GetNextState(ref index); + if (previousState == null) + goto ResetExtrapolatedSpeed; + + var parameter = Parameter; + var previousThreshold = GetThreshold(index); + + if (parameter <= previousThreshold) + { + DisableRemainingStates(index); + + if (previousThreshold >= 0) + { + previousState.Weight = 1; + goto ResetExtrapolatedSpeed; + } + } + else + { + var childCount = ChildCount; + while (++index < childCount) + { + var nextState = GetNextState(ref index); + if (nextState == null) + break; + + var nextThreshold = GetThreshold(index); + + if (parameter > previousThreshold && parameter <= nextThreshold) + { + var t = (parameter - previousThreshold) / (nextThreshold - previousThreshold); + previousState.Weight = 1 - t; + nextState.Weight = t; + DisableRemainingStates(index); + goto ResetExtrapolatedSpeed; + } + else + { + previousState.Weight = 0; + } + + previousState = nextState; + previousThreshold = nextThreshold; + } + } + + previousState.Weight = 1; + + if (ExtrapolateSpeed) + _Playable.SetSpeed(Speed * (parameter / previousThreshold)); + + return; + + ResetExtrapolatedSpeed: + if (ExtrapolateSpeed && _Playable.IsValid()) + _Playable.SetSpeed(Speed); + } + + /************************************************************************************************************************/ + + /// + /// Assigns the thresholds to be evenly spaced between the specified min and max (inclusive). + /// + public void AssignLinearThresholds(float min = 0, float max = 1) + { + var childCount = ChildCount; + + var thresholds = new float[childCount]; + + var increment = (max - min) / (childCount - 1); + + for (int i = 0; i < childCount; i++) + { + thresholds[i] = + i < childCount - 1 ? + min + i * increment :// Assign each threshold linearly spaced between the min and max. + max;// and ensure that the last one is exactly at the max (to avoid floating-point error). + } + + SetThresholds(thresholds); + } + + /************************************************************************************************************************/ + + /// + protected override void AppendDetails(StringBuilder text, string separator) + { + text.Append(separator) + .Append($"{nameof(ExtrapolateSpeed)}: ") + .Append(ExtrapolateSpeed); + + base.AppendDetails(text, separator); + } + + /************************************************************************************************************************/ + #region Inspector + /************************************************************************************************************************/ + + /// + protected override int ParameterCount => 1; + + /// + protected override string GetParameterName(int index) => "Parameter"; + + /// + protected override AnimatorControllerParameterType GetParameterType(int index) => AnimatorControllerParameterType.Float; + + /// + protected override object GetParameterValue(int index) => Parameter; + + /// + protected override void SetParameterValue(int index, object value) => Parameter = (float)value; + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] Returns a for this state. + protected internal override Editor.IAnimancerNodeDrawer CreateDrawer() => new Drawer(this); + + /************************************************************************************************************************/ + + /// + public class Drawer : Drawer + { + /************************************************************************************************************************/ + + /// + /// Creates a new to manage the Inspector GUI for the `state`. + /// + public Drawer(LinearMixerState state) : base(state) { } + + /************************************************************************************************************************/ + + /// + protected override void AddContextMenuFunctions(UnityEditor.GenericMenu menu) + { + base.AddContextMenuFunctions(menu); + + menu.AddItem(new GUIContent("Extrapolate Speed"), Target.ExtrapolateSpeed, () => + { + Target.ExtrapolateSpeed = !Target.ExtrapolateSpeed; + }); + + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/LinearMixerState.cs.meta b/Assets/Plugins/Animancer/Internal/Mixer States/LinearMixerState.cs.meta new file mode 100644 index 0000000000..25f253a12c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/LinearMixerState.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 142bfebac2959e14db634de96af8d899 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/ManualMixerState.cs b/Assets/Plugins/Animancer/Internal/Mixer States/ManualMixerState.cs new file mode 100644 index 0000000000..530d1c4694 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/ManualMixerState.cs @@ -0,0 +1,144 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// [Pro-Only] + /// An which blends multiple child states. Unlike other mixers, this class does not + /// perform any automatic weight calculations, it simple allows you to control the weight of all states manually. + /// + /// + /// This mixer type is similar to the Direct Blend Type in Mecanim Blend Trees. + /// The official Direct Blend Trees + /// tutorial explains their general concepts and purpose which apply to s as well. + /// + /// Documentation: Mixers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ManualMixerState + /// + public partial class ManualMixerState : MixerState + { + /************************************************************************************************************************/ + + /// An that creates a . + public interface ITransition : ITransition { } + + /************************************************************************************************************************/ + #region Properties + /************************************************************************************************************************/ + + /// The states managed by this mixer. + private AnimancerState[] _Children = Array.Empty(); + + /// Returns the array of . + public override IList ChildStates => _Children; + + /************************************************************************************************************************/ + + /// + public override int ChildCount => _Children.Length; + + /// + public override AnimancerState GetChild(int index) => _Children[index]; + + /// + public override FastEnumerator GetEnumerator() + => new FastEnumerator(_Children, _Children.Length); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Initialisation + /************************************************************************************************************************/ + + /// + /// Initializes this mixer with the specified number of children which can be set individually by + /// and . + /// + /// will be called on any existing children. + public virtual void Initialize(int childCount) + { +#if UNITY_ASSERTIONS + if (childCount <= 1 && OptionalWarning.MixerMinChildren.IsEnabled()) + OptionalWarning.MixerMinChildren.Log( + $"{this} is being initialized with {nameof(childCount)} <= 1." + + $" The purpose of a mixer is to mix multiple child states.", Root?.Component); +#endif + + for (int i = _Children.Length - 1; i >= 0; i--) + { + var state = _Children[i]; + if (state == null) + continue; + + state.Destroy(); + } + + _Children = new AnimancerState[childCount]; + + if (_Playable.IsValid()) + { + _Playable.SetInputCount(childCount); + } + else if (Root != null) + { + CreatePlayable(); + } + } + + /************************************************************************************************************************/ + + /// Initializes this mixer with one state per clip. + public void Initialize(params AnimationClip[] clips) + { +#if UNITY_ASSERTIONS + if (clips == null) + throw new ArgumentNullException(nameof(clips)); +#endif + + var count = clips.Length; + Initialize(count); + + for (int i = 0; i < count; i++) + { + var clip = clips[i]; + if (clip != null) + CreateChild(i, clip); + } + } + + /************************************************************************************************************************/ + + /// + /// Initializes this mixer by calling for each of the + /// `states`. + /// + public void Initialize(params Object[] animations) + { +#if UNITY_ASSERTIONS + if (animations == null) + throw new ArgumentNullException(nameof(animations)); +#endif + + var count = animations.Length; + Initialize(count); + + for (int i = 0; i < count; i++) + { + var state = animations[i]; + if (state != null) + CreateChild(i, state); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/ManualMixerState.cs.meta b/Assets/Plugins/Animancer/Internal/Mixer States/ManualMixerState.cs.meta new file mode 100644 index 0000000000..32d5a40184 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/ManualMixerState.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: bb1249f13af5b1749ba88452d05c1ba2 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.Drawer.cs b/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.Drawer.cs new file mode 100644 index 0000000000..6e2a960724 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.Drawer.cs @@ -0,0 +1,77 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; + +namespace Animancer +{ + /// https://kybernetik.com.au/animancer/api/Animancer/MixerState + partial class MixerState + { + /************************************************************************************************************************/ + + /// The number of parameters being managed by this state. + protected virtual int ParameterCount => 0; + + /// Returns the name of a parameter being managed by this state. + /// This state doesn't manage any parameters. + protected virtual string GetParameterName(int index) => throw new NotSupportedException(); + + /// Returns the type of a parameter being managed by this state. + /// This state doesn't manage any parameters. + protected virtual UnityEngine.AnimatorControllerParameterType GetParameterType(int index) => throw new NotSupportedException(); + + /// Returns the value of a parameter being managed by this state. + /// This state doesn't manage any parameters. + protected virtual object GetParameterValue(int index) => throw new NotSupportedException(); + + /// Sets the value of a parameter being managed by this state. + /// This state doesn't manage any parameters. + protected virtual void SetParameterValue(int index, object value) => throw new NotSupportedException(); + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// [Editor-Only] Returns a for this state. + protected internal override Editor.IAnimancerNodeDrawer CreateDrawer() => new Drawer(this); + + /************************************************************************************************************************/ + + /// + public class Drawer : Editor.ParametizedAnimancerStateDrawer where T : MixerState + { + /************************************************************************************************************************/ + + /// + /// Creates a new to manage the Inspector GUI for the `state`. + /// + public Drawer(T state) : base(state) { } + + /************************************************************************************************************************/ + + /// + public override int ParameterCount => Target.ParameterCount; + + /// + public override string GetParameterName(int index) => Target.GetParameterName(index); + + /// + public override UnityEngine.AnimatorControllerParameterType GetParameterType(int index) => Target.GetParameterType(index); + + /// + public override object GetParameterValue(int index) => Target.GetParameterValue(index); + + /// + public override void SetParameterValue(int index, object value) => Target.SetParameterValue(index, value); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.Drawer.cs.meta b/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.Drawer.cs.meta new file mode 100644 index 0000000000..094af8dd5a --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.Drawer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5373085332528c64eb9e5f3ffa65974f +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.cs b/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.cs new file mode 100644 index 0000000000..e004e88d1c --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.cs @@ -0,0 +1,1305 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using System.Collections.Generic; +using System.Text; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// [Pro-Only] Base class for s which blend other states together. + /// + /// Documentation: Mixers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/MixerState + /// + public abstract partial class MixerState : AnimancerState + { + /************************************************************************************************************************/ + + /// An that creates a for . + public interface ITransition2D : ITransition> { } + + /************************************************************************************************************************/ + #region Properties + /************************************************************************************************************************/ + + /// Mixers should keep child playables connected to the graph at all times. + public override bool KeepChildrenConnected => true; + + /// A has no . + public override AnimationClip Clip => null; + + /************************************************************************************************************************/ + + /// Returns the collection of states connected to this mixer. Note that some elements may be null. + /// + /// Getting an enumerator that automatically skips over null states is slower and creates garbage, so + /// internally we use this property and perform null checks manually even though it increases the code + /// complexity a bit. + /// + public abstract IList ChildStates { get; } + + /// + public override int ChildCount => ChildStates.Count; + + /// + public override AnimancerState GetChild(int index) => ChildStates[index]; + + /// + public override FastEnumerator GetEnumerator() + => new FastEnumerator(ChildStates); + + /************************************************************************************************************************/ + + /// + protected override void OnSetIsPlaying() + { + var childStates = ChildStates; + for (int i = childStates.Count - 1; i >= 0; i--) + { + var state = childStates[i]; + if (state == null) + continue; + + state.IsPlaying = IsPlaying; + } + } + + /************************************************************************************************************************/ + + /// Are any child states looping? + public override bool IsLooping + { + get + { + var childStates = ChildStates; + for (int i = childStates.Count - 1; i >= 0; i--) + { + var state = childStates[i]; + if (state == null) + continue; + + if (state.IsLooping) + return true; + } + + return false; + } + } + + /************************************************************************************************************************/ + + /// + /// The weighted average of each child state according to their + /// . + /// + /// + /// If there are any , only those states will be included in the getter + /// calculation. + /// + protected override float RawTime + { + get + { + RecalculateWeights(); + + if (!GetSynchronizedTimeDetails(out var totalWeight, out var normalizedTime, out var length)) + GetTimeDetails(out totalWeight, out normalizedTime, out length); + + if (totalWeight == 0) + return base.RawTime; + + totalWeight *= totalWeight; + return normalizedTime * length / totalWeight; + } + set + { + var states = ChildStates; + var childCount = states.Count; + + if (value == 0) + goto ZeroTime; + + var length = Length; + if (length == 0) + goto ZeroTime; + + value /= length;// Normalize. + + while (--childCount >= 0) + { + var state = states[childCount]; + if (state != null) + state.NormalizedTime = value; + } + + return; + + // If the value is 0, we can set the child times slightly more efficiently. + ZeroTime: + while (--childCount >= 0) + { + var state = states[childCount]; + if (state != null) + state.Time = 0; + } + } + } + + /************************************************************************************************************************/ + + /// + public override void MoveTime(float time, bool normalized) + { + base.MoveTime(time, normalized); + + var states = ChildStates; + var count = states.Count; + for (int i = 0; i < count; i++) + states[i].MoveTime(time, normalized); + } + + /************************************************************************************************************************/ + + /// Gets the time details based on the . + private bool GetSynchronizedTimeDetails(out float totalWeight, out float normalizedTime, out float length) + { + totalWeight = 0; + normalizedTime = 0; + length = 0; + + if (_SynchronizedChildren != null) + { + for (int i = _SynchronizedChildren.Count - 1; i >= 0; i--) + { + var state = _SynchronizedChildren[i]; + var weight = state.Weight; + if (weight == 0) + continue; + + var stateLength = state.Length; + if (stateLength == 0) + continue; + + totalWeight += weight; + normalizedTime += state.Time / stateLength * weight; + length += stateLength * weight; + } + } + + return totalWeight > MinimumSynchronizeChildrenWeight; + } + + /// Gets the time details based on all child states. + private void GetTimeDetails(out float totalWeight, out float normalizedTime, out float length) + { + totalWeight = 0; + normalizedTime = 0; + length = 0; + + var states = ChildStates; + for (int i = states.Count - 1; i >= 0; i--) + { + var state = states[i]; + if (state == null) + continue; + + var weight = state.Weight; + if (weight == 0) + continue; + + var stateLength = state.Length; + if (stateLength == 0) + continue; + + totalWeight += weight; + normalizedTime += state.Time / stateLength * weight; + length += stateLength * weight; + } + } + + /************************************************************************************************************************/ + + /// + /// The weighted average of each child state according to their + /// . + /// + public override float Length + { + get + { + RecalculateWeights(); + + var length = 0f; + var totalChildWeight = 0f; + + if (_SynchronizedChildren != null) + { + for (int i = _SynchronizedChildren.Count - 1; i >= 0; i--) + { + var state = _SynchronizedChildren[i]; + var weight = state.Weight; + if (weight == 0) + continue; + + var stateLength = state.Length; + if (stateLength == 0) + continue; + + totalChildWeight += weight; + length += stateLength * weight; + } + } + + if (totalChildWeight > 0) + return length / totalChildWeight; + + var states = ChildStates; + totalChildWeight = CalculateTotalWeight(states); + if (totalChildWeight <= 0) + return 0; + + for (int i = states.Count - 1; i >= 0; i--) + { + var state = states[i]; + if (state != null) + length += state.Length * state.Weight; + } + + return length / totalChildWeight; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Initialisation + /************************************************************************************************************************/ + + /// Creates and assigns the managed by this state. + protected override void CreatePlayable(out Playable playable) + { +#if UNITY_2021_2_OR_NEWER + playable = AnimationMixerPlayable.Create(Root._Graph, ChildStates.Count); +#else + playable = AnimationMixerPlayable.Create(Root._Graph, ChildStates.Count, false); +#endif + RecalculateWeights(); + } + + /************************************************************************************************************************/ + + /// + /// Creates and returns a new to play the `clip` with this mixer as its parent. + /// + public ClipState CreateChild(int index, AnimationClip clip) + { + var state = new ClipState(clip); + state.SetParent(this, index); + state.IsPlaying = IsPlaying; + return state; + } + + /// + /// Calls and sets this mixer as the state's parent. + /// + public AnimancerState CreateChild(int index, ITransition transition) + { + var state = transition.CreateStateAndApply(Root); + state.SetParent(this, index); + state.IsPlaying = IsPlaying; + return state; + } + + /// Calls or . + public AnimancerState CreateChild(int index, Object state) + { + if (state is AnimationClip clip) + { + return CreateChild(index, clip); + } + else if (state is ITransition transition) + { + return CreateChild(index, transition); + } + else return null; + } + + /************************************************************************************************************************/ + + /// Assigns the `state` as a child of this mixer. + public void SetChild(int index, AnimancerState state) => state.SetParent(this, index); + + /************************************************************************************************************************/ + + /// Connects the `state` to this mixer at its . + protected internal override void OnAddChild(AnimancerState state) + { + OnAddChild(ChildStates, state); + + if (AutoSynchronizeChildren) + Synchronize(state); + +#if UNITY_ASSERTIONS + if (_IsGeneratedName) + { + _IsGeneratedName = false; + SetDebugName(null); + } +#endif + } + + /************************************************************************************************************************/ + + /// Disconnects the `state` from this mixer at its . + protected internal override void OnRemoveChild(AnimancerState state) + { + if (_SynchronizedChildren != null) + _SynchronizedChildren.Remove(state); + + var states = ChildStates; + Validate.AssertCanRemoveChild(state, states); + states[state.Index] = null; + Root?._Graph.Disconnect(_Playable, state.Index); + +#if UNITY_ASSERTIONS + if (_IsGeneratedName) + { + _IsGeneratedName = false; + SetDebugName(null); + } +#endif + } + + /************************************************************************************************************************/ + + /// + public override void Destroy() + { + DestroyChildren(); + base.Destroy(); + } + + /************************************************************************************************************************/ + + /// + /// Destroys all connected to this mixer. This operation cannot be undone. + /// + public void DestroyChildren() + { + var states = ChildStates; + for (int i = states.Count - 1; i >= 0; i--) + { + var state = states[i]; + if (state != null) + state.Destroy(); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Jobs + /************************************************************************************************************************/ + + /// + /// Creates an to run the specified Animation Job instead of the usual + /// . + /// + /// + /// AnimancerComponent animancer = ...; + /// var job = new MyJob();// A struct that implements IAnimationJob. + /// var mixer = new WhateverMixerState();// e.g. LinearMixerState. + /// mixer.CreatePlayable(animancer, job); + /// // Use mixer.Initialize, CreateChild, and SetChild to configure the children as normal. + /// + /// See also: + /// + public AnimationScriptPlayable CreatePlayable(AnimancerPlayable root, T job, bool processInputs = false) + where T : struct, IAnimationJob + { + // Can't just use SetRoot normally because it would call the regular CreatePlayable method. + SetRoot(null); + + Root = root; + root.States.Register(this); + +#if UNITY_ASSERTIONS + if (HasEvents) + Debug.LogWarning($"{nameof(CreatePlayable)} should be called before configuring any Animancer Events on this state."); +#endif + + var playable = AnimationScriptPlayable.Create(root._Graph, job, ChildCount); + + if (!processInputs) + playable.SetProcessInputs(false); + + for (int i = ChildCount - 1; i >= 0; i--) + GetChild(i)?.SetRoot(root); + + return playable; + } + + /************************************************************************************************************************/ + + /// + /// Creates an to run the specified Animation Job instead of the usual + /// . + /// + /// + /// + /// Documentation: Creating Custom States + /// + /// + /// + /// public class MyMixer : LinearMixerState + /// { + /// protected override void CreatePlayable(out Playable playable) + /// { + /// CreatePlayable(out playable, new MyJob()); + /// } + /// + /// private struct MyJob : IAnimationJob + /// { + /// public void ProcessAnimation(AnimationStream stream) + /// { + /// } + /// + /// public void ProcessRootMotion(AnimationStream stream) + /// { + /// } + /// } + /// } + /// + /// See also: + /// + protected void CreatePlayable(out Playable playable, T job, bool processInputs = false) + where T : struct, IAnimationJob + { + var scriptPlayable = AnimationScriptPlayable.Create(Root._Graph, job, ChildCount); + + if (!processInputs) + scriptPlayable.SetProcessInputs(false); + + playable = scriptPlayable; + } + + /************************************************************************************************************************/ + + /// + /// Gets the Animation Job data from the . + /// + /// + /// This mixer was not initialized using + /// or . + /// + public T GetJobData() + where T : struct, IAnimationJob + => ((AnimationScriptPlayable)_Playable).GetJobData(); + + /// + /// Sets the Animation Job data in the . + /// + /// + /// This mixer was not initialized using + /// or . + /// + public void SetJobData(T value) + where T : struct, IAnimationJob + => ((AnimationScriptPlayable)_Playable).SetJobData(value); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Updates + /************************************************************************************************************************/ + + /// Updates the time of this mixer and all of its child states. + protected internal override void Update(out bool needsMoreUpdates) + { + base.Update(out needsMoreUpdates); + + if (RecalculateWeights()) + { + // Apply the child weights immediately to ensure they are all in sync. Otherwise some of them might + // have already updated before the mixer and would not apply it until next frame. + var childStates = ChildStates; + for (int i = childStates.Count - 1; i >= 0; i--) + { + var state = childStates[i]; + if (state == null) + continue; + + state.ApplyWeight(); + } + } + + ApplySynchronizeChildren(ref needsMoreUpdates); + } + + /************************************************************************************************************************/ + + /// Indicates whether the weights of all child states should be recalculated. + public bool WeightsAreDirty { get; set; } + + /************************************************************************************************************************/ + + /// + /// If this method recalculates the weights of all child states and returns true. + /// + public bool RecalculateWeights() + { + if (WeightsAreDirty) + { + ForceRecalculateWeights(); + + Debug.Assert(!WeightsAreDirty, + $"{nameof(MixerState)}.{nameof(WeightsAreDirty)} was not set to false by {nameof(ForceRecalculateWeights)}()."); + + return true; + } + else return false; + } + + /************************************************************************************************************************/ + + /// + /// Recalculates the weights of all child states based on the current value of the + /// and the thresholds. + /// + /// Overrides of this method must set = false. + /// + protected virtual void ForceRecalculateWeights() { } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Synchronize Children + /************************************************************************************************************************/ + + /// Should newly added children be automatically added to the synchronization list? Default true. + public static bool AutoSynchronizeChildren { get; set; } = true; + + /// The minimum total weight of all children for their times to be synchronized (default 0.01). + public static float MinimumSynchronizeChildrenWeight { get; set; } = 0.01f; + + /************************************************************************************************************************/ + + private List _SynchronizedChildren; + + /// A copy of the internal list of child states that will have their times synchronized. + /// + /// If this mixer is a child of another mixer, its synchronized children will be managed by the parent. + /// + /// The getter allocates a new array if is greater than zero. + /// + public AnimancerState[] SynchronizedChildren + { + get => SynchronizedChildCount > 0 ? _SynchronizedChildren.ToArray() : Array.Empty(); + set + { + if (_SynchronizedChildren == null) + _SynchronizedChildren = new List(); + else + _SynchronizedChildren.Clear(); + + for (int i = 0; i < value.Length; i++) + Synchronize(value[i]); + } + } + + /// The number of . + public int SynchronizedChildCount => _SynchronizedChildren != null ? _SynchronizedChildren.Count : 0; + + /************************************************************************************************************************/ + + /// Is the `state` in the ? + public bool IsSynchronized(AnimancerState state) + { + var synchronizer = GetParentMixer(); + return + synchronizer._SynchronizedChildren != null && + synchronizer._SynchronizedChildren.Contains(state); + } + + /************************************************************************************************************************/ + + /// Adds the `state` to the . + /// + /// The `state` must be a child of this mixer. + /// + /// If this mixer is a child of another mixer, the `state` will be added to the parent's + /// instead. + /// + public void Synchronize(AnimancerState state) + { + if (state == null) + return; + +#if UNITY_ASSERTIONS + if (!IsChildOf(state, this)) + throw new ArgumentException( + $"State is not a child of the mixer." + + $"\n - State: {state}" + + $"\n - Mixer: {this}", + nameof(state)); +#endif + + var synchronizer = GetParentMixer(); + synchronizer.SynchronizeDirect(state); + } + + /// The internal implementation of . + private void SynchronizeDirect(AnimancerState state) + { + if (state == null) + return; + + if (state is MixerState mixer) + { + for (int i = 0; i < mixer._SynchronizedChildren.Count; i++) + Synchronize(mixer._SynchronizedChildren[i]); + mixer._SynchronizedChildren.Clear(); + return; + } + +#if UNITY_ASSERTIONS + if (OptionalWarning.MixerSynchronizeZeroLength.IsEnabled() && state.Length == 0) + OptionalWarning.MixerSynchronizeZeroLength.Log( + $"Adding a state with zero {nameof(AnimancerState.Length)} to the synchronization list: '{state}'." + + $"\n\nSynchronization is based on the {nameof(NormalizedTime)}" + + $" which can't be calculated if the {nameof(Length)} is 0." + + $" Some state types can change their {nameof(Length)}, in which case you can just disable this warning." + + $" But otherwise, the indicated state probably shouldn't be added to the synchronization list.", Root?.Component); +#endif + + if (_SynchronizedChildren == null) + _SynchronizedChildren = new List(); + +#if UNITY_ASSERTIONS + if (_SynchronizedChildren.Contains(state)) + Debug.LogError($"{state} is already in the {nameof(SynchronizedChildren)} list."); +#endif + + _SynchronizedChildren.Add(state); + RequireUpdate(); + } + + /************************************************************************************************************************/ + + /// Removes the `state` from the . + public void DontSynchronize(AnimancerState state) + { + var synchronizer = GetParentMixer(); + if (synchronizer._SynchronizedChildren != null && + synchronizer._SynchronizedChildren.Remove(state) && + state._Playable.IsValid()) + state._Playable.SetSpeed(state.Speed); + } + + /************************************************************************************************************************/ + + /// Removes all children of this mixer from the . + public void DontSynchronizeChildren() + { + var synchronizer = GetParentMixer(); + var SynchronizedChildren = synchronizer._SynchronizedChildren; + if (SynchronizedChildren == null) + return; + + if (synchronizer == this) + { + for (int i = SynchronizedChildren.Count - 1; i >= 0; i--) + { + var state = SynchronizedChildren[i]; + if (state._Playable.IsValid()) + state._Playable.SetSpeed(state.Speed); + } + + SynchronizedChildren.Clear(); + } + else + { + for (int i = SynchronizedChildren.Count - 1; i >= 0; i--) + { + var state = SynchronizedChildren[i]; + if (IsChildOf(state, this)) + { + if (state._Playable.IsValid()) + state._Playable.SetSpeed(state.Speed); + SynchronizedChildren.RemoveAt(i); + } + } + } + } + + /************************************************************************************************************************/ + + /// Initializes the internal list. + /// + /// The array can be null or empty. Any elements not in the array will be treated as true. + /// + /// This method can only be called before any are added and also before this + /// mixer is made the child of another mixer. + /// + public void InitializeSynchronizedChildren(params bool[] synchronizeChildren) + { + AnimancerUtilities.Assert(GetParentMixer() == this, + $"{nameof(InitializeSynchronizedChildren)} cannot be used on a mixer that is a child of another mixer."); + AnimancerUtilities.Assert(_SynchronizedChildren == null, + $"{nameof(InitializeSynchronizedChildren)} cannot be used on a mixer already has synchronized children."); + + int flagCount; + if (synchronizeChildren != null) + { + flagCount = synchronizeChildren.Length; + for (int i = 0; i < flagCount; i++) + if (synchronizeChildren[i]) + SynchronizeDirect(GetChild(i)); + } + else flagCount = 0; + + for (int i = flagCount; i < ChildCount; i++) + SynchronizeDirect(GetChild(i)); + } + + /************************************************************************************************************************/ + + /// + /// Returns the highest in the hierarchy above this mixer or this mixer itself if + /// there are none above it. + /// + public MixerState GetParentMixer() + { + var mixer = this; + + var parent = Parent; + while (parent != null) + { + if (parent is MixerState parentMixer) + mixer = parentMixer; + + parent = parent.Parent; + } + + return mixer; + } + + /// Returns the highest in the hierarchy above the `state` (inclusive). + public static MixerState GetParentMixer(IPlayableWrapper node) + { + MixerState mixer = null; + + while (node != null) + { + if (node is MixerState parentMixer) + mixer = parentMixer; + + node = node.Parent; + } + + return mixer; + } + + /************************************************************************************************************************/ + + /// Is the `child` a child of the `parent`? + public static bool IsChildOf(IPlayableWrapper child, IPlayableWrapper parent) + { + while (true) + { + child = child.Parent; + if (child == parent) + return true; + else if (child == null) + return false; + } + } + + /************************************************************************************************************************/ + + /// + /// Synchronizes the s of the by + /// modifying their internal playable speeds. + /// + protected void ApplySynchronizeChildren(ref bool needsMoreUpdates) + { + if (_SynchronizedChildren == null || _SynchronizedChildren.Count <= 1) + return; + + needsMoreUpdates = true; + + var deltaTime = AnimancerPlayable.DeltaTime * CalculateRealEffectiveSpeed(); + if (deltaTime == 0) + return; + + var count = _SynchronizedChildren.Count; + + // Calculate the weighted average normalized time and normalized speed of all children. + + var totalWeight = 0f; + var weightedNormalizedTime = 0f; + var weightedNormalizedSpeed = 0f; + + for (int i = 0; i < count; i++) + { + var state = _SynchronizedChildren[i]; + + var weight = state.Weight; + if (weight == 0) + continue; + + var length = state.Length; + if (length == 0) + continue; + + totalWeight += weight; + + weight /= length; + + weightedNormalizedTime += state.Time * weight; + weightedNormalizedSpeed += state.Speed * weight; + } + +#if UNITY_ASSERTIONS + if (!(totalWeight >= 0) || totalWeight == float.PositiveInfinity)// Reversed comparison includes NaN. + throw new ArgumentOutOfRangeException(nameof(totalWeight), totalWeight, "Total weight must be a finite positive value"); + if (!weightedNormalizedTime.IsFinite()) + throw new ArgumentOutOfRangeException(nameof(weightedNormalizedTime), weightedNormalizedTime, "Time must be finite"); + if (!weightedNormalizedSpeed.IsFinite()) + throw new ArgumentOutOfRangeException(nameof(weightedNormalizedSpeed), weightedNormalizedSpeed, "Speed must be finite"); +#endif + + // If the total weight is too small, pretend they are all at Weight = 1. + if (totalWeight < MinimumSynchronizeChildrenWeight) + { + weightedNormalizedTime = 0; + weightedNormalizedSpeed = 0; + + var nonZeroCount = 0; + for (int i = 0; i < count; i++) + { + var state = _SynchronizedChildren[i]; + + var length = state.Length; + if (length == 0) + continue; + + length = 1f / length; + + weightedNormalizedTime += state.Time * length; + weightedNormalizedSpeed += state.Speed * length; + + nonZeroCount++; + } + + totalWeight = nonZeroCount; + } + + // Increment that time value according to delta time. + weightedNormalizedTime += deltaTime * weightedNormalizedSpeed; + weightedNormalizedTime /= totalWeight; + + var inverseDeltaTime = 1f / deltaTime; + + // Modify the speed of all children to go from their current normalized time to the average in one frame. + for (int i = 0; i < count; i++) + { + var state = _SynchronizedChildren[i]; + var length = state.Length; + if (length == 0) + continue; + + var normalizedTime = state.Time / length; + var speed = (weightedNormalizedTime - normalizedTime) * length * inverseDeltaTime; + state._Playable.SetSpeed(speed); + } + + // After this, all the playables will update and advance according to their new speeds this frame. + } + + /************************************************************************************************************************/ + + /// + /// The multiplied of this mixer and its parents down the + /// hierarchy to determine the actual speed its output is being played at. + /// + /// + /// This can be different from the because the + /// have their playable speed modified without setting their + /// . + /// + public float CalculateRealEffectiveSpeed() + { + var speed = _Playable.GetSpeed(); + + var parent = Parent; + while (parent != null) + { + speed *= parent.Playable.GetSpeed(); + parent = parent.Parent; + } + + return (float)speed; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Inverse Kinematics + /************************************************************************************************************************/ + + private bool _ApplyAnimatorIK; + + /// + public override bool ApplyAnimatorIK + { + get => _ApplyAnimatorIK; + set => base.ApplyAnimatorIK = _ApplyAnimatorIK = value; + } + + /************************************************************************************************************************/ + + private bool _ApplyFootIK; + + /// + public override bool ApplyFootIK + { + get => _ApplyFootIK; + set => base.ApplyFootIK = _ApplyFootIK = value; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Other Methods + /************************************************************************************************************************/ + + /// Calculates the sum of the of all `states`. + public float CalculateTotalWeight(IList states) + { + var total = 0f; + + for (int i = states.Count - 1; i >= 0; i--) + { + var state = states[i]; + if (state != null) + total += state.Weight; + } + + return total; + } + + /************************************************************************************************************************/ + + /// + /// Sets for all . + /// + public void SetChildrenTime(float value, bool normalized = false) + { + var states = ChildStates; + for (int i = states.Count - 1; i >= 0; i--) + { + var state = states[i]; + if (state == null) + continue; + + if (normalized) + state.NormalizedTime = value; + else + state.Time = value; + } + } + + /************************************************************************************************************************/ + + /// + /// Sets the weight of all states after the `previousIndex` to 0. + /// + protected void DisableRemainingStates(int previousIndex) + { + var states = ChildStates; + var childCount = states.Count; + while (++previousIndex < childCount) + { + var state = states[previousIndex]; + if (state == null) + continue; + + state.Weight = 0; + } + } + + /************************************************************************************************************************/ + + /// + /// Returns the state at the specified `index` if it is not null, otherwise increments the index and checks + /// again. Returns null if no state is found by the end of the . + /// + protected AnimancerState GetNextState(ref int index) + { + var states = ChildStates; + var childCount = states.Count; + while (index < childCount) + { + var state = states[index]; + if (state != null) + return state; + + index++; + } + + return null; + } + + /************************************************************************************************************************/ + + /// Divides the weight of all child states by the `totalWeight`. + /// + /// If the `totalWeight` is equal to the total of all child states, then the + /// new total will become 1. + /// + public void NormalizeWeights(float totalWeight) + { + if (totalWeight == 1) + return; + + totalWeight = 1f / totalWeight; + + var states = ChildStates; + for (int i = states.Count - 1; i >= 0; i--) + { + var state = states[i]; + if (state == null) + continue; + + state.Weight *= totalWeight; + } + } + + /************************************************************************************************************************/ + + /// Gets a user-friendly key to identify the `state` in the Inspector. + public virtual string GetDisplayKey(AnimancerState state) => $"[{state.Index}]"; + + /************************************************************************************************************************/ + + /// + public override Vector3 AverageVelocity + { + get + { + var velocity = default(Vector3); + + RecalculateWeights(); + + var childStates = ChildStates; + for (int i = childStates.Count - 1; i >= 0; i--) + { + var state = childStates[i]; + if (state == null) + continue; + + velocity += state.AverageVelocity * state.Weight; + } + + return velocity; + } + } + + /************************************************************************************************************************/ + + /// + /// Recalculates the of all child states so that they add up to 1. + /// + /// There are any states with no . + public void NormalizeDurations() + { + var childStates = ChildStates; + + int divideBy = 0; + float totalDuration = 0f; + + // Count the number of states that exist and their total duration. + var count = childStates.Count; + for (int i = 0; i < count; i++) + { + var state = childStates[i]; + if (state == null) + continue; + + divideBy++; + totalDuration += state.Duration; + } + + // Calculate the average duration. + totalDuration /= divideBy; + + // Set all states to that duration. + for (int i = 0; i < count; i++) + { + var state = childStates[i]; + if (state == null) + continue; + + state.Duration = totalDuration; + } + } + + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// Has the been generated from the child states? + private bool _IsGeneratedName; +#endif + + /// + /// Returns a string describing the type of this mixer and the name of s connected to it. + /// + public override string ToString() + { +#if UNITY_ASSERTIONS + if (!string.IsNullOrEmpty(DebugName)) + return DebugName; +#endif + + // Gather child names. + var childNames = ObjectPool.AcquireList(); + var allSimple = true; + var states = ChildStates; + var count = states.Count; + for (int i = 0; i < count; i++) + { + var state = states[i]; + if (state == null) + continue; + + if (state.MainObject != null) + { + childNames.Add(state.MainObject.name); + } + else + { + childNames.Add(state.ToString()); + allSimple = false; + } + } + + // If they all have a main object, check if they all have the same prefix so it doesn't need to be repeated. + int prefixLength = 0; + count = childNames.Count; + if (count <= 1 || !allSimple) + { + prefixLength = 0; + } + else + { + var prefix = childNames[0]; + var shortest = prefixLength = prefix.Length; + + for (int iName = 0; iName < count; iName++) + { + var childName = childNames[iName]; + + if (shortest > childName.Length) + { + shortest = prefixLength = childName.Length; + } + + for (int iCharacter = 0; iCharacter < prefixLength; iCharacter++) + { + if (childName[iCharacter] != prefix[iCharacter]) + { + prefixLength = iCharacter; + break; + } + } + } + + if (prefixLength < 3 ||// Less than 3 characters probably isn't an intentional prefix. + prefixLength >= shortest) + prefixLength = 0; + } + + // Build the mixer name. + var mixerName = ObjectPool.AcquireStringBuilder(); + + if (count > 0) + { + if (prefixLength > 0) + mixerName.Append(childNames[0], 0, prefixLength).Append('['); + + for (int i = 0; i < count; i++) + { + if (i > 0) + mixerName.Append(", "); + + var childName = childNames[i]; + mixerName.Append(childName, prefixLength, childName.Length - prefixLength); + } + + mixerName.Append(prefixLength > 0 ? "] (" : " ("); + } + + ObjectPool.Release(childNames); + + var type = GetType().FullName; + if (type.EndsWith("State")) + mixerName.Append(type, 0, type.Length - 5); + else + mixerName.Append(type); + + if (count > 0) + mixerName.Append(')'); + + var result = mixerName.ReleaseToString(); + +#if UNITY_ASSERTIONS + _IsGeneratedName = true; + SetDebugName(result); +#endif + + return result; + } + + /************************************************************************************************************************/ + + /// + protected override void AppendDetails(StringBuilder text, string separator) + { + base.AppendDetails(text, separator); + + text.Append(separator).Append("SynchronizedChildren: "); + if (SynchronizedChildCount == 0) + { + text.Append("0"); + } + else + { + text.Append(_SynchronizedChildren.Count); + separator += Strings.Indent; + for (int i = 0; i < _SynchronizedChildren.Count; i++) + { + text.Append(separator) + .Append(_SynchronizedChildren[i]); + } + } + } + + /************************************************************************************************************************/ + + /// + public override void GatherAnimationClips(ICollection clips) => clips.GatherFromSource(ChildStates); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.cs.meta b/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.cs.meta new file mode 100644 index 0000000000..e88a6edc08 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/MixerState.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 70369ba8012c6d74aaec772962209184 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/MixerStateT.cs b/Assets/Plugins/Animancer/Internal/Mixer States/MixerStateT.cs new file mode 100644 index 0000000000..67936f269b --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/MixerStateT.cs @@ -0,0 +1,275 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Text; +using UnityEngine; +using UnityEngine.Animations; + +namespace Animancer +{ + /// [Pro-Only] + /// Base class for mixers which blend an array of child states together based on a . + /// + /// + /// Documentation: Mixers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/MixerState_1 + /// + public abstract class MixerState : ManualMixerState + { + /************************************************************************************************************************/ + #region Properties + /************************************************************************************************************************/ + + /// The parameter values at which each of the child states are used and blended. + private TParameter[] _Thresholds = Array.Empty(); + + /************************************************************************************************************************/ + + private TParameter _Parameter; + + /// The value used to calculate the weights of the child states. + /// + /// Setting this value takes effect immediately (during the next animation update) without any + /// Smoothing. + /// + public TParameter Parameter + { + get => _Parameter; + set + { + _Parameter = value; + WeightsAreDirty = true; + RequireUpdate(); + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Thresholds + /************************************************************************************************************************/ + + /// + /// Indicates whether the array of thresholds has been initialized with a size at least equal to the + /// . + /// + public bool HasThresholds => _Thresholds.Length >= ChildCount; + + /************************************************************************************************************************/ + + /// + /// Returns the value of the threshold associated with the specified index. + /// + public TParameter GetThreshold(int index) => _Thresholds[index]; + + /************************************************************************************************************************/ + + /// + /// Sets the value of the threshold associated with the specified index. + /// + public void SetThreshold(int index, TParameter threshold) + { + _Thresholds[index] = threshold; + OnThresholdsChanged(); + } + + /************************************************************************************************************************/ + + /// + /// Assigns the specified array as the thresholds to use for blending. + /// + /// WARNING: if you keep a reference to the `thresholds` array you must call + /// whenever any changes are made to it, otherwise this mixer may not blend correctly. + /// + public void SetThresholds(params TParameter[] thresholds) + { + if (thresholds.Length != ChildCount) + throw new ArgumentOutOfRangeException(nameof(thresholds), + $"Threshold count ({thresholds.Length}) doesn't match child count ({ChildCount})."); + + _Thresholds = thresholds; + OnThresholdsChanged(); + } + + /************************************************************************************************************************/ + + /// + /// If the of the is not equal to the + /// , this method assigns a new array of that size and returns true. + /// + public bool ValidateThresholdCount() + { + var count = ChildCount; + if (_Thresholds.Length != count) + { + _Thresholds = new TParameter[count]; + return true; + } + else return false; + } + + /************************************************************************************************************************/ + + /// + /// Called whenever the thresholds are changed. By default this method simply indicates that the blend weights + /// need recalculating but it can be overridden by child classes to perform validation checks or optimisations. + /// + public virtual void OnThresholdsChanged() + { + WeightsAreDirty = true; + RequireUpdate(); + } + + /************************************************************************************************************************/ + + /// + /// Calls `calculate` for each of the and stores the returned value as + /// the threshold for that state. + /// + public void CalculateThresholds(Func calculate) + { + ValidateThresholdCount(); + + for (int i = ChildCount - 1; i >= 0; i--) + { + var state = GetChild(i); + if (state == null) + continue; + + _Thresholds[i] = calculate(state); + } + + OnThresholdsChanged(); + } + + /************************************************************************************************************************/ + + /// + /// Stores the values of all parameters, calls , then restores the + /// parameter values. + /// + public override void RecreatePlayable() + { + base.RecreatePlayable(); + WeightsAreDirty = true; + RequireUpdate(); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Initialisation + /************************************************************************************************************************/ + + /// + public override void Initialize(int portCount) + { + base.Initialize(portCount); + _Thresholds = new TParameter[portCount]; + OnThresholdsChanged(); + } + + /************************************************************************************************************************/ + + /// + /// Initializes the and with one + /// state per clip and assigns the `thresholds`. + /// + /// WARNING: if you keep a reference to the `thresholds` array, you must call + /// whenever any changes are made to it, otherwise this mixer may not blend + /// correctly. + /// + public void Initialize(AnimationClip[] clips, TParameter[] thresholds) + { + Initialize(clips); + _Thresholds = thresholds; + OnThresholdsChanged(); + } + + /// + /// Initializes the and with one + /// state per clip and assigns the thresholds by calling `calculateThreshold` for each state. + /// + public void Initialize(AnimationClip[] clips, Func calculateThreshold) + { + Initialize(clips); + CalculateThresholds(calculateThreshold); + } + + /************************************************************************************************************************/ + + /// + /// Creates and returns a new to play the `clip` with this + /// as its parent, connects it to the specified `index`, and assigns the + /// `threshold` for it. + /// + public ClipState CreateChild(int index, AnimationClip clip, TParameter threshold) + { + SetThreshold(index, threshold); + return CreateChild(index, clip); + } + + /// + /// Calls , sets this mixer as the state's parent, and + /// assigns the `threshold` for it. + /// + public AnimancerState CreateChild(int index, Animancer.ITransition transition, TParameter threshold) + { + SetThreshold(index, threshold); + return CreateChild(index, transition); + } + + /************************************************************************************************************************/ + + /// Assigns the `state` as a child of this mixer and assigns the `threshold` for it. + public void SetChild(int index, AnimancerState state, TParameter threshold) + { + SetChild(index, state); + SetThreshold(index, threshold); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Descriptions + /************************************************************************************************************************/ + + /// + public override string GetDisplayKey(AnimancerState state) => $"[{state.Index}] {_Thresholds[state.Index]}"; + + /************************************************************************************************************************/ + + /// + protected override void AppendDetails(StringBuilder text, string separator) + { + text.Append(separator); + text.Append($"{nameof(Parameter)}: "); + AppendParameter(text, Parameter); + + text.Append(separator).Append("Thresholds: "); + for (int i = 0; i < _Thresholds.Length; i++) + { + if (i > 0) + text.Append(", "); + + AppendParameter(text, _Thresholds[i]); + } + + base.AppendDetails(text, separator); + } + + /************************************************************************************************************************/ + + /// Appends the `parameter` in a viewer-friendly format. + public virtual void AppendParameter(StringBuilder description, TParameter parameter) + { + description.Append(parameter); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} + diff --git a/Assets/Plugins/Animancer/Internal/Mixer States/MixerStateT.cs.meta b/Assets/Plugins/Animancer/Internal/Mixer States/MixerStateT.cs.meta new file mode 100644 index 0000000000..f85999b8d0 --- /dev/null +++ b/Assets/Plugins/Animancer/Internal/Mixer States/MixerStateT.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 2868fbbf5c6b88c418b35b0ded8a94d4 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/License.txt b/Assets/Plugins/Animancer/License.txt new file mode 100644 index 0000000000..59f670e9f2 --- /dev/null +++ b/Assets/Plugins/Animancer/License.txt @@ -0,0 +1,191 @@ +//////////////////////////////////////////////////////////// +// Licenses // +//////////////////////////////////////////////////////////// + +Animancer is governed by the Unity Asset Store EULA (https://unity3d.com/legal/as_terms); however, the example scenes use animations, models, and sprites that are freely available under public licenses, the details of which are listed both here and in their respective folders. + +Once you are done with the examples, it is recommended that you delete them to reduce the clutter in your project. Doing so will also remove any concerns about third party asset licenses. + +A viewer friendly version of this document is included in the documentation: https://kybernetik.com.au/animancer/docs/source/asset-sources + + + +//////////////////////////////////////////////////////////// +// Summary // +//////////////////////////////////////////////////////////// + +Some assets are included in the regular Unity Asset Store License as part of Animancer: +- https://unity3d.com/legal/as_terms +- Crate.png +- Ground.png +- OpenDoor.anim +- OpenPortcullis.anim +- Wall.png + +"DefaultHumanoid.fbx" and "Spider Bot.fbx" (and its animations) are owned by Unity and do not have an explicit license. + +The "Humanoid-*" Animations "may be copied, modified, or redistributed without permission". + +All other art assets (listed below) use the Creative Commons Zero (CC0 1.0) license: https://creativecommons.org/publicdomain/zero/1.0/ + + + +//////////////////////////////////////////////////////////// +// Critters.png // CC0 // +//////////////////////////////////////////////////////////// + +16x16 Animated Critters by patvanmackelberg: +https://opengameart.org/content/16x16-animated-critters + +License: Creative Commons Zero (CC0 1.0) +https://creativecommons.org/publicdomain/zero/1.0/ + +These sprites have been altered for use in Animancer: +- Rearranged into a square for better use of texture memory. +- Reordered for consistency. +- Minor detail adjustments. + + + +//////////////////////////////////////////////////////////// +// DefaultHumanoid.fbx // Owned by Unity // +//////////////////////////////////////////////////////////// + +This is Unity's Default Avatar used for animation previews. + +It does not have an explicit license, but various other assets on the Asset Store include it so it should be fine for general use. + +The model has been altered for use in Animancer: +- Cleaned up the naming convention for bones, meshes, etc. +- Added "Holder" bones under the hands for positioning held objects. +- Replaced the main texture with an Animancer themed one. +- Reduced texture sizes to minimise download size. + + + +//////////////////////////////////////////////////////////// +// Footsteps on Concrete // CC0 // +//////////////////////////////////////////////////////////// + +FootSteps in a Concrete Corridor 1.wav by cris +https://freesound.org/people/cris/sounds/167685/ + +License: Creative Commons Zero (CC0 1.0) +https://creativecommons.org/publicdomain/zero/1.0/ + + + +//////////////////////////////////////////////////////////// +// Golf Hit.ogg // CC0 // +//////////////////////////////////////////////////////////// + +Golf 15.wav by zolopher +https://freesound.org/people/zolopher/sounds/75209/ + +License: Creative Commons Zero (CC0 1.0) +https://creativecommons.org/publicdomain/zero/1.0/ + + + +//////////////////////////////////////////////////////////// +// Humanoid Animations // Similar to CC0 // +//////////////////////////////////////////////////////////// + +These animations come from the Huge FBX Mocap Library: +https://assetstore.unity.com/packages/3d/animations/huge-fbx-mocap-library-part-1-19991 + +Which was ported to Unity from the Carnegie-Mellon +University mocap library: http://mocap.cs.cmu.edu/ + +No specific license is listed, however: +"How can I use this data? +The motion capture data may be copied, modified, or redistributed without permission." +From the FAQ: http://mocap.cs.cmu.edu/faqs.php + +These animations have all been manually edited in Unity to reduce jitter and to suit the needs of the example scenes. Their file names all start with "Humanoid-". + + + +//////////////////////////////////////////////////////////// +// Mage.png // CC0 // +//////////////////////////////////////////////////////////// + +16x16 Mage by saint11: +https://opengameart.org/content/16x16-mage + +License: Creative Commons Zero (CC0 1.0) +https://creativecommons.org/publicdomain/zero/1.0/ + +These sprites have been altered for use in Animancer: +- Rearranged into a square for better use of texture memory. +- Reordered for consistency. +- Minor detail adjustments. + + + +//////////////////////////////////////////////////////////// +// Medical Examiner.png // CC0 // +//////////////////////////////////////////////////////////// + +Medical Examiner (female) by Chasersgaming: +https://chasersgaming.itch.io/medical-examiner-female +https://www.patreon.com/Chasersgaming + +License: Creative Commons Zero (CC0 1.0) +https://creativecommons.org/publicdomain/zero/1.0/ + +These sprites have been altered for use in Animancer: +- Rearranged for better use of texture memory. +- Minor detail adjustments. + + + +//////////////////////////////////////////////////////////// +// Pirate.png // CC0 // +//////////////////////////////////////////////////////////// + +RPG Asset Character 'Pirate' NES by Chasersgaming: +https://chasersgaming.itch.io/rpg-asset-character-pirate-nes +https://www.patreon.com/Chasersgaming + +License: Creative Commons Zero (CC0 1.0) +https://creativecommons.org/publicdomain/zero/1.0/ + +These sprites have been altered for use in Animancer: +- Rearranged for better use of texture memory. +- Minor detail adjustments. + + + +//////////////////////////////////////////////////////////// +// Spider Bot.fbx and Animations // Owned by Unity // +//////////////////////////////////////////////////////////// + +Mecanim Example Scenes by Unity Technologies: +https://assetstore.unity.com/packages/essentials/tutorial-projects/mecanim-example-scenes-5328 + +The model was originally called "mine_bot". + +The license applied to these assets is unclear: +- No licensing details were included in the package or store page. +- They have been used in other assets such as the A* Pathfinding Project: +https://assetstore.unity.com/packages/tools/ai/a-pathfinding-project-pro-87744 +- However, Unity intended them as examples so they tend to discourage people from using them in games. + +The model and animations have been altered for use in Animancer: +- Cleaned up the naming convention for bones, meshes, etc. +- Added foot bones for each leg so it can support Two Bone IK. + + + +//////////////////////////////////////////////////////////// +// Stone.png // CC0 // +//////////////////////////////////////////////////////////// + +100 Seamless Textures - 461223194 by Mitch Featherston +https://opengameart.org/node/7904 + +License: Creative Commons Zero (CC0 1.0) +https://creativecommons.org/publicdomain/zero/1.0/ + +//////////////////////////////////////////////////////////// \ No newline at end of file diff --git a/Assets/Plugins/Animancer/License.txt.meta b/Assets/Plugins/Animancer/License.txt.meta new file mode 100644 index 0000000000..dc48f1f462 --- /dev/null +++ b/Assets/Plugins/Animancer/License.txt.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: beb58242558438443ab34beb21ce27f7 +labels: +- Documentation +- Example +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/NamedAnimancerComponent.cs b/Assets/Plugins/Animancer/NamedAnimancerComponent.cs new file mode 100644 index 0000000000..c4534ca69f --- /dev/null +++ b/Assets/Plugins/Animancer/NamedAnimancerComponent.cs @@ -0,0 +1,173 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// + /// An which uses the s of s + /// so they can be referenced using strings as well as the clips themselves. + /// + /// + /// + /// It also has fields to automatically register animations on startup and play the first one automatically without + /// needing another script to control it, much like Unity's Legacy component. + /// + /// Documentation: Component Types + /// + /// + /// Named Animations + /// + /// https://kybernetik.com.au/animancer/api/Animancer/NamedAnimancerComponent + /// + [AddComponentMenu(Strings.MenuPrefix + "Named Animancer Component")] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(NamedAnimancerComponent))] + public class NamedAnimancerComponent : AnimancerComponent + { + /************************************************************************************************************************/ + #region Fields and Properties + /************************************************************************************************************************/ + + [SerializeField, Tooltip("If true, the 'Default Animation' will be automatically played by OnEnable")] + private bool _PlayAutomatically = true; + + /// [] + /// If true, the first clip in the array will be automatically played by + /// . + /// + public ref bool PlayAutomatically => ref _PlayAutomatically; + + /************************************************************************************************************************/ + + [SerializeField, Tooltip("Animations in this array will be automatically registered by Awake" + + " as states that can be retrieved using their name")] + private AnimationClip[] _Animations; + + /// [] + /// Animations in this array will be automatically registered by as states that can be + /// retrieved using their name and the first element will be played by if + /// is true. + /// + public AnimationClip[] Animations + { + get => _Animations; + set + { + _Animations = value; + States.CreateIfNew(value); + } + } + + /************************************************************************************************************************/ + + /// + /// The first element in the array. It will be automatically played by + /// if is true. + /// + public AnimationClip DefaultAnimation + { + get => _Animations.IsNullOrEmpty() ? null : _Animations[0]; + set + { + if (_Animations.IsNullOrEmpty()) + _Animations = new AnimationClip[] { value }; + else + _Animations[0] = value; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Methods + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] + /// Uses to ensure that all of the clips in the + /// array are supported by the system and removes any others. + /// + /// Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector. + protected virtual void OnValidate() + { + if (_Animations == null) + return; + + for (int i = 0; i < _Animations.Length; i++) + { + var clip = _Animations[i]; + if (clip == null) + continue; + + try + { + Validate.AssertNotLegacy(clip); + continue; + } + catch (Exception exception) + { + Debug.LogException(exception, clip); + } + + Array.Copy(_Animations, i + 1, _Animations, i, _Animations.Length - (i + 1)); + Array.Resize(ref _Animations, _Animations.Length - 1); + i--; + } + } +#endif + + /************************************************************************************************************************/ + + /// Creates a state for each clip in the array. + /// Called by Unity when this component is being loaded. + protected virtual void Awake() + { + States.CreateIfNew(_Animations); + } + + /************************************************************************************************************************/ + + /// + /// Plays the first clip in the array if is true. + /// + /// Ensures that the is playing. + /// + /// Called by Unity when this component becomes enabled and active. + protected override void OnEnable() + { + base.OnEnable(); + + if (_PlayAutomatically && !_Animations.IsNullOrEmpty()) + { + var clip = _Animations[0]; + if (clip != null) + Play(clip); + } + } + + /************************************************************************************************************************/ + + /// + /// Returns the clip's name. This method is used to determine the dictionary key to use for an animation when + /// none is specified by the user, such as in . + /// + public override object GetKey(AnimationClip clip) => clip.name; + + /************************************************************************************************************************/ + + public override void GatherAnimationClips(ICollection clips) + { + base.GatherAnimationClips(clips); + clips.Gather(_Animations); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/NamedAnimancerComponent.cs.meta b/Assets/Plugins/Animancer/NamedAnimancerComponent.cs.meta new file mode 100644 index 0000000000..ca0d543b4d --- /dev/null +++ b/Assets/Plugins/Animancer/NamedAnimancerComponent.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c75c0dcb6d50eb64abd727a90406ca2b +labels: +- Component +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Read Me v7.2.asset b/Assets/Plugins/Animancer/Read Me v7.2.asset new file mode 100644 index 0000000000..f686d15ee6 --- /dev/null +++ b/Assets/Plugins/Animancer/Read Me v7.2.asset @@ -0,0 +1,16 @@ +%YAML 1.1 +%TAG !u! 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Otherwise events from an animation that is fading out might trigger a callback you just + /// registered for a new animation that is fading in. + /// + public Action Callback { get; set; } + + /************************************************************************************************************************/ + + /// + /// Creates a new and sets the and + /// . + /// + public AnimationEventReceiver(AnimancerState source, Action callback) + { + _Source = source; + _SourceID = source != null ? source.Layer.CommandCount : -1; + + Callback = callback; + +#if UNITY_EDITOR + FunctionName = null; + ValidateSourceHasCorrectEvent(); +#endif + } + + /// Sets the and . + public void Set(AnimancerState source, Action callback) + { + Source = source; + Callback = callback; + +#if UNITY_EDITOR + ValidateSourceHasCorrectEvent(); +#endif + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] The function name of the event that this receiver is intended for. + public string FunctionName { get; private set; } +#endif + + /// [Editor-Conditional] + /// Sets the so can perform additional safety checks to ensure + /// that the actually has an event with the expected `name` and also to allow + /// to verify that any events it is given have that `name` as well. + /// + [System.Diagnostics.Conditional(Strings.UnityEditor)] + public void SetFunctionName(string name) + { +#if UNITY_EDITOR + FunctionName = name; +#endif + } + +#if UNITY_EDITOR + /// [Editor-Only] + /// If a and have been assigned but the + /// has no event with that name, this method logs a warning. + /// + private void ValidateSourceHasCorrectEvent() + { + if (FunctionName == null || _Source == null || AnimancerUtilities.HasEvent(_Source, FunctionName)) + return; + + var message = ObjectPool.AcquireStringBuilder() + .Append("No Animation Event was found in ") + .Append(_Source) + .Append(" with the Function Name '") + .Append(FunctionName) + .Append('\''); + + if (_Source != null) + { + message.Append('\n'); + _Source.Root.AppendDescription(message); + } + + Debug.LogWarning(message.ReleaseToString(), _Source.Root?.Component as Object); + } +#endif + + /************************************************************************************************************************/ + + /// Clears the and . + public void Clear() + { + _Source = null; + Callback = null; + } + + /************************************************************************************************************************/ + + /// + /// Invokes the if either no has been set or if it is still + /// current and its matches the one triggering the event. + /// + public bool HandleEvent(AnimationEvent animationEvent) + { + if (Callback == null) + return false; + + if (_Source != null) + { + if (_Source.Layer.CommandCount != _SourceID || + !ReferenceEquals(_Source.Clip, animationEvent.animatorClipInfo.clip)) + return false; + } + +#if UNITY_EDITOR + if (FunctionName != null && FunctionName != animationEvent.functionName) + throw new ArgumentException( + $"Function Name Mismatch: receiver.{nameof(FunctionName)}='{FunctionName}'" + + $" while {nameof(animationEvent)}.{nameof(animationEvent.functionName)}='{animationEvent.functionName}'"); +#endif + + Callback(animationEvent); + return true; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Animation Events/AnimationEventReceiver.cs.meta b/Assets/Plugins/Animancer/Utilities/Animation Events/AnimationEventReceiver.cs.meta new file mode 100644 index 0000000000..a7a87f4aae --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Events/AnimationEventReceiver.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c9baeb99777ba184fb84c06bfc036aca +labels: +- Component +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Animation Events/EndEventReceiver.cs b/Assets/Plugins/Animancer/Utilities/Animation Events/EndEventReceiver.cs new file mode 100644 index 0000000000..aef7fa43d5 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Events/EndEventReceiver.cs @@ -0,0 +1,224 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /// + /// A component which uses Animation Events with the Function Name "End" to invoke the + /// of the that triggered the event. + /// + /// + /// This component must always be attached to the same as the in + /// order to receive Animation Events from it. + /// + /// Note that Unity will allocate some garbage every time it triggers an Animation Event with an + /// parameter. + /// + /// Documentation: End Animation Events + /// + /// https://kybernetik.com.au/animancer/api/Animancer/EndEventReceiver + /// + [AddComponentMenu(Strings.MenuPrefix + "End Event Receiver")] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(EndEventReceiver))] + public class EndEventReceiver : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField] + private AnimancerComponent _Animancer; + + /// [] + /// The on which the will be + /// triggered. + /// + public ref AnimancerComponent Animancer => ref _Animancer; + + /************************************************************************************************************************/ + + /// + /// The called 'End' which is currently being triggered. + /// + public static AnimationEvent CurrentEvent { get; private set; } + + /************************************************************************************************************************/ + + /// Calls . + /// Called by Animation Events with the Function Name "End". + private void End(AnimationEvent animationEvent) + { + End(_Animancer, animationEvent); + } + + /// + /// Tries to invoke the of the that + /// triggered the `animationEvent`. + /// + /// + /// Note that Unity will allocate some garbage every time it triggers an Animation Event with an + /// parameter. + /// + public static bool End(AnimancerComponent animancer, AnimationEvent animationEvent) + { + if (!animancer.IsPlayableInitialized) + { + // This could only happen if another Animator triggers the event on this object somehow. + Debug.LogWarning($"{nameof(AnimationEvent)} '{nameof(End)}' was triggered by {animationEvent.animatorClipInfo.clip}" + + $", but the {nameof(AnimancerComponent)}.{nameof(AnimancerComponent.Playable)} hasn't been initialized.", + animancer); + return false; + } + + var layers = animancer.Layers; + var count = layers.Count; + + // Try targeting the current state on each layer first. + for (int i = 0; i < count; i++) + { + if (TryInvokeOnEndEventRecursive(layers[i].CurrentState, animationEvent)) + return true; + } + + // Otherwise try every state. + for (int i = 0; i < count; i++) + { + if (TryInvokeOnEndEventRecursive(layers[i], animationEvent)) + return true; + } + + if (animationEvent.messageOptions == SendMessageOptions.RequireReceiver) + { + Debug.LogWarning($"{nameof(AnimationEvent)} '{nameof(End)}' was triggered by {animationEvent.animatorClipInfo.clip}" + + $", but no state was found with that {nameof(AnimancerState.Key)}.", + animancer); + } + + return false; + } + + /************************************************************************************************************************/ + + /// + /// Invokes the callback of the state that is playing the animation + /// which triggered the event. Returns true if such a state exists (even if it doesn't have a callback). + /// + private static bool OnEndEventReceived(AnimancerPlayable animancer, AnimationEvent animationEvent) + { + var layers = animancer.Layers; + var count = layers.Count; + + // Try targeting the current state on each layer first. + for (int i = 0; i < count; i++) + { + if (TryInvokeOnEndEventRecursive(layers[i].CurrentState, animationEvent)) + return true; + } + + // Otherwise try every state. + for (int i = 0; i < count; i++) + { + if (TryInvokeOnEndEventRecursive(layers[i], animationEvent)) + return true; + } + + return false; + } + + /************************************************************************************************************************/ + + /// + /// Invokes the callback of the state that is playing the animation + /// which triggered the event. Returns true if such a state exists (even if it doesn't have a callback). + /// + private static bool TryInvokeOnEndEventRecursive(AnimancerNode node, AnimationEvent animationEvent) + { + var childCount = node.ChildCount; + for (int i = 0; i < childCount; i++) + { + var child = node.GetChild(i); + if (child != null && + (TryInvokeOnEndEvent(child, animationEvent) || + TryInvokeOnEndEventRecursive(child, animationEvent))) + return true; + } + + return false; + } + + /************************************************************************************************************************/ + + /// + /// If the and match the + /// , this method invokes the callback + /// and returns true. + /// + private static bool TryInvokeOnEndEvent(AnimancerState state, AnimationEvent animationEvent) + { + if (state.Weight != animationEvent.animatorClipInfo.weight || + state.Clip != animationEvent.animatorClipInfo.clip || + !state.HasEvents) + return false; + + var endEvent = state.Events.endEvent; + if (endEvent.callback != null) + { + Debug.Assert(CurrentEvent == null, $"Recursive call to {nameof(TryInvokeOnEndEvent)} detected"); + + try + { + CurrentEvent = animationEvent; + endEvent.Invoke(state); + } + finally + { + CurrentEvent = null; + } + } + + return true; + } + + /************************************************************************************************************************/ + + /// + /// If the has a float parameter above 0, this method returns that value. + /// Otherwise this method calls so if you aren't using an + /// Animation Event with the function name "End" you can just call that method directly. + /// + public static float GetFadeOutDuration(float minDuration) + { + if (CurrentEvent != null && CurrentEvent.floatParameter > 0) + return CurrentEvent.floatParameter; + + return AnimancerEvent.GetFadeOutDuration(minDuration); + } + + /// + /// If the has a float parameter above 0, this method returns that value. + /// Otherwise this method calls so if you aren't using an + /// Animation Event with the function name "End" you can just call that method directly. + /// + /// + /// Calls using the + /// . + /// + public static float GetFadeOutDuration() + => GetFadeOutDuration(AnimancerPlayable.DefaultFadeDuration); + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] + /// Called when this component is first added in Edit Mode. + /// Tries to automatically find the component using + /// . + /// + protected virtual void Reset() + { + gameObject.GetComponentInParentOrChildren(ref _Animancer); + } +#endif + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Animation Events/EndEventReceiver.cs.meta b/Assets/Plugins/Animancer/Utilities/Animation Events/EndEventReceiver.cs.meta new file mode 100644 index 0000000000..7a92fbfb9f --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Events/EndEventReceiver.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 76f4a7d6c5243134d8163132d2d14e91 +labels: +- Component +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Animation Events/ExitEvent.cs b/Assets/Plugins/Animancer/Utilities/Animation Events/ExitEvent.cs new file mode 100644 index 0000000000..0b1506c33e --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Events/ExitEvent.cs @@ -0,0 +1,141 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +namespace Animancer +{ + /// A callback for when an becomes 0. + /// + /// + /// Most Finite State Machine systems + /// already have their own mechanism for notifying your code when a state is exited so this system is generally + /// only useful when something like that is not already available. + /// + /// + /// + /// [SerializeField] private AnimancerComponent _Animancer; + /// [SerializeField] private AnimationClip _Clip; + /// + /// private void Awake() + /// { + /// // Play the animation. + /// var state = _Animancer.Play(_Clip); + /// + /// // Then give its state an exit event. + /// ExitEvent.Register(state, () => Debug.Log("State Exited")); + /// + /// // That event will never actually get triggered because we are never playing anything else. + /// } + /// + /// Unlike Animancer Events, an will not be cleared automatically when you play something + /// (because that's the whole point) so if you are playing the same animation repeatedly you will need to check its + /// before registering the event (otherwise all the callbacks you register will + /// stay active). + /// + /// private void Update() + /// { + /// // Only register the exit event if the state was at 0 weight before. + /// var state = _Animancer.GetOrCreate(_Clip); + /// if (state.EffectiveWeight == 0) + /// ExitEvent.Register(state, () => Debug.Log("State Exited")); + /// + /// // Then play the state normally. + /// _Animancer.Play(state); + /// // _Animancer.Play(_Clip); would work too, but we already have the state so using it directly is faster. + /// } + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ExitEvent + /// + public sealed class ExitEvent : Key, IUpdatable + { + /************************************************************************************************************************/ + + private Action _Callback; + private AnimancerNode _Node; + + /************************************************************************************************************************/ + + /// + /// Registers the `callback` to be triggered when the becomes 0. + /// + /// + /// The is only checked at the end of the animation update so if it + /// is set to 0 then back to a higher number before the next update, the callback will not be triggered. + /// + public static void Register(AnimancerNode node, Action callback) + { +#if UNITY_ASSERTIONS + AnimancerUtilities.Assert(node != null, "Node is null."); + AnimancerUtilities.Assert(node.IsValid, "Node is not valid."); +#endif + + var exit = ObjectPool.Acquire(); + exit._Callback = callback; + exit._Node = node; + node.Root.RequirePostUpdate(exit); + } + + /************************************************************************************************************************/ + + /// Removes a registered and returns true if there was one. + public static bool Unregister(AnimancerPlayable animancer) + { + for (int i = animancer.PostUpdatableCount - 1; i >= 0; i--) + { + if (animancer.GetPostUpdatable(i) is ExitEvent exit) + { + animancer.CancelPostUpdate(exit); + exit.Release(); + return true; + } + } + + return false; + } + + /// + /// Removes a registered targeting the specified `node` and returns true if there was + /// one. + /// + public static bool Unregister(AnimancerNode node) + { + var animancer = node.Root; + for (int i = animancer.PostUpdatableCount - 1; i >= 0; i--) + { + if (animancer.GetPostUpdatable(i) is ExitEvent exit && + exit._Node == node) + { + animancer.CancelPostUpdate(exit); + exit.Release(); + return true; + } + } + + return false; + } + + /************************************************************************************************************************/ + + void IUpdatable.Update() + { + if (_Node.IsValid() && _Node.EffectiveWeight > 0) + return; + + _Callback(); + _Node.Root.CancelPostUpdate(this); + Release(); + } + + /************************************************************************************************************************/ + + private void Release() + { + _Callback = null; + _Node = null; + ObjectPool.Release(this); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Animation Events/ExitEvent.cs.meta b/Assets/Plugins/Animancer/Utilities/Animation Events/ExitEvent.cs.meta new file mode 100644 index 0000000000..4b442ea1f1 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Events/ExitEvent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8b86ef1d8772ec040b70676e2c90852c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Animation Events/SimpleEventReceiver.cs b/Assets/Plugins/Animancer/Utilities/Animation Events/SimpleEventReceiver.cs new file mode 100644 index 0000000000..857ae91ecc --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Events/SimpleEventReceiver.cs @@ -0,0 +1,42 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; +using UnityEngine.Serialization; + +namespace Animancer +{ + /// + /// A component which uses Animation Events with the Function Name "Event" to trigger a callback. + /// + /// + /// This component must always be attached to the same as the in + /// order to receive Animation Events from it. + /// + /// Documentation: Simple Events + /// + /// https://kybernetik.com.au/animancer/api/Animancer/SimpleEventReceiver + /// + [AddComponentMenu(Strings.MenuPrefix + "Simple Event Receiver")] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(SimpleEventReceiver))] + public class SimpleEventReceiver : MonoBehaviour + { + /************************************************************************************************************************/ + + [SerializeField, FormerlySerializedAs("onEvent")] + private AnimationEventReceiver _OnEvent; + + /// [] A callback for Animation Events with the Function Name "Event". + public ref AnimationEventReceiver OnEvent => ref _OnEvent; + + /************************************************************************************************************************/ + + /// Called by Animation Events with the Function Name "Event". + private void Event(AnimationEvent animationEvent) + { + _OnEvent.SetFunctionName(nameof(Event)); + _OnEvent.HandleEvent(animationEvent); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Animation Events/SimpleEventReceiver.cs.meta b/Assets/Plugins/Animancer/Utilities/Animation Events/SimpleEventReceiver.cs.meta new file mode 100644 index 0000000000..7767900ad6 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Events/SimpleEventReceiver.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: be38e796fe53f5a42a81cb55314f14bb +labels: +- Component +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs.meta b/Assets/Plugins/Animancer/Utilities/Animation Jobs.meta new file mode 100644 index 0000000000..d7cb502355 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 131880f34c4a28d41910e4cfba9b5e6b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimancerJob.cs b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimancerJob.cs new file mode 100644 index 0000000000..8e7920c428 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimancerJob.cs @@ -0,0 +1,50 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine.Animations; + +namespace Animancer +{ + /// [Pro-Only] + /// A base class that allows Animation Jobs to be easily inserted into an Animancer graph. + /// + /// + /// Documentation: Animated Properties + /// + /// Animation Jobs + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerJob_1 + /// + public abstract class AnimancerJob where T : struct, IAnimationJob + { + /************************************************************************************************************************/ + + /// The . + protected T _Job; + + /// The running the job. + protected AnimationScriptPlayable _Playable; + + /************************************************************************************************************************/ + + /// Creates the and inserts it between the root and the graph output. + protected void CreatePlayable(AnimancerPlayable animancer) + { + _Playable = animancer.InsertOutputJob(_Job); + } + + /************************************************************************************************************************/ + + /// + /// Destroys the and restores the graph connection it was intercepting. + /// + /// + /// This method is NOT called automatically, so if you need to guarantee that things will get cleaned up you + /// should use . + /// + public virtual void Destroy() + { + AnimancerUtilities.RemovePlayable(_Playable); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimancerJob.cs.meta b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimancerJob.cs.meta new file mode 100644 index 0000000000..54fa8d4e28 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimancerJob.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 724cb07f283f36649bdaa5081690d13b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedBool.cs b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedBool.cs new file mode 100644 index 0000000000..8a4956ea9d --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedBool.cs @@ -0,0 +1,68 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine.Animations; +using Unity.Collections; + +namespace Animancer +{ + /// [Pro-Only] + /// A wrapper which allows access to the value of properties that are controlled by animations. + /// + /// + /// Documentation: Animated Properties + /// + /// Animation Jobs + /// https://kybernetik.com.au/animancer/api/Animancer/AnimatedBool + /// + public sealed class AnimatedBool : AnimatedProperty + { + /************************************************************************************************************************/ + + /// + /// Allocates room for a specified number of properties to be filled by + /// . + /// + public AnimatedBool(IAnimancerComponent animancer, int propertyCount, + NativeArrayOptions options = NativeArrayOptions.ClearMemory) + : base(animancer, propertyCount, options) + { } + + /// Initializes a single property. + public AnimatedBool(IAnimancerComponent animancer, string propertyName) + : base(animancer, propertyName) + { } + + /// Initializes a group of properties. + public AnimatedBool(IAnimancerComponent animancer, params string[] propertyNames) + : base(animancer, propertyNames) + { } + + /************************************************************************************************************************/ + + protected override void CreateJob() + { + _Job = new Job() { properties = _Properties, values = _Values }; + } + + /************************************************************************************************************************/ + + /// An which reads an array of values. + /// https://kybernetik.com.au/animancer/api/Animancer/Job + /// + public struct Job : IAnimationJob + { + public NativeArray properties; + public NativeArray values; + + public void ProcessRootMotion(AnimationStream stream) { } + + public void ProcessAnimation(AnimationStream stream) + { + for (int i = properties.Length - 1; i >= 0; i--) + values[i] = properties[i].GetBool(stream); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedBool.cs.meta b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedBool.cs.meta new file mode 100644 index 0000000000..7895c4d5de --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedBool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 264f1b6d2ea80b94d9d05a9cdf24e5e1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedFloat.cs b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedFloat.cs new file mode 100644 index 0000000000..d8b570d25d --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedFloat.cs @@ -0,0 +1,68 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine.Animations; +using Unity.Collections; + +namespace Animancer +{ + /// [Pro-Only] + /// A wrapper which allows access to the value of properties that are controlled by animations. + /// + /// + /// Documentation: Animated Properties + /// + /// Animation Jobs + /// https://kybernetik.com.au/animancer/api/Animancer/AnimatedFloat + /// + public sealed class AnimatedFloat : AnimatedProperty + { + /************************************************************************************************************************/ + + /// + /// Allocates room for a specified number of properties to be filled by + /// . + /// + public AnimatedFloat(IAnimancerComponent animancer, int propertyCount, + NativeArrayOptions options = NativeArrayOptions.ClearMemory) + : base(animancer, propertyCount, options) + { } + + /// Initializes a single property. + public AnimatedFloat(IAnimancerComponent animancer, string propertyName) + : base(animancer, propertyName) + { } + + /// Initializes a group of properties. + public AnimatedFloat(IAnimancerComponent animancer, params string[] propertyNames) + : base(animancer, propertyNames) + { } + + /************************************************************************************************************************/ + + protected override void CreateJob() + { + _Job = new Job() { properties = _Properties, values = _Values }; + } + + /************************************************************************************************************************/ + + /// An which reads an array of values. + /// https://kybernetik.com.au/animancer/api/Animancer/Job + /// + public struct Job : IAnimationJob + { + public NativeArray properties; + public NativeArray values; + + public void ProcessRootMotion(AnimationStream stream) { } + + public void ProcessAnimation(AnimationStream stream) + { + for (int i = properties.Length - 1; i >= 0; i--) + values[i] = properties[i].GetFloat(stream); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedFloat.cs.meta b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedFloat.cs.meta new file mode 100644 index 0000000000..f71926a1f9 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedFloat.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 777209ec6fe423944acd4b2cd65e1e9f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedInt.cs b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedInt.cs new file mode 100644 index 0000000000..73d5704a6c --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedInt.cs @@ -0,0 +1,68 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine.Animations; +using Unity.Collections; + +namespace Animancer +{ + /// [Pro-Only] + /// A wrapper which allows access to the value of properties that are controlled by animations. + /// + /// + /// Documentation: Animated Properties + /// + /// Animation Jobs + /// https://kybernetik.com.au/animancer/api/Animancer/AnimatedInt + /// + public sealed class AnimatedInt : AnimatedProperty + { + /************************************************************************************************************************/ + + /// + /// Allocates room for a specified number of properties to be filled by + /// . + /// + public AnimatedInt(IAnimancerComponent animancer, int propertyCount, + NativeArrayOptions options = NativeArrayOptions.ClearMemory) + : base(animancer, propertyCount, options) + { } + + /// Initializes a single property. + public AnimatedInt(IAnimancerComponent animancer, string propertyName) + : base(animancer, propertyName) + { } + + /// Initializes a group of properties. + public AnimatedInt(IAnimancerComponent animancer, params string[] propertyNames) + : base(animancer, propertyNames) + { } + + /************************************************************************************************************************/ + + protected override void CreateJob() + { + _Job = new Job() { properties = _Properties, values = _Values }; + } + + /************************************************************************************************************************/ + + /// An which reads an array of values. + /// https://kybernetik.com.au/animancer/api/Animancer/Job + /// + public struct Job : IAnimationJob + { + public NativeArray properties; + public NativeArray values; + + public void ProcessRootMotion(AnimationStream stream) { } + + public void ProcessAnimation(AnimationStream stream) + { + for (int i = properties.Length - 1; i >= 0; i--) + values[i] = properties[i].GetInt(stream); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedInt.cs.meta b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedInt.cs.meta new file mode 100644 index 0000000000..7167ab324c --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedInt.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b40cf978cf9c2940bf4113e0a689ebd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedProperty.cs b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedProperty.cs new file mode 100644 index 0000000000..709271d5bc --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedProperty.cs @@ -0,0 +1,152 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; +using UnityEngine.Animations; +using Unity.Collections; + +namespace Animancer +{ + /// [Pro-Only] + /// A base wrapper which allows access to the value of properties that are controlled by animations. + /// + /// + /// Documentation: Animated Properties + /// + /// Animation Jobs + /// https://kybernetik.com.au/animancer/api/Animancer/AnimatedProperty_2 + /// + public abstract class AnimatedProperty : AnimancerJob, IDisposable + where TJob : struct, IAnimationJob + where TValue : struct + { + /************************************************************************************************************************/ + + /// The properties wrapped by this object. + protected NativeArray _Properties; + + /// The value of each of the from the most recent update. + protected NativeArray _Values; + + /************************************************************************************************************************/ + #region Initialisation + /************************************************************************************************************************/ + + /// + /// Allocates room for a specified number of properties to be filled by + /// . + /// + public AnimatedProperty(IAnimancerComponent animancer, int propertyCount, + NativeArrayOptions options = NativeArrayOptions.ClearMemory) + { + _Properties = new NativeArray(propertyCount, Allocator.Persistent, options); + _Values = new NativeArray(propertyCount, Allocator.Persistent); + CreateJob(); + + var playable = animancer.Playable; + CreatePlayable(playable); + playable.Disposables.Add(this); + } + + /// Initializes a single property. + public AnimatedProperty(IAnimancerComponent animancer, string propertyName) + : this(animancer, 1, NativeArrayOptions.UninitializedMemory) + { + var animator = animancer.Animator; + _Properties[0] = animator.BindStreamProperty(animator.transform, typeof(Animator), propertyName); + } + + /// Initializes a group of properties. + public AnimatedProperty(IAnimancerComponent animancer, params string[] propertyNames) + : this(animancer, propertyNames.Length, NativeArrayOptions.UninitializedMemory) + { + var count = propertyNames.Length; + + var animator = animancer.Animator; + var transform = animator.transform; + for (int i = 0; i < count; i++) + InitializeProperty(animator, i, transform, typeof(Animator), propertyNames[i]); + } + + /************************************************************************************************************************/ + + /// Initializes a property on the target . + public void InitializeProperty(Animator animator, int index, string name) + => InitializeProperty(animator, index, animator.transform, typeof(Animator), name); + + /// Initializes the specified `index` to read a property with the specified `name`. + public void InitializeProperty(Animator animator, int index, Transform transform, Type type, string name) + => _Properties[index] = animator.BindStreamProperty(transform, type, name); + + /************************************************************************************************************************/ + + /// Creates and assigns the . + protected abstract void CreateJob(); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Accessors + /************************************************************************************************************************/ + + /// Returns the value of the first property. + public TValue Value => this[0]; + + /// Returns the value of the first property. + public static implicit operator TValue(AnimatedProperty properties) => properties[0]; + + /************************************************************************************************************************/ + + /// Returns the value of the property at the specified `index`. + /// This method is identical to . + public TValue GetValue(int index) => _Values[index]; + + /// Returns the value of the property at the specified `index`. + /// This indexer is identical to . + public TValue this[int index] => _Values[index]; + + /************************************************************************************************************************/ + + /// Resizes the `values` if necessary and copies the value of each property into it. + public void GetValues(ref TValue[] values) + { + AnimancerUtilities.SetLength(ref values, _Values.Length); + _Values.CopyTo(values); + } + + /// Returns a new array containing the values of all properties. + /// Use to avoid allocating a new array every call. + public TValue[] GetValues() + { + var values = new TValue[_Values.Length]; + _Values.CopyTo(values); + return values; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + void IDisposable.Dispose() => Dispose(); + + /// Cleans up the s. + /// Called by . + protected virtual void Dispose() + { + if (_Properties.IsCreated) + { + _Properties.Dispose(); + _Values.Dispose(); + } + } + + /// Destroys the and restores the graph connection it was intercepting. + public override void Destroy() + { + Dispose(); + base.Destroy(); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedProperty.cs.meta b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedProperty.cs.meta new file mode 100644 index 0000000000..d55267f545 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedProperty.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 007ec75f71aafa545afbe26b3c2fabe9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade.meta b/Assets/Plugins/Animancer/Utilities/Custom Fade.meta new file mode 100644 index 0000000000..1a0dc4c389 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 722cfa8de6d83f04388cf6801b604dd2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Curve.cs b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Curve.cs new file mode 100644 index 0000000000..caf88b0b5b --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Curve.cs @@ -0,0 +1,73 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /// https://kybernetik.com.au/animancer/api/Animancer/CustomFade + /// + public partial class CustomFade + { + /************************************************************************************************************************/ + + /// Modify the current fade to use the specified `curve` to calculate the weight. + /// See . + /// The `curve` should follow the guideline. + public static void Apply(AnimancerComponent animancer, AnimationCurve curve) + => Apply(animancer.States.Current, curve); + + /// Modify the current fade to use the specified `curve` to calculate the weight. + /// See . + /// The `curve` should follow the guideline. + public static void Apply(AnimancerPlayable animancer, AnimationCurve curve) + => Apply(animancer.States.Current, curve); + + /// Modify the current fade to use the specified `curve` to calculate the weight. + /// See . + /// The `curve` should follow the guideline. + public static void Apply(AnimancerState state, AnimationCurve curve) + => Curve.Acquire(curve).Apply(state); + + /// Modify the current fade to use the specified `curve` to calculate the weight. + /// See . + /// The `curve` should follow the guideline. + public static void Apply(AnimancerNode node, AnimationCurve curve) + => Curve.Acquire(curve).Apply(node); + + /************************************************************************************************************************/ + + /// A which uses an to calculate the weight. + /// See . + private sealed class Curve : CustomFade + { + /************************************************************************************************************************/ + + private AnimationCurve _Curve; + + /************************************************************************************************************************/ + + public static Curve Acquire(AnimationCurve curve) + { + if (curve == null) + { + OptionalWarning.CustomFadeNotNull.Log($"{nameof(curve)} is null."); + return null; + } + + var fade = ObjectPool.Acquire(); + fade._Curve = curve; + return fade; + } + + /************************************************************************************************************************/ + + protected override float CalculateWeight(float progress) => _Curve.Evaluate(progress); + + /************************************************************************************************************************/ + + protected override void Release() => ObjectPool.Release(this); + + /************************************************************************************************************************/ + } + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Curve.cs.meta b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Curve.cs.meta new file mode 100644 index 0000000000..2d131cfb00 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Curve.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 150415ff9fadb6947aa9a475e5352725 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Delegate.cs b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Delegate.cs new file mode 100644 index 0000000000..6087dbf554 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Delegate.cs @@ -0,0 +1,95 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +namespace Animancer +{ + /// https://kybernetik.com.au/animancer/api/Animancer/CustomFade + /// + public partial class CustomFade + { + /************************************************************************************************************************/ + + /// Modify the current fade to use the specified `calculateWeight` delegate. + /// See . + /// The `calculateWeight` should follow the guideline. + public static void Apply(AnimancerComponent animancer, Func calculateWeight) + => Apply(animancer.States.Current, calculateWeight); + + /// Modify the current fade to use the specified `calculateWeight` delegate. + /// See . + /// The `calculateWeight` should follow the guideline. + public static void Apply(AnimancerPlayable animancer, Func calculateWeight) + => Apply(animancer.States.Current, calculateWeight); + + /// Modify the current fade to use the specified `calculateWeight` delegate. + /// See . + /// The `calculateWeight` should follow the guideline. + public static void Apply(AnimancerState state, Func calculateWeight) + => Delegate.Acquire(calculateWeight).Apply(state); + + /// Modify the current fade to use the specified `calculateWeight` delegate. + /// See . + /// The `calculateWeight` should follow the guideline. + public static void Apply(AnimancerNode node, Func calculateWeight) + => Delegate.Acquire(calculateWeight).Apply(node); + + /************************************************************************************************************************/ + + /// Modify the current fade to use the specified `function` to calculate the weight. + /// See . + public static void Apply(AnimancerComponent animancer, Easing.Function function) + => Apply(animancer.States.Current, function); + + /// Modify the current fade to use the specified `function` to calculate the weight. + /// See . + public static void Apply(AnimancerPlayable animancer, Easing.Function function) + => Apply(animancer.States.Current, function); + + /// Modify the current fade to use the specified `function` to calculate the weight. + /// See . + public static void Apply(AnimancerState state, Easing.Function function) + => Delegate.Acquire(function.GetDelegate()).Apply(state); + + /// Modify the current fade to use the specified `function` to calculate the weight. + /// See . + public static void Apply(AnimancerNode node, Easing.Function function) + => Delegate.Acquire(function.GetDelegate()).Apply(node); + + /************************************************************************************************************************/ + + /// A which uses a to calculate the weight. + /// See . + private sealed class Delegate : CustomFade + { + /************************************************************************************************************************/ + + private Func _CalculateWeight; + + /************************************************************************************************************************/ + + public static Delegate Acquire(Func calculateWeight) + { + if (calculateWeight == null) + { + OptionalWarning.CustomFadeNotNull.Log($"{nameof(calculateWeight)} is null."); + return null; + } + + var fade = ObjectPool.Acquire(); + fade._CalculateWeight = calculateWeight; + return fade; + } + + /************************************************************************************************************************/ + + protected override float CalculateWeight(float progress) => _CalculateWeight(progress); + + /************************************************************************************************************************/ + + protected override void Release() => ObjectPool.Release(this); + + /************************************************************************************************************************/ + } + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Delegate.cs.meta b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Delegate.cs.meta new file mode 100644 index 0000000000..dbc3a52c51 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.Delegate.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59a602c72b20d654dbd9712ba46a2e2c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.cs b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.cs new file mode 100644 index 0000000000..012df775db --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.cs @@ -0,0 +1,199 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer +{ + /// [Pro-Only] + /// A system which fades animation weights animations using a custom calculation rather than linear interpolation. + /// + /// + /// + /// Documentation: Custom Fade + /// + /// + /// + /// [SerializeField] private AnimancerComponent _Animancer; + /// [SerializeField] private AnimationClip _Clip; + /// + /// private void Awake() + /// { + /// // Start fading the animation normally. + /// var state = _Animancer.Play(_Clip, 0.25f); + /// + /// // Then apply the custom fade to modify it. + /// CustomFade.Apply(state, Easing.Sine.InOut);// Use a delegate. + /// CustomFade.Apply(state, Easing.Function.SineInOut);// Or use the Function enum. + /// + /// // Or apply it to whatever the current state happens to be. + /// CustomFade.Apply(_Animancer, Easing.Sine.InOut); + /// + /// // Anything else you play after that will automatically cancel the custom fade. + /// } + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/CustomFade + /// + public abstract partial class CustomFade : Key, IUpdatable + { + /************************************************************************************************************************/ + + private float _Time; + private float _FadeSpeed; + private NodeWeight _Target; + private AnimancerLayer _Layer; + private int _CommandCount; + + private readonly List FadeOutNodes = new List(); + + /************************************************************************************************************************/ + + private readonly struct NodeWeight + { + public readonly AnimancerNode Node; + public readonly float StartingWeight; + + public NodeWeight(AnimancerNode node) + { + Node = node; + StartingWeight = node.Weight; + } + } + + /************************************************************************************************************************/ + + /// + /// Gathers the current details of the and register this + /// to be updated by it so that it can replace the regular fade behaviour. + /// + protected void Apply(AnimancerState state) + { + AnimancerUtilities.Assert(state.Parent != null, "Node is not connected to a layer."); + + Apply((AnimancerNode)state); + + var parent = state.Parent; + for (int i = parent.ChildCount - 1; i >= 0; i--) + { + var other = parent.GetChild(i); + if (other != state && other.FadeSpeed != 0) + { + other.FadeSpeed = 0; + FadeOutNodes.Add(new NodeWeight(other)); + } + } + } + + /// + /// Gathers the current details of the and register this + /// to be updated by it so that it can replace the regular fade behaviour. + /// + protected void Apply(AnimancerNode node) + { +#if UNITY_ASSERTIONS + AnimancerUtilities.Assert(node != null, "Node is null."); + AnimancerUtilities.Assert(node.IsValid, "Node is not valid."); + AnimancerUtilities.Assert(node.FadeSpeed != 0, $"Node is not fading ({nameof(node.FadeSpeed)} is 0)."); + + var animancer = node.Root; + AnimancerUtilities.Assert(animancer != null, $"{nameof(node)}.{nameof(node.Root)} is null."); + + if (OptionalWarning.CustomFadeBounds.IsEnabled()) + { + if (CalculateWeight(0) != 0) + OptionalWarning.CustomFadeBounds.Log("CalculateWeight(0) != 0.", animancer.Component); + if (CalculateWeight(1) != 1) + OptionalWarning.CustomFadeBounds.Log("CalculateWeight(1) != 1.", animancer.Component); + } +#endif + + _Time = 0; + _Target = new NodeWeight(node); + _FadeSpeed = node.FadeSpeed; + _Layer = node.Layer; + _CommandCount = _Layer.CommandCount; + + node.FadeSpeed = 0; + + FadeOutNodes.Clear(); + + node.Root.RequirePreUpdate(this); + } + + /************************************************************************************************************************/ + + /// + /// Returns the desired weight for the target state at the specified `progress` (ranging from 0 to 1). + /// + /// + /// This method should return 0 when the `progress` is 0 and 1 when the `progress` is 1. It can do anything you + /// want with other values, but violating that guideline will trigger + /// . + /// + protected abstract float CalculateWeight(float progress); + + /// Called when this fade is cancelled (or ends). + /// Can be used to return it to an . + protected abstract void Release(); + + /************************************************************************************************************************/ + + void IUpdatable.Update() + { + // Stop fading if the state was destroyed or something else was played. + if (!_Target.Node.IsValid() || + _Layer != _Target.Node.Layer || + _CommandCount != _Layer.CommandCount) + { + FadeOutNodes.Clear(); + _Layer.Root.CancelPreUpdate(this); + Release(); + return; + } + + _Time += AnimancerPlayable.DeltaTime * _Layer.Speed * _FadeSpeed; + + if (_Time < 1)// Fade. + { + var weight = CalculateWeight(_Time); + + _Target.Node.SetWeight(Mathf.LerpUnclamped(_Target.StartingWeight, _Target.Node.TargetWeight, weight)); + _Target.Node.ApplyWeight(); + + weight = 1 - weight; + for (int i = FadeOutNodes.Count - 1; i >= 0; i--) + { + var node = FadeOutNodes[i]; + node.Node.SetWeight(node.StartingWeight * weight); + node.Node.ApplyWeight(); + } + } + else// End. + { + _Time = 1; + ForceFinishFade(_Target.Node); + + for (int i = FadeOutNodes.Count - 1; i >= 0; i--) + ForceFinishFade(FadeOutNodes[i].Node); + + FadeOutNodes.Clear(); + _Layer.Root.CancelPreUpdate(this); + Release(); + } + } + + /************************************************************************************************************************/ + + private static void ForceFinishFade(AnimancerNode node) + { + var weight = node.TargetWeight; + node.SetWeight(weight); + node.ApplyWeight(); + if (weight == 0) + node.Stop(); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.cs.meta b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.cs.meta new file mode 100644 index 0000000000..51f8c012cd --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/CustomFade.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ed2679c1f412af94a998e64ee8559e7b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/DontAllowFade.cs b/Assets/Plugins/Animancer/Utilities/Custom Fade/DontAllowFade.cs new file mode 100644 index 0000000000..a2336883fc --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/DontAllowFade.cs @@ -0,0 +1,77 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /// An that cancels any fades and logs warnings when they occur. + /// + /// + /// This is useful for based characters since fading does nothing for them. + /// + /// You can also set the to 0 so that you don't need to set it + /// manually on all your transitions. + /// + /// + /// + /// [SerializeField] private AnimancerComponent _Animancer; + /// + /// private void Awake() + /// { + /// // To only apply it only in the Unity Editor and Development Builds: + /// DontAllowFade.Assert(_Animancer); + /// + /// // Or to apply it at all times: + /// _Animancer.Playable.RequireUpdate(new DontAllowFade()); + /// } + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/DontAllowFade + /// + public sealed class DontAllowFade : Key, IUpdatable + { + /************************************************************************************************************************/ + + /// [Assert-Conditional] Applies a to `animancer`. + [System.Diagnostics.Conditional(Strings.Assertions)] + public static void Assert(AnimancerPlayable animancer) + { +#if UNITY_ASSERTIONS + animancer.RequirePreUpdate(new DontAllowFade()); +#endif + } + + /************************************************************************************************************************/ + + /// If the `node` is fading, this methods logs a warning (Assert-Only) and cancels the fade. + private static void Validate(AnimancerNode node) + { + if (node != null && node.FadeSpeed != 0) + { +#if UNITY_ASSERTIONS + Debug.LogWarning($"The following {node.GetType().Name} is fading even though " + + $"{nameof(DontAllowFade)} is active: {node.GetDescription()}", + node.Root.Component as Object); +#endif + + node.Weight = node.TargetWeight; + } + } + + /************************************************************************************************************************/ + + /// Calls on all layers and their . + void IUpdatable.Update() + { + var layers = AnimancerPlayable.Current.Layers; + for (int i = layers.Count - 1; i >= 0; i--) + { + var layer = layers[i]; + Validate(layer); + Validate(layer.CurrentState); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/DontAllowFade.cs.meta b/Assets/Plugins/Animancer/Utilities/Custom Fade/DontAllowFade.cs.meta new file mode 100644 index 0000000000..6b0db7f60a --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/DontAllowFade.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8847753c6eace0b4c84c323e465a428f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/Easing.cs b/Assets/Plugins/Animancer/Utilities/Custom Fade/Easing.cs new file mode 100644 index 0000000000..7b41817352 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/Easing.cs @@ -0,0 +1,1338 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using static UnityEngine.Mathf; +using NormalizedDelegate = System.Func; + +namespace Animancer +{ + /// A set of common easing functions. + /// + /// There are several different types of functions: + /// + /// In: accelerating from zero velocity. + /// Out: decelerating to zero velocity. + /// InOut: uses the corresponding In function until halfway, then the Out function after that. + /// Normalized: methods with a single parameter ( value) expect values from 0 to 1. + /// Ranged: methods with 3 parameters ( start, end, + /// value) use the specified range instead ot 0 to 1. + /// Derivative: calculates the gradient of their corresponding non-derivative function. + /// The more complex derivative functions were made with 'https://www.derivative-calculator.net'. + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Easing + /// + public static class Easing + { + /************************************************************************************************************************/ + #region Delegates + /************************************************************************************************************************/ + + /// The natural log of 2. + public const float Ln2 = 0.693147180559945f; + + /************************************************************************************************************************/ + + /// A variant of a with a custom range instead of 0 to 1. + public delegate float RangedDelegate(float start, float end, float value); + + /************************************************************************************************************************/ + + /// The name of an easing function. + /// The class contains various extension methods for this enum. + /// https://kybernetik.com.au/animancer/api/Animancer/Function + /// + public enum Function + { + /// + Linear, + + /// + QuadraticIn, + /// + QuadraticOut, + /// + QuadraticInOut, + + /// + CubicIn, + /// + CubicOut, + /// + CubicInOut, + + /// + QuarticIn, + /// + QuarticOut, + /// + QuarticInOut, + + /// + QuinticIn, + /// + QuinticOut, + /// + QuinticInOut, + + /// + SineIn, + /// + SineOut, + /// + SineInOut, + + /// + ExponentialIn, + /// + ExponentialOut, + /// + ExponentialInOut, + + /// + CircularIn, + /// + CircularOut, + /// + CircularInOut, + + /// + BackIn, + /// + BackOut, + /// + BackInOut, + + /// + BounceIn, + /// + BounceOut, + /// + BounceInOut, + + /// + ElasticIn, + /// + ElasticOut, + /// + ElasticInOut, + } + + /// The total number of values. + public const int FunctionCount = (int)Function.ElasticInOut + 1; + + /************************************************************************************************************************/ + + private static NormalizedDelegate[] _FunctionDelegates; + + /// [Animancer Extension] + /// Returns a cached delegate representing the specified `function` with a normalized range. + /// + public static NormalizedDelegate GetDelegate(this Function function) + { + var i = (int)function; + NormalizedDelegate del; + + if (_FunctionDelegates == null) + { + _FunctionDelegates = new NormalizedDelegate[FunctionCount]; + } + else + { + del = _FunctionDelegates[i]; + if (del != null) + return del; + } + + switch (function) + { + case Function.Linear: del = Linear; break; + case Function.QuadraticIn: del = Quadratic.In; break; + case Function.QuadraticOut: del = Quadratic.Out; break; + case Function.QuadraticInOut: del = Quadratic.InOut; break; + case Function.CubicIn: del = Cubic.In; break; + case Function.CubicOut: del = Cubic.Out; break; + case Function.CubicInOut: del = Cubic.InOut; break; + case Function.QuarticIn: del = Quartic.In; break; + case Function.QuarticOut: del = Quartic.Out; break; + case Function.QuarticInOut: del = Quartic.InOut; break; + case Function.QuinticIn: del = Quintic.In; break; + case Function.QuinticOut: del = Quintic.Out; break; + case Function.QuinticInOut: del = Quintic.InOut; break; + case Function.SineIn: del = Sine.In; break; + case Function.SineOut: del = Sine.Out; break; + case Function.SineInOut: del = Sine.InOut; break; + case Function.ExponentialIn: del = Exponential.In; break; + case Function.ExponentialOut: del = Exponential.Out; break; + case Function.ExponentialInOut: del = Exponential.InOut; break; + case Function.CircularIn: del = Circular.In; break; + case Function.CircularOut: del = Circular.Out; break; + case Function.CircularInOut: del = Circular.InOut; break; + case Function.BackIn: del = Back.In; break; + case Function.BackOut: del = Back.Out; break; + case Function.BackInOut: del = Back.InOut; break; + case Function.BounceIn: del = Bounce.In; break; + case Function.BounceOut: del = Bounce.Out; break; + case Function.BounceInOut: del = Bounce.InOut; break; + case Function.ElasticIn: del = Elastic.In; break; + case Function.ElasticOut: del = Elastic.Out; break; + case Function.ElasticInOut: del = Elastic.InOut; break; + default: throw new ArgumentOutOfRangeException(nameof(function)); + } + + _FunctionDelegates[i] = del; + return del; + } + + /************************************************************************************************************************/ + + private static NormalizedDelegate[] _DerivativeDelegates; + + /// [Animancer Extension] + /// Returns a cached delegate representing the derivative of the specified `function` with a normalized range. + /// + public static NormalizedDelegate GetDerivativeDelegate(this Function function) + { + var i = (int)function; + NormalizedDelegate del; + + if (_DerivativeDelegates == null) + { + _DerivativeDelegates = new NormalizedDelegate[FunctionCount]; + } + else + { + del = _DerivativeDelegates[i]; + if (del != null) + return del; + } + + switch (function) + { + case Function.Linear: del = LinearDerivative; break; + case Function.QuadraticIn: del = Quadratic.InDerivative; break; + case Function.QuadraticOut: del = Quadratic.OutDerivative; break; + case Function.QuadraticInOut: del = Quadratic.InOutDerivative; break; + case Function.CubicIn: del = Cubic.InDerivative; break; + case Function.CubicOut: del = Cubic.OutDerivative; break; + case Function.CubicInOut: del = Cubic.InOutDerivative; break; + case Function.QuarticIn: del = Quartic.InDerivative; break; + case Function.QuarticOut: del = Quartic.OutDerivative; break; + case Function.QuarticInOut: del = Quartic.InOutDerivative; break; + case Function.QuinticIn: del = Quintic.InDerivative; break; + case Function.QuinticOut: del = Quintic.OutDerivative; break; + case Function.QuinticInOut: del = Quintic.InOutDerivative; break; + case Function.SineIn: del = Sine.InDerivative; break; + case Function.SineOut: del = Sine.OutDerivative; break; + case Function.SineInOut: del = Sine.InOutDerivative; break; + case Function.ExponentialIn: del = Exponential.InDerivative; break; + case Function.ExponentialOut: del = Exponential.OutDerivative; break; + case Function.ExponentialInOut: del = Exponential.InOutDerivative; break; + case Function.CircularIn: del = Circular.InDerivative; break; + case Function.CircularOut: del = Circular.OutDerivative; break; + case Function.CircularInOut: del = Circular.InOutDerivative; break; + case Function.BackIn: del = Back.InDerivative; break; + case Function.BackOut: del = Back.OutDerivative; break; + case Function.BackInOut: del = Back.InOutDerivative; break; + case Function.BounceIn: del = Bounce.InDerivative; break; + case Function.BounceOut: del = Bounce.OutDerivative; break; + case Function.BounceInOut: del = Bounce.InOutDerivative; break; + case Function.ElasticIn: del = Elastic.InDerivative; break; + case Function.ElasticOut: del = Elastic.OutDerivative; break; + case Function.ElasticInOut: del = Elastic.InOutDerivative; break; + default: throw new ArgumentOutOfRangeException(nameof(function)); + } + + _DerivativeDelegates[i] = del; + return del; + } + + /************************************************************************************************************************/ + + private static RangedDelegate[] _RangedFunctionDelegates; + + /// [Animancer Extension] + /// Returns a cached delegate representing the specified `function` with a custom range. + /// + public static RangedDelegate GetRangedDelegate(this Function function) + { + var i = (int)function; + RangedDelegate del; + + if (_RangedFunctionDelegates == null) + { + _RangedFunctionDelegates = new RangedDelegate[FunctionCount]; + } + else + { + del = _RangedFunctionDelegates[i]; + if (del != null) + return del; + } + + switch (function) + { + case Function.Linear: del = Linear; break; + case Function.QuadraticIn: del = Quadratic.In; break; + case Function.QuadraticOut: del = Quadratic.Out; break; + case Function.QuadraticInOut: del = Quadratic.InOut; break; + case Function.CubicIn: del = Cubic.In; break; + case Function.CubicOut: del = Cubic.Out; break; + case Function.CubicInOut: del = Cubic.InOut; break; + case Function.QuarticIn: del = Quartic.In; break; + case Function.QuarticOut: del = Quartic.Out; break; + case Function.QuarticInOut: del = Quartic.InOut; break; + case Function.QuinticIn: del = Quintic.In; break; + case Function.QuinticOut: del = Quintic.Out; break; + case Function.QuinticInOut: del = Quintic.InOut; break; + case Function.SineIn: del = Sine.In; break; + case Function.SineOut: del = Sine.Out; break; + case Function.SineInOut: del = Sine.InOut; break; + case Function.ExponentialIn: del = Exponential.In; break; + case Function.ExponentialOut: del = Exponential.Out; break; + case Function.ExponentialInOut: del = Exponential.InOut; break; + case Function.CircularIn: del = Circular.In; break; + case Function.CircularOut: del = Circular.Out; break; + case Function.CircularInOut: del = Circular.InOut; break; + case Function.BackIn: del = Back.In; break; + case Function.BackOut: del = Back.Out; break; + case Function.BackInOut: del = Back.InOut; break; + case Function.BounceIn: del = Bounce.In; break; + case Function.BounceOut: del = Bounce.Out; break; + case Function.BounceInOut: del = Bounce.InOut; break; + case Function.ElasticIn: del = Elastic.In; break; + case Function.ElasticOut: del = Elastic.Out; break; + case Function.ElasticInOut: del = Elastic.InOut; break; + default: throw new ArgumentOutOfRangeException(nameof(function)); + } + + _RangedFunctionDelegates[i] = del; + return del; + } + + /************************************************************************************************************************/ + + private static RangedDelegate[] _RangedDerivativeDelegates; + + /// [Animancer Extension] + /// Returns a cached delegate representing the derivative of the specified `function` with a custom range. + /// + public static RangedDelegate GetRangedDerivativeDelegate(this Function function) + { + var i = (int)function; + RangedDelegate del; + + if (_RangedDerivativeDelegates == null) + { + _RangedDerivativeDelegates = new RangedDelegate[FunctionCount]; + } + else + { + del = _RangedDerivativeDelegates[i]; + if (del != null) + return del; + } + + switch (function) + { + case Function.Linear: del = LinearDerivative; break; + case Function.QuadraticIn: del = Quadratic.InDerivative; break; + case Function.QuadraticOut: del = Quadratic.OutDerivative; break; + case Function.QuadraticInOut: del = Quadratic.InOutDerivative; break; + case Function.CubicIn: del = Cubic.InDerivative; break; + case Function.CubicOut: del = Cubic.OutDerivative; break; + case Function.CubicInOut: del = Cubic.InOutDerivative; break; + case Function.QuarticIn: del = Quartic.InDerivative; break; + case Function.QuarticOut: del = Quartic.OutDerivative; break; + case Function.QuarticInOut: del = Quartic.InOutDerivative; break; + case Function.QuinticIn: del = Quintic.InDerivative; break; + case Function.QuinticOut: del = Quintic.OutDerivative; break; + case Function.QuinticInOut: del = Quintic.InOutDerivative; break; + case Function.SineIn: del = Sine.InDerivative; break; + case Function.SineOut: del = Sine.OutDerivative; break; + case Function.SineInOut: del = Sine.InOutDerivative; break; + case Function.ExponentialIn: del = Exponential.InDerivative; break; + case Function.ExponentialOut: del = Exponential.OutDerivative; break; + case Function.ExponentialInOut: del = Exponential.InOutDerivative; break; + case Function.CircularIn: del = Circular.InDerivative; break; + case Function.CircularOut: del = Circular.OutDerivative; break; + case Function.CircularInOut: del = Circular.InOutDerivative; break; + case Function.BackIn: del = Back.InDerivative; break; + case Function.BackOut: del = Back.OutDerivative; break; + case Function.BackInOut: del = Back.InOutDerivative; break; + case Function.BounceIn: del = Bounce.InDerivative; break; + case Function.BounceOut: del = Bounce.OutDerivative; break; + case Function.BounceInOut: del = Bounce.InOutDerivative; break; + case Function.ElasticIn: del = Elastic.InDerivative; break; + case Function.ElasticOut: del = Elastic.OutDerivative; break; + case Function.ElasticInOut: del = Elastic.InOutDerivative; break; + default: throw new ArgumentOutOfRangeException(nameof(function)); + } + + _RangedDerivativeDelegates[i] = del; + return del; + } + + /************************************************************************************************************************/ + + /// Returns a linearly interpolated value between the `start` and `end` based on a normalized `value`. + /// + /// + /// value = 0 returns start. + /// value = 0.5 returns (start + end) / 2. + /// value = 1 returns end. + /// + /// This method is identical to . + /// + public static float Lerp(float start, float end, float value) => start + (end - start) * value; + + /// Returns a normalized value indicating how far the `value` is between the `start` and `end`. + /// + /// + /// value = start returns 0. + /// value = (start + end) / 2 returns 0.5. + /// value = end returns 1. + /// start = end returns 0. + /// + /// This method is like except that it doesn't clamp the result between 0 and 1. + /// + public static float UnLerp(float start, float end, float value) => start == end ? 0 : (value - start) / (end - start); + + /************************************************************************************************************************/ + + /// Re-scales the result of the `function` to use a custom range instead of 0 to 1. + public static float ReScale(float start, float end, float value, NormalizedDelegate function) + => Lerp(start, end, function(UnLerp(start, end, value))); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Linear + /************************************************************************************************************************/ + + /// Directly returns the `value`. Interpolates the `value` based on the line y = x. + public static float Linear(float value) => value; + + /************************************************************************************************************************/ + + /// Returns 1. The derivative of . + public static float LinearDerivative(float value) => 1; + + /************************************************************************************************************************/ + + /// Directly returns the `value`. Interpolates the `value` based on the line y = x. + public static float Linear(float start, float end, float value) => value; + + /************************************************************************************************************************/ + + /// Returns end - start. The derivative of . + public static float LinearDerivative(float start, float end, float value) => end - start; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Quadratic + /************************************************************************************************************************/ + + /// Functions based on quadratic equations (x^2). + /// https://kybernetik.com.au/animancer/api/Animancer/Quadratic + /// + public static class Quadratic + { + /************************************************************************************************************************/ + + /// Interpolates the `value` based on the line y = x^2. + /// Easings.net has a graph of this function. + public static float In(float value) => value * value; + + /// Interpolates the `value` based on the line y = 1 - (x - 1)^2. + /// Easings.net has a graph of this function. + public static float Out(float value) + { + value--; + return -value * value + 1; + } + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) + { + value *= 2; + if (value <= 1) + { + return 0.5f * value * value; + } + else + { + value -= 2; + return 0.5f * (-value * value + 2); + } + } + + /************************************************************************************************************************/ + + /// Returns the derivative of (y = 2x). + public static float InDerivative(float value) => 2 * value; + + /// Returns the derivative of (y = -2x + 2). + public static float OutDerivative(float value) => 2 - 2 * value; + + /// Returns the derivative of . + public static float InOutDerivative(float value) + { + value *= 2; + if (value <= 1) + { + return 2 * value; + } + else + { + value--; + return 2 - 2 * value; + } + } + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Cubic + /************************************************************************************************************************/ + + /// Functions based on cubic equations (x^3). + /// https://kybernetik.com.au/animancer/api/Animancer/Cubic + /// + public static class Cubic + { + /************************************************************************************************************************/ + + /// Interpolates the `value` based on the line y = x^3. + /// Easings.net has a graph of this function. + public static float In(float value) => value * value * value; + + /// Interpolates the `value` based on the line y = 1 + (x - 1)^3. + /// Easings.net has a graph of this function. + public static float Out(float value) + { + value--; + return value * value * value + 1; + } + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) + { + value *= 2; + if (value <= 1) + { + return 0.5f * value * value * value; + } + else + { + value -= 2; + return 0.5f * (value * value * value + 2); + } + } + + /************************************************************************************************************************/ + + /// Returns the derivative of (y = 3x). + public static float InDerivative(float value) => 3 * value * value; + + /// Returns the derivative of (y = 3 * (x - 1)). + public static float OutDerivative(float value) + { + value--; + return 3 * value * value; + } + + /// Returns the derivative of . + public static float InOutDerivative(float value) + { + value *= 2; + if (value <= 1) + { + return 3 * value * value; + } + else + { + value -= 2; + return 3 * value * value; + } + } + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Quartic + /************************************************************************************************************************/ + + /// Functions based on quartic equations (x^4). + /// https://kybernetik.com.au/animancer/api/Animancer/Quartic + /// + public static class Quartic + { + /************************************************************************************************************************/ + + /// Interpolates the `value` based on the line y = x^4. + /// Easings.net has a graph of this function. + public static float In(float value) => value * value * value * value; + + /// Interpolates the `value` based on the line y = 1 - (x - 1)^4. + /// Easings.net has a graph of this function. + public static float Out(float value) + { + value--; + return -value * value * value * value + 1; + } + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) + { + value *= 2; + if (value <= 1) + { + return 0.5f * value * value * value * value; + } + else + { + value -= 2; + return 0.5f * (-value * value * value * value + 2); + } + } + + /************************************************************************************************************************/ + + /// Returns the derivative of (y = 4x). + public static float InDerivative(float value) => 4 * value * value * value; + + /// Returns the derivative of (y = -4 * (x - 1)). + public static float OutDerivative(float value) + { + value--; + return -4 * value * value * value; + } + + /// Returns the derivative of . + public static float InOutDerivative(float value) + { + value *= 2; + if (value <= 1) + { + return 4 * value * value * value; + } + else + { + value -= 2; + return -4 * value * value * value; + } + } + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Quintic + /************************************************************************************************************************/ + + /// Functions based on quintic equations (x^5). + /// https://kybernetik.com.au/animancer/api/Animancer/Quintic + /// + public static class Quintic + { + /************************************************************************************************************************/ + + /// Interpolates the `value` based on the line y = x^5. + /// Easings.net has a graph of this function. + public static float In(float value) => value * value * value * value * value; + + /// Interpolates the `value` based on the line y = 1 + (x - 1)^5. + /// Easings.net has a graph of this function. + public static float Out(float value) + { + value--; + return value * value * value * value * value + 1; + } + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) + { + value *= 2; + if (value <= 1) + { + return 0.5f * value * value * value * value * value; + } + else + { + value -= 2; + return 0.5f * (value * value * value * value * value + 2); + } + } + + /************************************************************************************************************************/ + + /// Returns the derivative of (y = 5x). + public static float InDerivative(float value) => 5 * value * value * value * value; + + /// Returns the derivative of (y = -5 * (x - 1)). + public static float OutDerivative(float value) + { + value--; + return 5 * value * value * value * value; + } + + /// Returns the derivative of . + public static float InOutDerivative(float value) + { + value *= 2; + if (value <= 1) + { + return 5 * value * value * value * value; + } + else + { + value -= 2; + return 5 * value * value * value * value; + } + } + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Sine + /************************************************************************************************************************/ + + /// Functions based on sinusoidal equations. + /// https://kybernetik.com.au/animancer/api/Animancer/Sine + /// + public static class Sine + { + /************************************************************************************************************************/ + + /// Interpolates the `value` based on a quarter-cycle of a sine wave. + /// Easings.net has a graph of this function. + public static float In(float value) => -Cos(value * (PI * 0.5f)) + 1; + + /// Interpolates the `value` based on a quarter-cycle of a sine wave. + /// Easings.net has a graph of this function. + public static float Out(float value) => Sin(value * (PI * 0.5f)); + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) => -0.5f * (Cos(PI * value) - 1); + + /************************************************************************************************************************/ + + /// Returns the derivative of . + public static float InDerivative(float value) => 0.5f * PI * Sin(0.5f * PI * value); + + /// Returns the derivative of . + public static float OutDerivative(float value) => PI * 0.5f * Cos(value * (PI * 0.5f)); + + /// Returns the derivative of . + public static float InOutDerivative(float value) => 0.5f * PI * Sin(PI * value); + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Exponential + /************************************************************************************************************************/ + + /// Functions based on exponential equations (2^(10(x))). + /// https://kybernetik.com.au/animancer/api/Animancer/Exponential + /// + public static class Exponential + { + /************************************************************************************************************************/ + + /// Interpolates the `value` based on the line (y = 2^(10 * (x - 1))). + /// Easings.net has a graph of this function. + public static float In(float value) => Pow(2, 10 * (value - 1)); + + /// Interpolates the `value` based on the line (y = -2^(-10x) + 1). + /// Easings.net has a graph of this function. + public static float Out(float value) => -Pow(2, -10 * value) + 1; + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) + { + value *= 2; + if (value <= 1) + { + return 0.5f * Pow(2, 10 * (value - 1)); + } + else + { + value--; + return 0.5f * (-Pow(2, -10 * value) + 2); + } + } + + /************************************************************************************************************************/ + + /// Returns the derivative of (y = 10 * ln(2) * 2^(10 * (x - 1))). + public static float InDerivative(float value) => 10 * Ln2 * Pow(2, 10 * (value - 1)); + + /// Returns the derivative of (y = 5 * ln(2) * 2^(-10 * (x - 1) + 1)). + public static float OutDerivative(float value) => 5 * Ln2 * Pow(2, 1 - 10 * value); + + /// Returns the derivative of . + public static float InOutDerivative(float value) + { + value *= 2; + if (value <= 1) + { + return 10 * Ln2 * Pow(2, 10 * (value - 1)); + } + else + { + value--; + return 5 * Ln2 * Pow(2, 1 - 10 * value); + } + } + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Circular + /************************************************************************************************************************/ + + /// Functions based on circular equations. + /// https://kybernetik.com.au/animancer/api/Animancer/Circular + /// + public static class Circular + { + /************************************************************************************************************************/ + + /// Interpolates the `value` based on a shifted quadrant IV of a unit circle. + /// Easings.net has a graph of this function. + public static float In(float value) => -(Sqrt(1 - value * value) - 1); + + /// Interpolates the `value` based on a shifted quadrant II of a unit circle. + /// Easings.net has a graph of this function. + public static float Out(float value) + { + value--; + return Sqrt(1 - value * value); + } + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) + { + value *= 2; + if (value <= 1) + { + return -0.5f * (Sqrt(1 - value * value) - 1); + } + else + { + value -= 2; + return 0.5f * (Sqrt(1 - value * value) + 1); + } + } + + /************************************************************************************************************************/ + + /// Returns the derivative of . + public static float InDerivative(float value) => value / Sqrt(1 - value * value); + + /// Returns the derivative of . + public static float OutDerivative(float value) + { + value--; + return -value / Sqrt(1 - value * value); + } + + /// Returns the derivative of . + public static float InOutDerivative(float value) + { + value *= 2; + if (value <= 1) + { + return value / (2 * Sqrt(1 - value * value)); + } + else + { + value -= 2; + return -value / (2 * Sqrt(1 - value * value)); + } + } + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Back + /************************************************************************************************************************/ + + /// Functions based on equations which go out of bounds then come back. + /// https://kybernetik.com.au/animancer/api/Animancer/Back + /// + public static class Back + { + /************************************************************************************************************************/ + + private const float C = 1.758f; + + /************************************************************************************************************************/ + + /// Easings.net has a graph of this function. + public static float In(float value) => value * value * ((C + 1) * value - C); + + /// Easings.net has a graph of this function. + public static float Out(float value) + { + value -= 1; + return value * value * ((C + 1) * value + C) + 1; + } + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) + { + value *= 2; + if (value <= 1) + { + return 0.5f * value * value * ((C + 1) * value - C); + } + else + { + value -= 2; + return 0.5f * (value * value * ((C + 1) * value + C) + 2); + } + } + + /************************************************************************************************************************/ + + /// Returns the derivative of . + public static float InDerivative(float value) => 3 * (C + 1) * value * value - 2 * C * value; + + /// Returns the derivative of . + public static float OutDerivative(float value) + { + value -= 1; + return (C + 1) * value * value + 2 * value * ((C + 1) * value + C); + } + + /// Returns the derivative of . + public static float InOutDerivative(float value) + { + value *= 2; + if (value <= 1) + { + return 3 * (C + 1) * value * value - 2 * C * value; + } + else + { + value -= 2; + return (C + 1) * value * value + 2 * value * ((C + 1) * value + C); + } + } + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Bounce + /************************************************************************************************************************/ + + /// Functions based on equations with sharp bounces. + /// https://kybernetik.com.au/animancer/api/Animancer/Bounce + /// + public static class Bounce + { + /************************************************************************************************************************/ + + /// Easings.net has a graph of this function. + public static float In(float value) + { + return 1 - Out(1 - value); + } + + /// Easings.net has a graph of this function. + public static float Out(float value) + { + switch (value) + { + case 0: return 0; + case 1: return 1; + } + + if (value < (1f / 2.75f)) + { + return 7.5625f * value * value; + } + else if (value < (2f / 2.75f)) + { + value -= 1.5f / 2.75f; + return 7.5625f * value * value + 0.75f; + } + else if (value < (2.5f / 2.75f)) + { + value -= 2.25f / 2.75f; + return 7.5625f * value * value + 0.9375f; + } + else + { + value -= 2.625f / 2.75f; + return 7.5625f * value * value + 0.984375f; + } + } + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) + { + if (value < 0.5f) + return 0.5f * In(value * 2); + else + return 0.5f + 0.5f * Out(value * 2 - 1); + } + + /************************************************************************************************************************/ + + /// Returns the derivative of . + public static float InDerivative(float value) => OutDerivative(1 - value); + + /// Returns the derivative of . + public static float OutDerivative(float value) + { + if (value < (1f / 2.75f)) + { + return 2 * 7.5625f * value; + } + else if (value < (2f / 2.75f)) + { + value -= 1.5f / 2.75f; + return 2 * 7.5625f * value; + } + else if (value < (2.5f / 2.75f)) + { + value -= 2.25f / 2.75f; + return 2 * 7.5625f * value; + } + else + { + value -= 2.625f / 2.75f; + return 2 * 7.5625f * value; + } + } + + /// Returns the derivative of . + public static float InOutDerivative(float value) + { + value *= 2; + if (value <= 1) + return OutDerivative(1 - value); + else + return OutDerivative(value - 1); + } + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Elastic + /************************************************************************************************************************/ + + /// Functions based on equations with soft bounces. + /// https://kybernetik.com.au/animancer/api/Animancer/Elastic + /// + public static class Elastic + { + /************************************************************************************************************************/ + + /// 2 / 3 * pi + public const float TwoThirdsPi = 2f / 3f * PI; + + /************************************************************************************************************************/ + + /// Easings.net has a graph of this function. + public static float In(float value) + { + switch (value) + { + case 0: return 0; + case 1: return 1; + } + + return -Pow(2, 10 * value - 10) * Sin((value * 10 - 10.75f) * TwoThirdsPi); + } + + /// Easings.net has a graph of this function. + public static float Out(float value) + { + switch (value) + { + case 0: return 0; + case 1: return 1; + } + + return 1 + Pow(2, -10 * value) * Sin((value * -10 - 0.75f) * TwoThirdsPi); + } + + /// Interpolate using (0 to 0.5) or (0.5 to 1). + /// Easings.net has a graph of this function. + public static float InOut(float value) + { + switch (value) + { + case 0: return 0; + case 0.5f: return 0.5f; + case 1: return 1; + } + + value *= 2; + if (value <= 1) + { + return 0.5f * (-Pow(2, 10 * value - 10) * Sin((value * 10 - 10.75f) * TwoThirdsPi)); + } + else + { + value--; + return 0.5f + 0.5f * (1 + Pow(2, -10 * value) * Sin((value * -10 - 0.75f) * TwoThirdsPi)); + } + } + + /************************************************************************************************************************/ + + /// Returns the derivative of . + public static float InDerivative(float value) + { + return -(5 * Pow(2, 10 * value - 9) * + (3 * Ln2 * Sin(PI * (40 * value - 43) / 6) + + 2 * PI * Cos(PI * (40 * value - 43) / 6))) / 3; + } + + /// Returns the derivative of . + public static float OutDerivative(float value) + { + return -(30 * Ln2 * Sin(2 * PI * (10 * value - 3f / 4f) / 3) - + 20 * PI * Cos(2 * PI * (10 * value - 3f / 4f) / 3)) / + (3 * Pow(2, 10 * value)); + } + + /// Returns the derivative of . + public static float InOutDerivative(float value) + { + value *= 2; + if (value <= 1) + return OutDerivative(1 - value); + else + return OutDerivative(value - 1); + } + + /************************************************************************************************************************/ + // Ranged Variants. + /************************************************************************************************************************/ + + /// A variant of with a custom range instead of 0 to 1. + public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); + /// A variant of with a custom range instead of 0 to 1. + public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); + + /// A variant of with a custom range instead of 0 to 1. + public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); + /// A variant of with a custom range instead of 0 to 1. + public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/Easing.cs.meta b/Assets/Plugins/Animancer/Utilities/Custom Fade/Easing.cs.meta new file mode 100644 index 0000000000..23019a11ec --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/Easing.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cb0b29d765f534f4dbda52acb782341d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/MixerParameterTween.cs b/Assets/Plugins/Animancer/Utilities/Custom Fade/MixerParameterTween.cs new file mode 100644 index 0000000000..65c9862ed5 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/MixerParameterTween.cs @@ -0,0 +1,156 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer +{ + /// A which uses . + /// + /// Documentation: Smoothing + /// + /// + /// [SerializeField] private AnimancerComponent _Animancer; + /// [SerializeField] private LinearMixerTransition _Mixer; + /// + /// private MixerParameterTweenFloat _MixerTween; + /// + /// private void Awake() + /// { + /// // Play creates the LinearMixerState from the transition. + /// _Animancer.Play(_Mixer); + /// + /// // Now that the state exists, we can create a tween for it. + /// _MixerTween = new MixerParameterTweenFloat(_Mixer.State); + /// + /// // Start tweening the parameter towards 0.5 over a period of 0.25 seconds. + /// _MixerTween.Start(0.5f, 0.25f); + /// } + /// + /// https://kybernetik.com.au/animancer/api/Animancer/MixerParameterTweenFloat + /// + public class MixerParameterTweenFloat : MixerParameterTween + { + public MixerParameterTweenFloat() { } + public MixerParameterTweenFloat(MixerState mixer) : base(mixer) { } + + protected override float CalculateCurrentValue() => Mathf.LerpUnclamped(StartValue, EndValue, Progress); + } + + /************************************************************************************************************************/ + + /// A which uses . + /// See . + /// https://kybernetik.com.au/animancer/api/Animancer/MixerParameterTweenVector2 + /// + public class MixerParameterTweenVector2 : MixerParameterTween + { + public MixerParameterTweenVector2() { } + public MixerParameterTweenVector2(MixerState mixer) : base(mixer) { } + + protected override Vector2 CalculateCurrentValue() => Vector2.LerpUnclamped(StartValue, EndValue, Progress); + } + + /************************************************************************************************************************/ + + /// A system which interpolates a over time. + /// See . + /// https://kybernetik.com.au/animancer/api/Animancer/MixerParameterTween_1 + /// + public abstract class MixerParameterTween : Key, IUpdatable + { + /************************************************************************************************************************/ + + /// The target . + public MixerState Mixer { get; set; } + + /************************************************************************************************************************/ + + /// The value of the when this tween started. + public TParameter StartValue { get; set; } + + /// The target value this tween is moving the towards. + public TParameter EndValue { get; set; } + + /************************************************************************************************************************/ + + /// The amount of time this tween will take (in seconds). + public float Duration { get; set; } + + /// The amount of time that has passed since the (in seconds). + public float Time { get; set; } + + /// The normalized progress (0 to 1) of this tween towards its goal. + public float Progress + { + get => Time / Duration; + set => Time = value * Duration; + } + + /************************************************************************************************************************/ + + /// Creates a new . + public MixerParameterTween() { } + + /// Creates a new and sets the . + public MixerParameterTween(MixerState mixer) => Mixer = mixer; + + /************************************************************************************************************************/ + + /// + /// Sets the details of this tween and registers it to be updated so that it can apply its effects every frame. + /// + public void Start(TParameter endValue, float duration) + { +#if UNITY_ASSERTIONS + AnimancerUtilities.Assert(Mixer != null, nameof(Mixer) + " is null."); + AnimancerUtilities.Assert(Mixer.Root != null, $"{nameof(Mixer)}.{nameof(Mixer.Root)} is null."); +#endif + + StartValue = Mixer.Parameter; + EndValue = endValue; + Duration = duration; + Time = 0; + + Mixer.Root.RequirePreUpdate(this); + } + + /************************************************************************************************************************/ + + /// Stops this tween from updating. + public void Stop() => Mixer?.Root?.CancelPreUpdate(this); + + /************************************************************************************************************************/ + + /// Is this tween currently being updated? + public bool IsActive => IsInList(this); + + /************************************************************************************************************************/ + + /// + /// Called every update while this tween is active to calculate the what value to set the + /// to. Usually based on the , + /// , and . + /// + protected abstract TParameter CalculateCurrentValue(); + + /************************************************************************************************************************/ + + void IUpdatable.Update() + { + Time += AnimancerPlayable.DeltaTime; + + if (Time < Duration)// Tween. + { + Mixer.Parameter = CalculateCurrentValue(); + } + else// End. + { + Time = Duration; + Mixer.Parameter = EndValue; + Stop(); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Custom Fade/MixerParameterTween.cs.meta b/Assets/Plugins/Animancer/Utilities/Custom Fade/MixerParameterTween.cs.meta new file mode 100644 index 0000000000..98a53c0c79 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Custom Fade/MixerParameterTween.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59d47dd2f66c67545a34073c92fde780 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet.cs b/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet.cs new file mode 100644 index 0000000000..9278eb92d7 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet.cs @@ -0,0 +1,469 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections.Generic; +using System.IO; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// A set of up/right/down/left animations. + /// + /// Documentation: Directional Animation Sets + /// + /// https://kybernetik.com.au/animancer/api/Animancer/DirectionalAnimationSet + /// + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Directional Animation Set/4 Directions", order = Strings.AssetMenuOrder + 10)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(DirectionalAnimationSet))] + public class DirectionalAnimationSet : ScriptableObject, IAnimationClipSource + { + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _Up; + + /// [] The animation facing up (0, 1). + /// was not called before setting this value. + public AnimationClip Up + { + get => _Up; + set + { + AssertCanSetClips(); + _Up = value; + AnimancerUtilities.SetDirty(this); + } + } + + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _Right; + + /// [] The animation facing right (1, 0). + /// was not called before setting this value. + public AnimationClip Right + { + get => _Right; + set + { + AssertCanSetClips(); + _Right = value; + AnimancerUtilities.SetDirty(this); + } + } + + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _Down; + + /// [] The animation facing down (0, -1). + /// was not called before setting this value. + public AnimationClip Down + { + get => _Down; + set + { + AssertCanSetClips(); + _Down = value; + AnimancerUtilities.SetDirty(this); + } + } + + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _Left; + + /// [] The animation facing left (-1, 0). + /// was not called before setting this value. + public AnimationClip Left + { + get => _Left; + set + { + AssertCanSetClips(); + _Left = value; + AnimancerUtilities.SetDirty(this); + } + } + + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + private bool _AllowSetClips; +#endif + + /// [Assert-Only] Determines whether the properties are allowed to be set. + [System.Diagnostics.Conditional(Strings.Assertions)] + public void AllowSetClips(bool allow = true) + { +#if UNITY_ASSERTIONS + _AllowSetClips = allow; +#endif + } + + /// [Assert-Only] Throws an if was not called. + [System.Diagnostics.Conditional(Strings.Assertions)] + public void AssertCanSetClips() + { +#if UNITY_ASSERTIONS + AnimancerUtilities.Assert(_AllowSetClips, $"{nameof(AllowSetClips)}() must be called before attempting to set any of" + + $" the animations in a {nameof(DirectionalAnimationSet)} to ensure that they are not changed accidentally."); +#endif + } + + /************************************************************************************************************************/ + + /// Returns the animation closest to the specified `direction`. + public virtual AnimationClip GetClip(Vector2 direction) + { + if (direction.x >= 0) + { + if (direction.y >= 0) + return direction.x > direction.y ? _Right : _Up; + else + return direction.x > -direction.y ? _Right : _Down; + } + else + { + if (direction.y >= 0) + return direction.x < -direction.y ? _Left : _Up; + else + return direction.x < direction.y ? _Left : _Down; + } + } + + /************************************************************************************************************************/ + #region Directions + /************************************************************************************************************************/ + + /// The number of animations in this set. + public virtual int ClipCount => 4; + + /************************************************************************************************************************/ + + /// Up, Right, Down, or Left. + /// + /// Documentation: Directional Animation Sets + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Direction + /// + public enum Direction + { + /// . + Up, + + /// . + Right, + + /// . + Down, + + /// . + Left, + } + + /************************************************************************************************************************/ + + /// Returns the name of the specified `direction`. + protected virtual string GetDirectionName(int direction) => ((Direction)direction).ToString(); + + /************************************************************************************************************************/ + + /// Returns the animation associated with the specified `direction`. + public AnimationClip GetClip(Direction direction) + { + switch (direction) + { + case Direction.Up: return _Up; + case Direction.Right: return _Right; + case Direction.Down: return _Down; + case Direction.Left: return _Left; + default: throw new ArgumentException($"Unsupported {nameof(Direction)}: {direction}"); + } + } + + /// Returns the animation associated with the specified `direction`. + public virtual AnimationClip GetClip(int direction) => GetClip((Direction)direction); + + /************************************************************************************************************************/ + + /// Sets the animation associated with the specified `direction`. + public void SetClip(Direction direction, AnimationClip clip) + { + switch (direction) + { + case Direction.Up: Up = clip; break; + case Direction.Right: Right = clip; break; + case Direction.Down: Down = clip; break; + case Direction.Left: Left = clip; break; + default: throw new ArgumentException($"Unsupported {nameof(Direction)}: {direction}"); + } + } + + /// Sets the animation associated with the specified `direction`. + public virtual void SetClip(int direction, AnimationClip clip) => SetClip((Direction)direction, clip); + + /************************************************************************************************************************/ + #region Conversion + /************************************************************************************************************************/ + + /// Returns a vector representing the specified `direction`. + public static Vector2 DirectionToVector(Direction direction) + { + switch (direction) + { + case Direction.Up: return Vector2.up; + case Direction.Right: return Vector2.right; + case Direction.Down: return Vector2.down; + case Direction.Left: return Vector2.left; + default: throw new ArgumentException($"Unsupported {nameof(Direction)}: {direction}"); + } + } + + /// Returns a vector representing the specified `direction`. + public virtual Vector2 GetDirection(int direction) => DirectionToVector((Direction)direction); + + /************************************************************************************************************************/ + + /// Returns the direction closest to the specified `vector`. + public static Direction VectorToDirection(Vector2 vector) + { + if (vector.x >= 0) + { + if (vector.y >= 0) + return vector.x > vector.y ? Direction.Right : Direction.Up; + else + return vector.x > -vector.y ? Direction.Right : Direction.Down; + } + else + { + if (vector.y >= 0) + return vector.x < -vector.y ? Direction.Left : Direction.Up; + else + return vector.x < vector.y ? Direction.Left : Direction.Down; + } + } + + /************************************************************************************************************************/ + + /// Returns a copy of the `vector` pointing in the closest direction this set type has an animation for. + public static Vector2 SnapVectorToDirection(Vector2 vector) + { + var magnitude = vector.magnitude; + var direction = VectorToDirection(vector); + vector = DirectionToVector(direction) * magnitude; + return vector; + } + + /// Returns a copy of the `vector` pointing in the closest direction this set has an animation for. + public virtual Vector2 Snap(Vector2 vector) => SnapVectorToDirection(vector); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Collections + /************************************************************************************************************************/ + + /// Adds all animations from this set to the `clips`, starting from the specified `index`. + public void AddClips(AnimationClip[] clips, int index) + { + var count = ClipCount; + for (int i = 0; i < count; i++) + clips[index + i] = GetClip(i); + } + + /// [] Adds all animations from this set to the `clips`. + public void GetAnimationClips(List clips) + { + var count = ClipCount; + for (int i = 0; i < count; i++) + clips.Add(GetClip(i)); + } + + /************************************************************************************************************************/ + + /// + /// Adds unit vectors corresponding to each of the animations in this set to the `directions`, starting from + /// the specified `index`. + /// + public void AddDirections(Vector2[] directions, int index) + { + var count = ClipCount; + for (int i = 0; i < count; i++) + directions[index + i] = GetDirection(i); + } + + /************************************************************************************************************************/ + + /// Calls and . + public void AddClipsAndDirections(AnimationClip[] clips, Vector2[] directions, int index) + { + AddClips(clips, index); + AddDirections(directions, index); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Editor Functions + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + [UnityEditor.CustomEditor(typeof(DirectionalAnimationSet), true), UnityEditor.CanEditMultipleObjects] + private class Editor : Animancer.Editor.ScriptableObjectEditor { } + + /************************************************************************************************************************/ + + /// [Editor-Only] + /// Attempts to assign the `clip` to one of this set's fields based on its name and returns the direction index + /// of that field (or -1 if it was unable to determine the direction). + /// + public virtual int SetClipByName(AnimationClip clip) + { + var name = clip.name; + + int bestDirection = -1; + int bestDirectionIndex = -1; + + var directionCount = ClipCount; + for (int i = 0; i < directionCount; i++) + { + var index = name.LastIndexOf(GetDirectionName(i)); + if (bestDirectionIndex < index) + { + bestDirectionIndex = index; + bestDirection = i; + } + } + + if (bestDirection >= 0) + SetClip(bestDirection, clip); + + return bestDirection; + } + + /************************************************************************************************************************/ + + [UnityEditor.MenuItem("CONTEXT/" + nameof(DirectionalAnimationSet) + "/Find Animations")] + private static void FindSimilarAnimations(UnityEditor.MenuCommand command) + { + var set = (DirectionalAnimationSet)command.context; + + UnityEditor.Undo.RecordObject(set, "Find Animations"); + + var directory = UnityEditor.AssetDatabase.GetAssetPath(set); + directory = Path.GetDirectoryName(directory); + + var guids = UnityEditor.AssetDatabase.FindAssets( + $"{set.name} t:{nameof(AnimationClip)}", + new string[] { directory }); + + for (int i = 0; i < guids.Length; i++) + { + var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[i]); + var clip = UnityEditor.AssetDatabase.LoadAssetAtPath(path); + if (clip == null) + continue; + + set.SetClipByName(clip); + } + } + + /************************************************************************************************************************/ + + [UnityEditor.MenuItem(Strings.CreateMenuPrefix + "Directional Animation Set/From Selection", + priority = Strings.AssetMenuOrder + 12)] + private static void CreateDirectionalAnimationSet() + { + var nameToAnimations = new Dictionary>(); + + var selection = UnityEditor.Selection.objects; + for (int i = 0; i < selection.Length; i++) + { + var clip = selection[i] as AnimationClip; + if (clip == null) + continue; + + var name = clip.name; + for (Direction direction = 0; direction < (Direction)4; direction++) + { + name = name.Replace(direction.ToString(), ""); + } + + if (!nameToAnimations.TryGetValue(name, out var clips)) + { + clips = new List(); + nameToAnimations.Add(name, clips); + } + + clips.Add(clip); + } + + if (nameToAnimations.Count == 0) + throw new InvalidOperationException("No clips are selected"); + + var sets = new List(); + foreach (var nameAndAnimations in nameToAnimations) + { + var set = nameAndAnimations.Value.Count <= 4 ? + CreateInstance() : + CreateInstance(); + + set.AllowSetClips(); + for (int i = 0; i < nameAndAnimations.Value.Count; i++) + { + set.SetClipByName(nameAndAnimations.Value[i]); + } + + var path = UnityEditor.AssetDatabase.GetAssetPath(nameAndAnimations.Value[0]); + path = $"{Path.GetDirectoryName(path)}/{nameAndAnimations.Key}.asset"; + UnityEditor.AssetDatabase.CreateAsset(set, path); + + sets.Add(set); + } + + UnityEditor.Selection.objects = sets.ToArray(); + } + + /************************************************************************************************************************/ + + [UnityEditor.MenuItem("CONTEXT/" + nameof(DirectionalAnimationSet) + "/Toggle Looping")] + private static void ToggleLooping(UnityEditor.MenuCommand command) + { + var set = (DirectionalAnimationSet)command.context; + + var count = set.ClipCount; + for (int i = 0; i < count; i++) + { + var clip = set.GetClip(i); + if (clip == null) + continue; + + var isLooping = !clip.isLooping; + for (i = 0; i < count; i++) + { + clip = set.GetClip(i); + if (clip == null) + continue; + + Animancer.Editor.AnimancerEditorUtilities.SetLooping(clip, isLooping); + } + + break; + } + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet.cs.meta b/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet.cs.meta new file mode 100644 index 0000000000..b5df101786 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6eceeb59a892d074db28203df8e4cd3a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet8.cs b/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet8.cs new file mode 100644 index 0000000000..4b791dda5a --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet8.cs @@ -0,0 +1,318 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; + +namespace Animancer +{ + /// A set of up/right/down/left animations with diagonals as well. + /// + /// Documentation: Directional Animation Sets + /// + /// https://kybernetik.com.au/animancer/api/Animancer/DirectionalAnimationSet8 + /// + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Directional Animation Set/8 Directions", order = Strings.AssetMenuOrder + 11)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(DirectionalAnimationSet8))] + public class DirectionalAnimationSet8 : DirectionalAnimationSet + { + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _UpRight; + + /// [] The animation facing diagonally up-right ~(0.7, 0.7). + /// was not called before setting this value. + public AnimationClip UpRight + { + get => _UpRight; + set + { + AssertCanSetClips(); + _UpRight = value; + AnimancerUtilities.SetDirty(this); + } + } + + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _DownRight; + + /// [] The animation facing diagonally down-right ~(0.7, -0.7). + /// was not called before setting this value. + public AnimationClip DownRight + { + get => _DownRight; + set + { + AssertCanSetClips(); + _DownRight = value; + AnimancerUtilities.SetDirty(this); + } + } + + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _DownLeft; + + /// [] The animation facing diagonally down-left ~(-0.7, -0.7). + /// was not called before setting this value. + public AnimationClip DownLeft + { + get => _DownLeft; + set + { + AssertCanSetClips(); + _DownLeft = value; + AnimancerUtilities.SetDirty(this); + } + } + + /************************************************************************************************************************/ + + [SerializeField] + private AnimationClip _UpLeft; + + /// [] The animation facing diagonally up-left ~(-0.7, 0.7). + /// was not called before setting this value. + public AnimationClip UpLeft + { + get => _UpLeft; + set + { + AssertCanSetClips(); + _UpLeft = value; + AnimancerUtilities.SetDirty(this); + } + } + + /************************************************************************************************************************/ + + /// Returns the animation closest to the specified `direction`. + public override AnimationClip GetClip(Vector2 direction) + { + var angle = Mathf.Atan2(direction.y, direction.x); + var octant = Mathf.RoundToInt(8 * angle / (2 * Mathf.PI) + 8) % 8; + switch (octant) + { + case 0: return Right; + case 1: return _UpRight; + case 2: return Up; + case 3: return _UpLeft; + case 4: return Left; + case 5: return _DownLeft; + case 6: return Down; + case 7: return _DownRight; + default: throw new ArgumentOutOfRangeException("Invalid octant"); + } + } + + /************************************************************************************************************************/ + #region Directions + /************************************************************************************************************************/ + + /// Constants for each of the diagonal directions. + /// + /// Documentation: Directional Animation Sets + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Diagonals + /// + public static class Diagonals + { + /************************************************************************************************************************/ + + /// 1 / (Square Root of 2). + public const float OneOverSqrt2 = 0.70710678118f; + + /// A vector with a magnitude of 1 pointing up to the right. + /// The value is approximately (0.7, 0.7). + public static Vector2 UpRight => new Vector2(OneOverSqrt2, OneOverSqrt2); + + /// A vector with a magnitude of 1 pointing down to the right. + /// The value is approximately (0.7, -0.7). + public static Vector2 DownRight => new Vector2(OneOverSqrt2, -OneOverSqrt2); + + /// A vector with a magnitude of 1 pointing down to the left. + /// The value is approximately (-0.7, -0.7). + public static Vector2 DownLeft => new Vector2(-OneOverSqrt2, -OneOverSqrt2); + + /// A vector with a magnitude of 1 pointing up to the left. + /// The value is approximately (-0.707, 0.707). + public static Vector2 UpLeft => new Vector2(-OneOverSqrt2, OneOverSqrt2); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + public override int ClipCount => 8; + + /************************************************************************************************************************/ + + /// Up, Right, Down, Left, or their diagonals. + /// + /// Documentation: Directional Animation Sets + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Direction + /// + public new enum Direction + { + /// . + Up, + + /// . + Right, + + /// . + Down, + + /// . + Left, + + /// (0.7..., 0.7...). + UpRight, + + /// (0.7..., -0.7...). + DownRight, + + /// (-0.7..., -0.7...). + DownLeft, + + /// (-0.7..., 0.7...). + UpLeft, + } + + /************************************************************************************************************************/ + + protected override string GetDirectionName(int direction) => ((Direction)direction).ToString(); + + /************************************************************************************************************************/ + + /// Returns the animation associated with the specified `direction`. + public AnimationClip GetClip(Direction direction) + { + switch (direction) + { + case Direction.Up: return Up; + case Direction.Right: return Right; + case Direction.Down: return Down; + case Direction.Left: return Left; + case Direction.UpRight: return _UpRight; + case Direction.DownRight: return _DownRight; + case Direction.DownLeft: return _DownLeft; + case Direction.UpLeft: return _UpLeft; + default: throw new ArgumentException($"Unsupported {nameof(Direction)}: {direction}"); + } + } + + public override AnimationClip GetClip(int direction) => GetClip((Direction)direction); + + /************************************************************************************************************************/ + + /// Sets the animation associated with the specified `direction`. + public void SetClip(Direction direction, AnimationClip clip) + { + switch (direction) + { + case Direction.Up: Up = clip; break; + case Direction.Right: Right = clip; break; + case Direction.Down: Down = clip; break; + case Direction.Left: Left = clip; break; + case Direction.UpRight: UpRight = clip; break; + case Direction.DownRight: DownRight = clip; break; + case Direction.DownLeft: DownLeft = clip; break; + case Direction.UpLeft: UpLeft = clip; break; + default: throw new ArgumentException($"Unsupported {nameof(Direction)}: {direction}"); + } + } + + public override void SetClip(int direction, AnimationClip clip) => SetClip((Direction)direction, clip); + + /************************************************************************************************************************/ + + /// Returns a vector representing the specified `direction`. + public static Vector2 DirectionToVector(Direction direction) + { + switch (direction) + { + case Direction.Up: return Vector2.up; + case Direction.Right: return Vector2.right; + case Direction.Down: return Vector2.down; + case Direction.Left: return Vector2.left; + case Direction.UpRight: return Diagonals.UpRight; + case Direction.DownRight: return Diagonals.DownRight; + case Direction.DownLeft: return Diagonals.DownLeft; + case Direction.UpLeft: return Diagonals.UpLeft; + default: throw new ArgumentException($"Unsupported {nameof(Direction)}: {direction}"); + } + } + + public override Vector2 GetDirection(int direction) => DirectionToVector((Direction)direction); + + /************************************************************************************************************************/ + + /// Returns the direction closest to the specified `vector`. + public new static Direction VectorToDirection(Vector2 vector) + { + var angle = Mathf.Atan2(vector.y, vector.x); + var octant = Mathf.RoundToInt(8 * angle / (2 * Mathf.PI) + 8) % 8; + switch (octant) + { + case 0: return Direction.Right; + case 1: return Direction.UpRight; + case 2: return Direction.Up; + case 3: return Direction.UpLeft; + case 4: return Direction.Left; + case 5: return Direction.DownLeft; + case 6: return Direction.Down; + case 7: return Direction.DownRight; + default: throw new ArgumentOutOfRangeException("Invalid octant"); + } + } + + /************************************************************************************************************************/ + + /// Returns a copy of the `vector` pointing in the closest direction this set type has an animation for. + public new static Vector2 SnapVectorToDirection(Vector2 vector) + { + var magnitude = vector.magnitude; + var direction = VectorToDirection(vector); + vector = DirectionToVector(direction) * magnitude; + return vector; + } + + public override Vector2 Snap(Vector2 vector) => SnapVectorToDirection(vector); + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Name Based Operations + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + public override int SetClipByName(AnimationClip clip) + { + var name = clip.name; + + var directionCount = ClipCount; + for (int i = directionCount - 1; i >= 0; i--) + { + if (name.Contains(GetDirectionName(i))) + { + SetClip(i, clip); + return i; + } + } + + return -1; + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet8.cs.meta b/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet8.cs.meta new file mode 100644 index 0000000000..2ce1a6964b --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/DirectionalAnimationSet8.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8b5b6ac0c7ebd7b41b307d920db7b245 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM.meta b/Assets/Plugins/Animancer/Utilities/FSM.meta new file mode 100644 index 0000000000..354f09cd0f --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8f96d1a421960344082423975948ee06 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/Animancer.FSM.asmdef b/Assets/Plugins/Animancer/Utilities/FSM/Animancer.FSM.asmdef new file mode 100644 index 0000000000..087057cf94 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/Animancer.FSM.asmdef @@ -0,0 +1,3 @@ +{ + "name": "Animancer.FSM" +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/Animancer.FSM.asmdef.meta b/Assets/Plugins/Animancer/Utilities/FSM/Animancer.FSM.asmdef.meta new file mode 100644 index 0000000000..5a5cf8d369 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/Animancer.FSM.asmdef.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: b2665e54e4314ae429d34fdeafc9f3e0 +labels: +- FSM +- FiniteStateMachine +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/AssemblyInfo.cs b/Assets/Plugins/Animancer/Utilities/FSM/AssemblyInfo.cs new file mode 100644 index 0000000000..33bbd1a96c --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/AssemblyInfo.cs @@ -0,0 +1,65 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Diagnostics.CodeAnalysis; +using System.Reflection; + +[assembly: AssemblyTitle("Animancer.FSM")] +[assembly: AssemblyDescription("A Finite State Machine system for Unity.")] +[assembly: AssemblyProduct("Animancer")] +[assembly: AssemblyCompany("Kybernetik")] +[assembly: AssemblyCopyright("Copyright © Kybernetik 2021")] +[assembly: AssemblyVersion("7.2.0.0")] + +#if UNITY_EDITOR + +[assembly: SuppressMessage("Style", "IDE0016:Use 'throw' expression", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0019:Use pattern matching", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0039:Use local function", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0044:Make field readonly", + Justification = "Using the [SerializeField] attribute on a private field means Unity will set it from serialized data.")] +[assembly: SuppressMessage("Code Quality", "IDE0051:Remove unused private members", + Justification = "Unity messages can be private, but the IDE will not know that Unity can still call them.")] +[assembly: SuppressMessage("Code Quality", "IDE0052:Remove unread private members", + Justification = "Unity messages can be private and don't need to be called manually.")] +[assembly: SuppressMessage("Style", "IDE0060:Remove unused parameter", + Justification = "Unity messages sometimes need specific signatures, even if you don't use all the parameters.")] +[assembly: SuppressMessage("Style", "IDE0063:Use simple 'using' statement", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Style", "IDE0066:Convert switch statement to expression", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("Code Quality", "IDE0067:Dispose objects before losing scope", + Justification = "Not always relevant.")] +[assembly: SuppressMessage("Code Quality", "IDE0068:Use recommended dispose pattern", + Justification = "Not always relevant.")] +[assembly: SuppressMessage("Code Quality", "IDE0069:Disposable fields should be disposed", + Justification = "Not always relevant.")] +[assembly: SuppressMessage("Style", "IDE0083:Use pattern matching", + Justification = "Not supported by older Unity versions")] +[assembly: SuppressMessage("Style", "IDE0090:Use 'new(...)'", + Justification = "Not supported by older Unity versions.")] +[assembly: SuppressMessage("CodeQuality", "IDE0079:Remove unnecessary suppression", + Justification = "Don't give code style advice in publically released code.")] +[assembly: SuppressMessage("Style", "IDE1006:Naming Styles", + Justification = "Don't give code style advice in publically released code.")] + +[assembly: SuppressMessage("Correctness", "UNT0005:Suspicious Time.deltaTime usage", + Justification = "Time.deltaTime is not suspicious in FixedUpdate, it has the same value as Time.fixedDeltaTime")] + +[assembly: SuppressMessage("Code Quality", "CS0649:Field is never assigned to, and will always have its default value", + Justification = "Using the [SerializeField] attribute on a private field means Unity will set it from serialized data.")] + +[assembly: SuppressMessage("Microsoft.Design", "CA1001:TypesThatOwnDisposableFieldsShouldBeDisposable", + Justification = "Having a field doesn't mean you are responsible for creating and destroying it.")] +[assembly: SuppressMessage("Microsoft.Design", "CA1009:DeclareEventHandlersCorrectly", + Justification = "Not all events need to care about the sender.")] +[assembly: SuppressMessage("Microsoft.Design", "CA1033:InterfaceMethodsShouldBeCallableByChildTypes", + Justification = "No need to pollute the member list of implementing types.")] +[assembly: SuppressMessage("Microsoft.Design", "CA1063:ImplementIDisposableCorrectly", + Justification = "No need to pollute the member list of implementing types.")] +[assembly: SuppressMessage("Microsoft.Usage", "CA2235:MarkAllNonSerializableFields", + Justification = "UnityEngine.Object is serializable by Unity.")] + +#endif diff --git a/Assets/Plugins/Animancer/Utilities/FSM/AssemblyInfo.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/AssemblyInfo.cs.meta new file mode 100644 index 0000000000..ee9cfeb610 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/AssemblyInfo.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 94a6e52abdbcf8345be407d6740230a2 +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/DelegateState.cs b/Assets/Plugins/Animancer/Utilities/FSM/DelegateState.cs new file mode 100644 index 0000000000..27c9a0e419 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/DelegateState.cs @@ -0,0 +1,49 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +namespace Animancer.FSM +{ + /// An that uses delegates to define its behaviour. + /// + /// Documentation: State Types + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/DelegateState + /// + public class DelegateState : IState + { + /************************************************************************************************************************/ + + /// Determines whether this state can be entered. Null is treated as returning true. + public Func canEnter; + + /// [] Calls to determine whether this state can be entered. + public virtual bool CanEnterState => canEnter == null || canEnter(); + + /************************************************************************************************************************/ + + /// Determines whether this state can be exited. Null is treated as returning true. + public Func canExit; + + /// [] Calls to determine whether this state can be exited. + public virtual bool CanExitState => canExit == null || canExit(); + + /************************************************************************************************************************/ + + /// Called when this state is entered. + public Action onEnter; + + /// [] Calls when this state is entered. + public virtual void OnEnterState() => onEnter?.Invoke(); + + /************************************************************************************************************************/ + + /// Called when this state is exited. + public Action onExit; + + /// [] Calls when this state is exited. + public virtual void OnExitState() => onExit?.Invoke(); + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/DelegateState.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/DelegateState.cs.meta new file mode 100644 index 0000000000..b09256a8fc --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/DelegateState.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 7a0b6fcf1d3471d4aa75f4c39f3c1c1e +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/IState.cs b/Assets/Plugins/Animancer/Utilities/FSM/IState.cs new file mode 100644 index 0000000000..177a75e8b7 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/IState.cs @@ -0,0 +1,418 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; + +namespace Animancer.FSM +{ + /// A state that can be used in a . + /// + /// The class contains various extension methods for this interface. + /// + /// Documentation: Finite State Machines + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/IState + /// + public interface IState + { + /// Can this state be entered? + /// + /// Checked by , + /// and . + /// + /// Not checked by . + /// + bool CanEnterState { get; } + + /// Can this state be exited? + /// + /// Checked by , + /// and . + /// + /// Not checked by . + /// + bool CanExitState { get; } + + /// Called when this state is entered. + /// + /// Called by , + /// and . + /// + void OnEnterState(); + + /// Called when this state is exited. + /// + /// Called by , + /// and . + /// + void OnExitState(); + } + + /************************************************************************************************************************/ + + /// An that knows which it is used in. + /// + /// The class contains various extension methods for this interface. + /// + /// Documentation: Owned States + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/IOwnedState_1 + public interface IOwnedState : IState where TState : class, IState + { + /// The that this state is used in. + StateMachine OwnerStateMachine { get; } + } + + /************************************************************************************************************************/ + + /// An empty that implements all the required methods as virtual. + /// + /// Documentation: State Types + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/State + /// + public abstract class State : IState + { + /************************************************************************************************************************/ + + /// + /// Returns true unless overridden. + public virtual bool CanEnterState => true; + + /// + /// Returns true unless overridden. + public virtual bool CanExitState => true; + + /// + public virtual void OnEnterState() { } + + /// + public virtual void OnExitState() { } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + /// Various extension methods for and . + /// + /// + /// Documentation: Finite State Machines + /// + /// + /// + /// public class Character : MonoBehaviour + /// { + /// public StateMachine<CharacterState> StateMachine { get; private set; } + /// } + /// + /// public class CharacterState : StateBehaviour, IOwnedState<CharacterState> + /// { + /// [SerializeField] + /// private Character _Character; + /// public Character Character => _Character; + /// + /// public StateMachine<CharacterState> OwnerStateMachine => _Character.StateMachine; + /// } + /// + /// public class CharacterBrain : MonoBehaviour + /// { + /// [SerializeField] private Character _Character; + /// [SerializeField] private CharacterState _Jump; + /// + /// private void Update() + /// { + /// if (Input.GetKeyDown(KeyCode.Space)) + /// { + /// // Normally you would need to refer to both the state machine and the state: + /// _Character.StateMachine.TrySetState(_Jump); + /// + /// // But since CharacterState implements IOwnedState you can use these extension methods: + /// _Jump.TryEnterState(); + /// } + /// } + /// } + /// + ///

Inherited Types

+ /// Unfortunately, if the field type is not the same as the T in the IOwnedState<T> + /// implementation then attempting to use these extension methods without specifying the generic argument will + /// give the following error: + /// + /// The type 'StateType' cannot be used as type parameter 'TState' in the generic type or method + /// 'StateExtensions.TryEnterState<TState>(TState)'. There is no implicit reference conversion from + /// 'StateType' to 'Animancer.FSM.IOwnedState<StateType>'. + /// + /// For example, you might want to access members of a derived state class like this SetTarget method: + /// + /// public class AttackState : CharacterState + /// { + /// public void SetTarget(Transform target) { } + /// } + /// + /// public class CharacterBrain : MonoBehaviour + /// { + /// [SerializeField] private AttackState _Attack; + /// + /// private void Update() + /// { + /// if (Input.GetMouseButtonDown(0)) + /// { + /// _Attack.SetTarget(...) + /// // Can't do _Attack.TryEnterState(); + /// _Attack.TryEnterState<CharacterState>(); + /// } + /// } + /// } + /// + /// Unlike the _Jump example, the _Attack field is an AttackState rather than the base + /// CharacterState so we can call _Attack.SetTarget(...) but that causes problems with these extension + /// methods. + /// + /// Calling the method without specifying its generic argument automatically uses the variable's type as the + /// argument so both of the following calls do the same thing: + /// + /// _Attack.TryEnterState(); + /// _Attack.TryEnterState<AttackState>(); + /// + /// The problem is that AttackState inherits the implementation of IOwnedState from the base + /// CharacterState class. But since that implementation is IOwnedState<CharacterState>, rather + /// than IOwnedState<AttackState> that means TryEnterState<AttackState> does not satisfy + /// that method's generic constraints: where TState : class, IOwnedState<TState> + /// + /// That is why you simply need to specify the base class which implements IOwnedState as the generic + /// argument to prevent it from inferring the wrong type: + /// + /// _Attack.TryEnterState<CharacterState>(); + ///
+ /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateExtensions + [HelpURL(APIDocumentationURL + nameof(StateExtensions))] + public static class StateExtensions + { + /************************************************************************************************************************/ + + /// The URL of the API documentation for the system. + public const string APIDocumentationURL = "https://kybernetik.com.au/animancer/api/Animancer.FSM/"; + + /************************************************************************************************************************/ + + /// [Animancer Extension] Returns the . + public static TState GetPreviousState(this TState state) + where TState : class, IState + => StateChange.PreviousState; + + /// [Animancer Extension] Returns the . + public static TState GetNextState(this TState state) + where TState : class, IState + => StateChange.NextState; + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Checks if the specified `state` is the in its + /// . + /// + public static bool IsCurrentState(this TState state) + where TState : class, IOwnedState + => state.OwnerStateMachine.CurrentState == state; + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Attempts to enter the specified `state` and returns true if successful. + /// + /// This method returns true immediately if the specified `state` is already the + /// . To allow directly re-entering the same state, use + /// instead. + /// + public static bool TryEnterState(this TState state) + where TState : class, IOwnedState + => state.OwnerStateMachine.TrySetState(state); + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Attempts to enter the specified `state` and returns true if successful. + /// + /// This method does not check if the `state` is already the . + /// To do so, use instead. + /// + public static bool TryReEnterState(this TState state) + where TState : class, IOwnedState + => state.OwnerStateMachine.TryResetState(state); + + /************************************************************************************************************************/ + + /// [Animancer Extension] + /// Calls on the then + /// changes to the specified `state` and calls on it. + /// + /// This method does not check or + /// . To do that, you should use instead. + /// + public static void ForceEnterState(this TState state) + where TState : class, IOwnedState + => state.OwnerStateMachine.ForceSetState(state); + + /************************************************************************************************************************/ +#pragma warning disable IDE0079 // Remove unnecessary suppression. +#pragma warning disable CS1587 // XML comment is not placed on a valid language element. +#pragma warning restore IDE0079 // Remove unnecessary suppression. + // Copy this #region into a class which implements IOwnedState to give it the state extension methods as regular members. + // This will avoid any issues with the compiler inferring the wrong generic argument in the extension methods. + ///************************************************************************************************************************/ + //#region State Extensions + ///************************************************************************************************************************/ + + ///// + ///// Checks if this state is the in its + ///// . + ///// + //public bool IsCurrentState() => OwnerStateMachine.CurrentState == this; + + ///************************************************************************************************************************/ + + ///// + ///// Calls on the + ///// . + ///// + //public bool TryEnterState() => OwnerStateMachine.TrySetState(this); + + ///************************************************************************************************************************/ + + ///// + ///// Calls on the + ///// . + ///// + //public bool TryReEnterState() => OwnerStateMachine.TryResetState(this); + + ///************************************************************************************************************************/ + + ///// + ///// Calls on the + ///// . + ///// + //public void ForceEnterState() => OwnerStateMachine.ForceSetState(this); + + ///************************************************************************************************************************/ + //#endregion + ///************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// [Internal] Returns an error message explaining that the wrong type of change is being accessed. + internal static string GetChangeError(Type stateType, Type machineType, string changeType = "State") + { + Type previousType = null; + Type baseStateType = null; + System.Collections.Generic.HashSet activeChangeTypes = null; + + var stackTrace = new System.Diagnostics.StackTrace(1, false).GetFrames(); + for (int i = 0; i < stackTrace.Length; i++) + { + var type = stackTrace[i].GetMethod().DeclaringType; + if (type != previousType && + type.IsGenericType && + type.GetGenericTypeDefinition() == machineType) + { + var argument = type.GetGenericArguments()[0]; + if (argument.IsAssignableFrom(stateType)) + { + baseStateType = argument; + break; + } + else + { + if (activeChangeTypes == null) + activeChangeTypes = new System.Collections.Generic.HashSet(); + + if (!activeChangeTypes.Contains(argument)) + activeChangeTypes.Add(argument); + } + } + + previousType = type; + } + + var text = new System.Text.StringBuilder() + .Append("Attempted to access ") + .Append(changeType) + .Append("Change<") + .Append(stateType.FullName) + .Append($"> but no {nameof(StateMachine)} of that type is currently changing its ") + .Append(changeType) + .AppendLine("."); + + if (baseStateType != null) + { + text.Append(" - ") + .Append(changeType) + .Append(" changes must be accessed using the base ") + .Append(changeType) + .Append(" type, which is ") + .Append(changeType) + .Append("Change<") + .Append(baseStateType.FullName) + .AppendLine("> in this case."); + + var caller = stackTrace[1].GetMethod(); + if (caller.DeclaringType == typeof(StateExtensions)) + { + var propertyName = stackTrace[0].GetMethod().Name; + propertyName = propertyName.Substring(4, propertyName.Length - 4);// Remove the "get_". + + text.Append(" - This may be caused by the compiler incorrectly inferring the generic argument of the Get") + .Append(propertyName) + .Append(" method, in which case it must be manually specified like so: state.Get") + .Append(propertyName) + .Append('<') + .Append(baseStateType.FullName) + .AppendLine(">()"); + } + } + else + { + if (activeChangeTypes == null) + { + text.Append(" - No other ") + .Append(changeType) + .AppendLine(" changes are currently occurring either."); + } + else + { + if (activeChangeTypes.Count == 1) + { + text.Append(" - There is 1 ") + .Append(changeType) + .AppendLine(" change currently occurring:"); + } + else + { + text.Append(" - There are ") + .Append(activeChangeTypes.Count) + .Append(' ') + .Append(changeType) + .AppendLine(" changes currently occurring:"); + } + + foreach (var type in activeChangeTypes) + { + text.Append(" - ") + .AppendLine(type.FullName); + } + } + } + + text.Append(" - ") + .Append(changeType) + .Append("Change<") + .Append(stateType.FullName) + .AppendLine($">.{nameof(StateChange.IsActive)} can be used to check if a change of that type is currently occurring.") + .AppendLine(" - See the documentation for more information: " + + "https://kybernetik.com.au/animancer/docs/manual/fsm/changing-states"); + + return text.ToString(); + } +#endif + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/IState.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/IState.cs.meta new file mode 100644 index 0000000000..693c2d8d8f --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/IState.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 44bb48284153d6e498f900eb062fc584 +labels: +- FSM +- FiniteStateMachine +- Interface +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/KeyChange.cs b/Assets/Plugins/Animancer/Utilities/FSM/KeyChange.cs new file mode 100644 index 0000000000..f46fd27e25 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/KeyChange.cs @@ -0,0 +1,122 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +namespace Animancer.FSM +{ + /// A static access point for the details of a key change in a . + /// + /// This system is thread-safe. + /// + /// Documentation: Changing States + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/KeyChange_1 + /// + public struct KeyChange : IDisposable + { + /************************************************************************************************************************/ + + [ThreadStatic] + private static KeyChange _Current; + + private IKeyedStateMachine _StateMachine; + private TKey _PreviousKey; + private TKey _NextKey; + + /************************************************************************************************************************/ + + /// Is a of this type currently occurring? + public static bool IsActive => _Current._StateMachine != null; + + /// The in which the current change is occurring. + /// This will be null if no change is currently occurring. + public static IKeyedStateMachine StateMachine => _Current._StateMachine; + + /************************************************************************************************************************/ + + /// The key being changed from. + /// [Assert-Only] + /// is false so this property is likely being accessed on the wrong generic type. + /// + public static TKey PreviousKey + { + get + { +#if UNITY_ASSERTIONS + if (!IsActive) + throw new InvalidOperationException(StateExtensions.GetChangeError(typeof(TKey), typeof(StateMachine<,>), "Key")); +#endif + return _Current._PreviousKey; + } + } + + /************************************************************************************************************************/ + + /// The key being changed into. + /// [Assert-Only] + /// is false so this property is likely being accessed on the wrong generic type. + /// + public static TKey NextKey + { + get + { +#if UNITY_ASSERTIONS + if (!IsActive) + throw new InvalidOperationException(StateExtensions.GetChangeError(typeof(TKey), typeof(StateMachine<,>), "Key")); +#endif + return _Current._NextKey; + } + } + + /************************************************************************************************************************/ + + /// [Internal] + /// Assigns the parameters as the details of the currently active change and creates a new + /// containing the details of the previously active change so that disposing + /// it will re-assign those previous details to be current again in case of recursive state changes. + /// + /// + /// using (new KeyChange<TState>(previousKey, nextKey)) + /// { + /// // Do the actual key change. + /// } + /// + internal KeyChange(IKeyedStateMachine stateMachine, TKey previousKey, TKey nextKey) + { + this = _Current; + + _Current._StateMachine = stateMachine; + _Current._PreviousKey = previousKey; + _Current._NextKey = nextKey; + } + + /************************************************************************************************************************/ + + /// [] + /// Re-assigns the values of this change (which were the previous values from when it was created) to be the + /// currently active change. See the constructor for recommended usage. + /// + /// + /// Usually this will be returning to default values (nulls), but if one state change causes another then the + /// second one ending will return to the first which will then return to the defaults. + /// + public void Dispose() + { + _Current = this; + } + + /************************************************************************************************************************/ + + /// Returns a string describing the contents of this . + public override string ToString() => IsActive ? + $"{nameof(KeyChange)}<{typeof(TKey).FullName}" + + $">({nameof(PreviousKey)}={PreviousKey}" + + $", {nameof(NextKey)}={NextKey})" : + $"{nameof(KeyChange)}<{typeof(TKey).FullName}(Not Currently Active)"; + + /// Returns a string describing the contents of the current . + public static string CurrentToString() => _Current.ToString(); + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/KeyChange.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/KeyChange.cs.meta new file mode 100644 index 0000000000..112ae549cc --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/KeyChange.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: ba135b8e83a177043a5e505a7e9832e7 +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateBehaviour.cs b/Assets/Plugins/Animancer/Utilities/FSM/StateBehaviour.cs new file mode 100644 index 0000000000..894bc3d6ab --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateBehaviour.cs @@ -0,0 +1,85 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer.FSM +{ + /// Base class for states to be used in a . + /// + /// Documentation: State Types + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateBehaviour + /// + [HelpURL(StateExtensions.APIDocumentationURL + nameof(StateBehaviour))] + public abstract class StateBehaviour : MonoBehaviour, IState + { + /************************************************************************************************************************/ + + /// [] + /// Determines whether the can enter this state. + /// Always returns true unless overridden. + /// + public virtual bool CanEnterState => true; + + /// [] + /// Determines whether the can exit this state. + /// Always returns true unless overridden. + /// + public virtual bool CanExitState => true; + + /************************************************************************************************************************/ + + /// [] + /// Asserts that this component isn't already enabled, then enables it. + /// + public virtual void OnEnterState() + { +#if UNITY_ASSERTIONS + if (enabled) + Debug.LogError($"{nameof(StateBehaviour)} was already enabled before {nameof(OnEnterState)}: {this}", this); +#endif +#if UNITY_EDITOR + // Unity doesn't constantly repaint the Inspector if all the components are collapsed. + // So we can simply force it here to ensure that it shows the correct state being enabled. + else + UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); +#endif + + enabled = true; + } + + /************************************************************************************************************************/ + + /// [] + /// Asserts that this component isn't already disabled, then disables it. + /// + public virtual void OnExitState() + { + if (this == null) + return; + +#if UNITY_ASSERTIONS + if (!enabled) + Debug.LogError($"{nameof(StateBehaviour)} was already disabled before {nameof(OnExitState)}: {this}", this); +#endif + + enabled = false; + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] States start disabled and only the current state gets enabled at runtime. + /// Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector. + protected virtual void OnValidate() + { + if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) + return; + + enabled = false; + } +#endif + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateBehaviour.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/StateBehaviour.cs.meta new file mode 100644 index 0000000000..8f18820e71 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateBehaviour.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 7d0ae395395b5d34da55dead806d6a08 +labels: +- Component +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateChange.cs b/Assets/Plugins/Animancer/Utilities/FSM/StateChange.cs new file mode 100644 index 0000000000..9280a2fccc --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateChange.cs @@ -0,0 +1,122 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +namespace Animancer.FSM +{ + /// A static access point for the details of a state change in a . + /// + /// This system is thread-safe. + /// + /// Documentation: Changing States + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateChange_1 + /// + public struct StateChange : IDisposable where TState : class, IState + { + /************************************************************************************************************************/ + + [ThreadStatic] + private static StateChange _Current; + + private StateMachine _StateMachine; + private TState _PreviousState; + private TState _NextState; + + /************************************************************************************************************************/ + + /// Is a of this type currently occurring? + public static bool IsActive => _Current._StateMachine != null; + + /// The in which the current change is occurring. + /// This will be null if no change is currently occurring. + public static StateMachine StateMachine => _Current._StateMachine; + + /************************************************************************************************************************/ + + /// The state currently being changed from. + /// [Assert-Only] + /// is false so this property is likely being accessed on the wrong generic type. + /// + public static TState PreviousState + { + get + { +#if UNITY_ASSERTIONS + if (!IsActive) + throw new InvalidOperationException(StateExtensions.GetChangeError(typeof(TState), typeof(StateMachine<>))); +#endif + return _Current._PreviousState; + } + } + + /************************************************************************************************************************/ + + /// The state being changed into. + /// [Assert-Only] + /// is false so this property is likely being accessed on the wrong generic type. + /// + public static TState NextState + { + get + { +#if UNITY_ASSERTIONS + if (!IsActive) + throw new InvalidOperationException(StateExtensions.GetChangeError(typeof(TState), typeof(StateMachine<>))); +#endif + return _Current._NextState; + } + } + + /************************************************************************************************************************/ + + /// [Internal] + /// Assigns the parameters as the details of the currently active change and creates a new + /// containing the details of the previously active change so that disposing + /// it will re-assign those previous details to be current again in case of recursive state changes. + /// + /// + /// using (new StateChange<TState>(stateMachine, previousState, nextState)) + /// { + /// // Do the actual state change. + /// } + /// + internal StateChange(StateMachine stateMachine, TState previousState, TState nextState) + { + this = _Current; + + _Current._StateMachine = stateMachine; + _Current._PreviousState = previousState; + _Current._NextState = nextState; + } + + /************************************************************************************************************************/ + + /// [] + /// Re-assigns the values of this change (which were the previous values from when it was created) to be the + /// currently active change. See the constructor for recommended usage. + /// + /// + /// Usually this will be returning to default values (nulls), but if one state change causes another then the + /// second one ending will return to the first which will then return to the defaults. + /// + public void Dispose() + { + _Current = this; + } + + /************************************************************************************************************************/ + + /// Returns a string describing the contents of this . + public override string ToString() => IsActive ? + $"{nameof(StateChange)}<{typeof(TState).FullName}" + + $">({nameof(PreviousState)}='{_PreviousState}'" + + $", {nameof(NextState)}='{_NextState}')" : + $"{nameof(StateChange)}<{typeof(TState).FullName}(Not Currently Active)"; + + /// Returns a string describing the contents of the current . + public static string CurrentToString() => _Current.ToString(); + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateChange.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/StateChange.cs.meta new file mode 100644 index 0000000000..12a8645674 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateChange.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: d96becb371c86e241b44dea56e55385a +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.InputBuffer.cs b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.InputBuffer.cs new file mode 100644 index 0000000000..3a25b49834 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.InputBuffer.cs @@ -0,0 +1,170 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; + +namespace Animancer.FSM +{ + public partial class StateMachine + { + /// + /// A simple system that can a state then try to enter it every time + /// is called until the + /// expires. + /// + /// + /// + /// Documentation: Input Buffers + /// + /// + /// See . + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/InputBuffer + /// + public class InputBuffer : InputBuffer> + { + /************************************************************************************************************************/ + + /// Creates a new . + public InputBuffer() { } + + /// Creates a new for the specified `stateMachine`. + public InputBuffer(StateMachine stateMachine) : base(stateMachine) { } + + /************************************************************************************************************************/ + } + + /// + /// A simple system that can a state then try to enter it every time + /// is called until the expires. + /// + /// + /// + /// Documentation: Input Buffers + /// + /// + /// + /// public StateMachine<CharacterState> stateMachine;// Initialized elsewhere. + /// + /// [SerializeField] private CharacterState _Attack; + /// [SerializeField] private float _AttackInputTimeOut = 0.5f; + /// + /// private StateMachine<CharacterState>.InputBuffer _InputBuffer; + /// + /// private void Awake() + /// { + /// // Initialize the buffer. + /// _InputBuffer = new StateMachine<CharacterState>.InputBuffer(stateMachine); + /// } + /// + /// private void Update() + /// { + /// // When input is detected, buffer the desired state. + /// if (Input.GetButtonDown("Fire1"))// Left Click by default. + /// { + /// _InputBuffer.Buffer(_Attack, _AttackInputTimeOut); + /// } + /// + /// // At the end of the frame, Update the buffer so it tries to enter the buffered state. + /// // After the time out, it will clear itself so Update does nothing until something else is buffered. + /// _InputBuffer.Update(); + /// } + /// + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/InputBuffer_1 + /// + public class InputBuffer where TStateMachine : StateMachine + { + /************************************************************************************************************************/ + + private TStateMachine _StateMachine; + + /// The this buffer is feeding input to. + public TStateMachine StateMachine + { + get => _StateMachine; + set + { + _StateMachine = value; + Clear(); + } + } + + /// The this buffer is currently attempting to enter. + public TState State { get; set; } + + /// The amount of time left before the is cleared. + public float TimeOut { get; set; } + + /************************************************************************************************************************/ + + /// Is this buffer currently trying to enter a ? + public bool IsActive => State != null; + + /************************************************************************************************************************/ + + /// Creates a new . + public InputBuffer() { } + + /// Creates a new for the specified `stateMachine`. + public InputBuffer(TStateMachine stateMachine) => _StateMachine = stateMachine; + + /************************************************************************************************************************/ + + /// Sets the and . + /// Doesn't actually attempt to enter the state until is called. + public void Buffer(TState state, float timeOut) + { + State = state; + TimeOut = timeOut; + } + + /************************************************************************************************************************/ + + /// Attempts to enter the and returns true if successful. + protected virtual bool TryEnterState() => StateMachine.TryResetState(State); + + /************************************************************************************************************************/ + + /// Calls using . + /// This method should be called at the end of a frame after any calls to . + public bool Update() => Update(Time.deltaTime); + + /// + /// Attempts to enter the if there is one and returns true if successful. Otherwise the + /// is decreased by `deltaTime` and is called if it reaches 0. + /// + /// This method should be called at the end of a frame after any calls to . + public bool Update(float deltaTime) + { + if (IsActive) + { + if (TryEnterState()) + { + Clear(); + return true; + } + else + { + TimeOut -= deltaTime; + + if (TimeOut < 0) + Clear(); + } + } + + return false; + } + + /************************************************************************************************************************/ + + /// Clears this buffer so it stops trying to enter the . + public virtual void Clear() + { + State = null; + TimeOut = default; + } + + /************************************************************************************************************************/ + } + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.InputBuffer.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.InputBuffer.cs.meta new file mode 100644 index 0000000000..fefbf4b3c5 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.InputBuffer.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 3f0140c1027c5254882ca6415a514880 +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.StateSelector.cs b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.StateSelector.cs new file mode 100644 index 0000000000..5bc6bfe7db --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.StateSelector.cs @@ -0,0 +1,76 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Collections.Generic; + +namespace Animancer.FSM +{ + /// An object with a . + /// + /// Documentation: State Selectors + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/IPrioritizable + /// + public interface IPrioritizable : IState + { + float Priority { get; } + } + + /************************************************************************************************************************/ + + public partial class StateMachine + { + /// A prioritised list of potential states for a to enter. + /// + /// Documentation: State Selectors + /// + /// + /// public StateMachine<CharacterState> stateMachine; + /// public CharacterState run; + /// public CharacterState idle; + /// + /// private readonly StateMachine<CharacterState>.StateSelector + /// Selector = new StateMachine<CharacterState>.StateSelector(); + /// + /// private void Awake() + /// { + /// Selector.Add(1, run); + /// Selector.Add(0, idle); + /// } + /// + /// public void RunOrIdle() + /// { + /// stateMachine.TrySetState(Selector.Values); + /// // The "run" state has the highest priority so this will enter it if "run.CanEnterState" returns true. + /// // Otherwise if "idle.CanEnterState" returns true it will enter that state instead. + /// // If neither allows the transition, nothing happens and "stateMachine.TrySetState" returns false. + /// } + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateSelector + /// + public class StateSelector : SortedList + { + public StateSelector() : base(ReverseComparer.Instance) { } + + /// Adds the `state` to this selector with its . + public void Add(TPrioritizable state) + where TPrioritizable : TState, IPrioritizable + => Add(state.Priority, state); + } + } + + /************************************************************************************************************************/ + + /// An which reverses the default comparison. + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/ReverseComparer_1 + public sealed class ReverseComparer : IComparer + { + /// The singleton instance. + public static readonly ReverseComparer Instance = new ReverseComparer(); + + /// No need to let users create other instances. + private ReverseComparer() { } + + /// Uses with the parameters swapped. + public int Compare(T x, T y) => Comparer.Default.Compare(y, x); + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.StateSelector.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.StateSelector.cs.meta new file mode 100644 index 0000000000..88471a1b4d --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.StateSelector.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 0f882cb524ddbc8419c5beba63a1939f +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.WithDefault.cs b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.WithDefault.cs new file mode 100644 index 0000000000..7b85dda610 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.WithDefault.cs @@ -0,0 +1,89 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; + +namespace Animancer.FSM +{ + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_1 + partial class StateMachine + { + /// A with a . + /// + /// Documentation: Default States + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/WithDefault + /// + public class WithDefault : StateMachine + { + /************************************************************************************************************************/ + + private TState _DefaultState; + + /// The starting state and main state to return to when nothing else is active. + /// + /// If the is null when setting this value, it calls + /// to enter the specified state immediately. + /// + /// For a character, this would typically be their Idle state. + /// + public TState DefaultState + { + get => _DefaultState; + set + { + _DefaultState = value; + if (CurrentState == null && value != null) + ForceSetState(value); + } + } + + /************************************************************************************************************************/ + + /// Calls with the . + /// This delegate is cached to avoid allocating garbage when used in Animancer Events. + public readonly Action ForceSetDefaultState; + + /************************************************************************************************************************/ + + /// Creates a new . + public WithDefault() + { + // Silly C# doesn't allow instance delegates to be assigned using field initializers. + ForceSetDefaultState = () => ForceSetState(_DefaultState); + } + + /************************************************************************************************************************/ + + /// Creates a new and sets the . + public WithDefault(TState defaultState) + : this() + { + _DefaultState = defaultState; + ForceSetState(defaultState); + } + + /************************************************************************************************************************/ + + /// + /// Attempts to enter the and returns true if successful. + /// + /// This method returns true immediately if the specified is already the + /// . To allow directly re-entering the same state, use + /// instead. + /// + public bool TrySetDefaultState() => TrySetState(DefaultState); + + /************************************************************************************************************************/ + + /// + /// Attempts to enter the and returns true if successful. + /// + /// This method does not check if the is already the . + /// To do so, use instead. + /// + public bool TryResetDefaultState() => TryResetState(DefaultState); + + /************************************************************************************************************************/ + } + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.WithDefault.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.WithDefault.cs.meta new file mode 100644 index 0000000000..04593d568e --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.WithDefault.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: eb5d8db5c4119fd47a2f652836d193f1 +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.cs b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.cs new file mode 100644 index 0000000000..34fb759909 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.cs @@ -0,0 +1,261 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer.FSM +{ + /// A simple keyless Finite State Machine system. + /// + /// This class doesn't keep track of any states other than the currently active one. + /// See for a system that allows states to be pre-registered and accessed + /// using a separate key. + /// + /// Documentation: Finite State Machines + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_1 + /// + [HelpURL(StateExtensions.APIDocumentationURL + nameof(StateMachine) + "_1")] + public partial class StateMachine where TState : class, IState + { + /************************************************************************************************************************/ + + /// The currently active state. + public TState CurrentState { get; private set; } + + /************************************************************************************************************************/ + + /// The . + public TState PreviousState => StateChange.PreviousState; + + /// The . + public TState NextState => StateChange.NextState; + + /************************************************************************************************************************/ + + /// Creates a new , leaving the null. + public StateMachine() { } + + /// Creates a new and immediately enters the `state`. + /// This calls but not . + public StateMachine(TState state) + { +#if UNITY_ASSERTIONS + if (state == null)// AllowNullStates won't be true yet since this is the constructor. + throw new ArgumentNullException(nameof(state), NullNotAllowed); +#endif + + using (new StateChange(this, null, state)) + { + CurrentState = state; + state.OnEnterState(); + } + } + + /************************************************************************************************************************/ + + /// Is it currently possible to enter the specified `state`? + /// + /// This requires on the and + /// on the specified `state` to both return true. + /// + public bool CanSetState(TState state) + { +#if UNITY_ASSERTIONS + if (state == null && !AllowNullStates) + throw new ArgumentNullException(nameof(state), NullNotAllowed); +#endif + + using (new StateChange(this, CurrentState, state)) + { + if (CurrentState != null && !CurrentState.CanExitState) + return false; + + if (state != null && !state.CanEnterState) + return false; + + return true; + } + } + + /// Returns the first of the `states` which can currently be entered. + /// + /// This requires on the and + /// on one of the `states` to both return true. + /// + /// States are checked in ascending order (i.e. from [0] to [states.Count - 1]). + /// + public TState CanSetState(IList states) + { + // We call CanSetState so that it will check CanExitState for each individual pair in case it does + // something based on the next state. + + var count = states.Count; + for (int i = 0; i < count; i++) + { + var state = states[i]; + if (CanSetState(state)) + return state; + } + + return null; + } + + /************************************************************************************************************************/ + + /// + /// Attempts to enter the specified `state` and returns true if successful. + /// + /// This method returns true immediately if the specified `state` is already the . + /// To allow directly re-entering the same state, use instead. + /// + public bool TrySetState(TState state) + { + if (CurrentState == state) + { +#if UNITY_ASSERTIONS + if (state == null && !AllowNullStates) + throw new ArgumentNullException(nameof(state), NullNotAllowed); +#endif + + return true; + } + + return TryResetState(state); + } + + /// + /// Attempts to enter any of the specified `states` and returns true if successful. + /// + /// This method returns true and does nothing else if the is in the list. + /// To allow directly re-entering the same state, use instead. + /// + /// States are checked in ascending order (i.e. from [0] to [states.Count - 1]). + public bool TrySetState(IList states) + { + var count = states.Count; + for (int i = 0; i < count; i++) + if (TrySetState(states[i])) + return true; + + return false; + } + + /************************************************************************************************************************/ + + /// + /// Attempts to enter the specified `state` and returns true if successful. + /// + /// This method does not check if the `state` is already the . To do so, use + /// instead. + /// + public bool TryResetState(TState state) + { + if (!CanSetState(state)) + return false; + + ForceSetState(state); + return true; + } + + /// + /// Attempts to enter any of the specified `states` and returns true if successful. + /// + /// This method does not check if the `state` is already the . To do so, use + /// instead. + /// + /// States are checked in ascending order (i.e. from [0] to [states.Count - 1]). + public bool TryResetState(IList states) + { + var count = states.Count; + for (int i = 0; i < count; i++) + if (TryResetState(states[i])) + return true; + + return false; + } + + /************************************************************************************************************************/ + + /// + /// Calls on the then changes to the + /// specified `state` and calls on it. + /// + /// This method does not check or + /// . To do that, you should use instead. + /// + public void ForceSetState(TState state) + { +#if UNITY_ASSERTIONS + if (state == null) + { + if (!AllowNullStates) + throw new ArgumentNullException(nameof(state), NullNotAllowed); + } + else if (state is IOwnedState owned && owned.OwnerStateMachine != this) + { + throw new InvalidOperationException( + $"Attempted to use a state in a machine that is not its owner." + + $"\n State: {state}" + + $"\n Machine: {this}"); + } +#endif + + using (new StateChange(this, CurrentState, state)) + { + CurrentState?.OnExitState(); + + CurrentState = state; + + state?.OnEnterState(); + } + } + + /************************************************************************************************************************/ + + /// Returns a string describing the type of this state machine and its . + public override string ToString() => $"{GetType().Name} -> {CurrentState}"; + + /************************************************************************************************************************/ + +#if UNITY_ASSERTIONS + /// [Assert-Only] Should the be allowed to be set to null? Default is false. + /// Can be set by . + public bool AllowNullStates { get; private set; } + + /// [Assert-Only] The error given when attempting to set the to null. + private const string NullNotAllowed = + "This " + nameof(StateMachine) + " does not allow its state to be set to null." + + " Use " + nameof(SetAllowNullStates) + " to allow it if this is intentional."; +#endif + + /// [Assert-Conditional] Sets . + [System.Diagnostics.Conditional("UNITY_ASSERTIONS")] + public void SetAllowNullStates(bool allow = true) + { +#if UNITY_ASSERTIONS + AllowNullStates = allow; +#endif + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] Draws an Inspector field for the . + public virtual void OnInspectorGUI() + { + if (typeof(UnityEngine.Object).IsAssignableFrom(typeof(TState))) + { + UnityEditor.EditorGUI.BeginChangeCheck(); + var state = UnityEditor.EditorGUILayout.ObjectField( + "Current State", CurrentState as UnityEngine.Object, typeof(TState), true); + if (UnityEditor.EditorGUI.EndChangeCheck()) + TrySetState(state as TState); + } + } +#endif + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.cs.meta new file mode 100644 index 0000000000..17f690c452 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 87a6d066d8da93b4bbdc228c47509675 +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.InputBuffer.cs b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.InputBuffer.cs new file mode 100644 index 0000000000..ea413b78e7 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.InputBuffer.cs @@ -0,0 +1,82 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +namespace Animancer.FSM +{ + public partial class StateMachine + { + /// + /// A simple system that can a state then + /// try to enter it every time is + /// called until the expires. + /// + /// + /// + /// Documentation: Input Buffers + /// + /// + /// See . + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/InputBuffer + /// + public new class InputBuffer : InputBuffer> + { + /************************************************************************************************************************/ + + /// The of the state this buffer is currently attempting to enter. + public TKey Key { get; set; } + + /************************************************************************************************************************/ + + /// Creates a new . + public InputBuffer() { } + + /// Creates a new for the specified `stateMachine`. + public InputBuffer(StateMachine stateMachine) : base(stateMachine) { } + + /************************************************************************************************************************/ + + /// + /// If a state is registered with the `key`, this method calls + /// and returns true. Otherwise it returns false. + /// + /// Doesn't actually attempt to enter the state until is called. + public bool Buffer(TKey key, float timeOut) + { + if (StateMachine.TryGetValue(key, out var state)) + { + Buffer(key, state, timeOut); + return true; + } + else return false; + } + + /// + /// Sets the , , and + /// . + /// + /// Doesn't actually attempt to enter the state until is called. + public void Buffer(TKey key, TState state, float timeOut) + { + Key = key; + Buffer(state, timeOut); + } + + /************************************************************************************************************************/ + + /// + protected override bool TryEnterState() + => StateMachine.TryResetState(Key, State); + + /************************************************************************************************************************/ + + /// + public override void Clear() + { + base.Clear(); + Key = default; + } + + /************************************************************************************************************************/ + } + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.InputBuffer.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.InputBuffer.cs.meta new file mode 100644 index 0000000000..e40db907e3 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.InputBuffer.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 2a348c9a4a87c294e960ae27c06c12f1 +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.cs b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.cs new file mode 100644 index 0000000000..8139190884 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.cs @@ -0,0 +1,343 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer.FSM +{ + /// Interface for accessing without the TState. + /// + /// Documentation: Keyed State Machines + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/IKeyedStateMachine_1 + /// + public interface IKeyedStateMachine + { + /************************************************************************************************************************/ + + /// The key which identifies the . + TKey CurrentKey { get; } + + /// The . + TKey PreviousKey { get; } + + /// The . + TKey NextKey { get; } + + /// Attempts to enter the state registered with the specified `key` and returns it if successful. + /// + /// This method returns true immediately if the specified `key` is already the . To + /// allow directly re-entering the same state, use instead. + /// + object TrySetState(TKey key); + + /// Attempts to enter the state registered with the specified `key` and returns it if successful. + /// + /// This method does not check if the `key` is already the . To do so, use + /// instead. + /// + object TryResetState(TKey key); + + /// + /// Uses to change to the state registered + /// with the `key`. If nothing is registered, it changes to default(TState). + /// + object ForceSetState(TKey key); + + /************************************************************************************************************************/ + } + + /// A simple Finite State Machine system that registers each state with a particular key. + /// + /// This class allows states to be registered with a particular key upfront and then accessed later using that key. + /// See for a system that does not bother keeping track of any states other than + /// the active one. + /// + /// Documentation: Keyed State Machines + /// + /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_2 + /// + [HelpURL(StateExtensions.APIDocumentationURL + nameof(StateMachine) + "_2")] + public partial class StateMachine : StateMachine, IKeyedStateMachine, IDictionary + where TState : class, IState + { + /************************************************************************************************************************/ + + /// The collection of states mapped to a particular key. + public IDictionary Dictionary { get; set; } + + /// The key which identifies the . + public TKey CurrentKey { get; private set; } + + /************************************************************************************************************************/ + + /// The . + public TKey PreviousKey => KeyChange.PreviousKey; + + /// The . + public TKey NextKey => KeyChange.NextKey; + + /************************************************************************************************************************/ + + /// + /// Creates a new with a new , leaving the + /// null. + /// + public StateMachine() + { + Dictionary = new Dictionary(); + } + + /// + /// Creates a new which uses the specified `dictionary`, leaving the + /// null. + /// + public StateMachine(IDictionary dictionary) + { + Dictionary = dictionary; + } + + /// + /// Constructs a new with a new and + /// immediately uses the `defaultKey` to enter the `defaultState`. + /// + /// This calls but not . + public StateMachine(TKey defaultKey, TState defaultState) + { + Dictionary = new Dictionary + { + { defaultKey, defaultState } + }; + ForceSetState(defaultKey, defaultState); + } + + /// + /// Constructs a new which uses the specified `dictionary` and + /// immediately uses the `defaultKey` to enter the `defaultState`. + /// + /// This calls but not . + public StateMachine(IDictionary dictionary, TKey defaultKey, TState defaultState) + { + Dictionary = dictionary; + dictionary.Add(defaultKey, defaultState); + ForceSetState(defaultKey, defaultState); + } + + /************************************************************************************************************************/ + + /// Attempts to enter the specified `state` and returns true if successful. + /// + /// This method returns true immediately if the specified `state` is already the + /// . To allow directly re-entering the same state, use + /// instead. + /// + public bool TrySetState(TKey key, TState state) + { + if (CurrentState == state) + return true; + else + return TryResetState(key, state); + } + + /// Attempts to enter the state registered with the specified `key` and returns it if successful. + /// + /// This method returns true immediately if the specified `key` is already the . To + /// allow directly re-entering the same state, use instead. + /// + public TState TrySetState(TKey key) + { + if (EqualityComparer.Default.Equals(CurrentKey, key)) + return CurrentState; + else + return TryResetState(key); + } + + /// + object IKeyedStateMachine.TrySetState(TKey key) => TrySetState(key); + + /************************************************************************************************************************/ + + /// Attempts to enter the specified `state` and returns true if successful. + /// + /// This method does not check if the `state` is already the . + /// To do so, use instead. + /// + public bool TryResetState(TKey key, TState state) + { + using (new KeyChange(this, CurrentKey, key)) + { + if (!CanSetState(state)) + return false; + + CurrentKey = key; + ForceSetState(state); + return true; + } + } + + /// Attempts to enter the state registered with the specified `key` and returns it if successful. + /// + /// This method does not check if the `key` is already the . To do so, use + /// instead. + /// + public TState TryResetState(TKey key) + { + if (Dictionary.TryGetValue(key, out var state) && + TryResetState(key, state)) + return state; + else + return null; + } + + /// + object IKeyedStateMachine.TryResetState(TKey key) => TryResetState(key); + + /************************************************************************************************************************/ + + /// + /// Calls on the then changes + /// to the specified `key` and `state` and calls on it. + /// + /// + /// This method does not check or . To do + /// that, you should use instead. + /// + public void ForceSetState(TKey key, TState state) + { + using (new KeyChange(this, CurrentKey, key)) + { + CurrentKey = key; + ForceSetState(state); + } + } + + /// + /// Uses to change to the state registered with the `key`. If nothing + /// is registered, it use null and will throw an exception unless + /// is enabled. + /// + public TState ForceSetState(TKey key) + { + Dictionary.TryGetValue(key, out var state); + ForceSetState(key, state); + return state; + } + + /// + object IKeyedStateMachine.ForceSetState(TKey key) => ForceSetState(key); + + /************************************************************************************************************************/ + #region Dictionary Wrappers + /************************************************************************************************************************/ + + /// The state registered with the `key` in the . + public TState this[TKey key] { get => Dictionary[key]; set => Dictionary[key] = value; } + + /// Gets the state registered with the specified `key` in the . + public bool TryGetValue(TKey key, out TState state) => Dictionary.TryGetValue(key, out state); + + /************************************************************************************************************************/ + + /// Gets an containing the keys of the . + public ICollection Keys => Dictionary.Keys; + + /// Gets an containing the state of the . + public ICollection Values => Dictionary.Values; + + /************************************************************************************************************************/ + + /// Gets the number of states contained in the . + public int Count => Dictionary.Count; + + /************************************************************************************************************************/ + + /// Adds a state to the . + public void Add(TKey key, TState state) => Dictionary.Add(key, state); + + /// Adds a state to the . + public void Add(KeyValuePair item) => Dictionary.Add(item); + + /************************************************************************************************************************/ + + /// Removes a state from the . + public bool Remove(TKey key) => Dictionary.Remove(key); + + /// Removes a state from the . + public bool Remove(KeyValuePair item) => Dictionary.Remove(item); + + /************************************************************************************************************************/ + + /// Removes all state from the . + public void Clear() => Dictionary.Clear(); + + /************************************************************************************************************************/ + + /// Determines whether the contains a specific value. + public bool Contains(KeyValuePair item) => Dictionary.Contains(item); + + /// Determines whether the contains a state with the specified `key`. + public bool ContainsKey(TKey key) => Dictionary.ContainsKey(key); + + /************************************************************************************************************************/ + + /// Returns an enumerator that iterates through the . + public IEnumerator> GetEnumerator() => Dictionary.GetEnumerator(); + + /// Returns an enumerator that iterates through the . + IEnumerator IEnumerable.GetEnumerator() => GetEnumerator(); + + /************************************************************************************************************************/ + + /// Copies the contents of the to the `array` starting at the `arrayIndex`. + public void CopyTo(KeyValuePair[] array, int arrayIndex) => Dictionary.CopyTo(array, arrayIndex); + + /************************************************************************************************************************/ + + /// Indicates whether the is read-only. + bool ICollection>.IsReadOnly => Dictionary.IsReadOnly; + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + /// Returns the state registered with the specified `key`, or null if none is present. + public TState GetState(TKey key) + { + TryGetValue(key, out var state); + return state; + } + + /************************************************************************************************************************/ + + /// Adds the specified `keys` and `states`. Both arrays must be the same size. + public void AddRange(TKey[] keys, TState[] states) + { + Debug.Assert(keys.Length == states.Length, + $"The '{nameof(keys)}' and '{nameof(states)}' arrays must be the same size."); + + for (int i = 0; i < keys.Length; i++) + { + Dictionary.Add(keys[i], states[i]); + } + } + + /************************************************************************************************************************/ + + /// + /// Sets the without changing the . + /// + public void SetFakeKey(TKey key) => CurrentKey = key; + + /************************************************************************************************************************/ + + /// + /// Returns a string describing the type of this state machine and its and + /// . + /// + public override string ToString() + => $"{GetType().FullName} -> {CurrentKey} -> {(CurrentState != null ? CurrentState.ToString() : "null")}"; + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.cs.meta b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.cs.meta new file mode 100644 index 0000000000..1abc841e4e --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 9d7e35072ba28604d95afbcda2209721 +labels: +- FSM +- FiniteStateMachine +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/SpriteRendererTextureSwap.cs b/Assets/Plugins/Animancer/Utilities/SpriteRendererTextureSwap.cs new file mode 100644 index 0000000000..8a49058fae --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/SpriteRendererTextureSwap.cs @@ -0,0 +1,194 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer +{ + /// + /// Replaces the with a copy of it that uses a different + /// during every . + /// + /// + /// + /// This script is not specific to Animancer and will work with any animation system if you remove the + /// [] and [] attributes. + /// + /// https://kybernetik.com.au/animancer/api/Animancer/SpriteRendererTextureSwap + /// + [AddComponentMenu(Strings.MenuPrefix + "Sprite Renderer Texture Swap")] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(SpriteRendererTextureSwap))] + [DefaultExecutionOrder(DefaultExecutionOrder)] + public sealed class SpriteRendererTextureSwap : MonoBehaviour + { + /************************************************************************************************************************/ + + /// Execute very late (32000 is last). + public const int DefaultExecutionOrder = 30000; + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip("The SpriteRenderer that will have its Sprite modified")] + private SpriteRenderer _Renderer; + + /// The that will have its modified. + public ref SpriteRenderer Renderer => ref _Renderer; + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip("The replacement for the original Sprite texture")] + private Texture2D _Texture; + + /// The replacement for the original . + /// + /// If this texture has any s set up in its import settings, they will be completely + /// ignored because this system creates new s at runtime. The texture doesn't even need to + /// be set to mode. + /// + /// Call before setting this if you want to destroy any sprites created for the + /// previous texture. + /// + public Texture2D Texture + { + get => _Texture; + set + { + _Texture = value; + RefreshSpriteMap(); + } + } + + /************************************************************************************************************************/ + + private Dictionary _SpriteMap; + + private void RefreshSpriteMap() => _SpriteMap = GetSpriteMap(_Texture); + + /************************************************************************************************************************/ + + private void Awake() => RefreshSpriteMap(); + + private void OnValidate() => RefreshSpriteMap(); + + /************************************************************************************************************************/ + + private void LateUpdate() + { + if (_Renderer == null) + return; + + var sprite = _Renderer.sprite; + if (TrySwapTexture(_SpriteMap, _Texture, ref sprite)) + _Renderer.sprite = sprite; + } + + /************************************************************************************************************************/ + + /// Destroys all sprites created for the current . + public void ClearCache() + { + DestroySprites(_SpriteMap); + } + + /************************************************************************************************************************/ + + private static readonly Dictionary> + TextureToSpriteMap = new Dictionary>(); + + /************************************************************************************************************************/ + + /// Returns a cached dictionary mapping original sprites to duplicates using the specified `texture`. + public static Dictionary GetSpriteMap(Texture2D texture) + { + if (texture == null) + return null; + + if (!TextureToSpriteMap.TryGetValue(texture, out var map)) + TextureToSpriteMap.Add(texture, map = new Dictionary()); + + return map; + } + + /************************************************************************************************************************/ + + /// + /// If the is not already using the specified `texture`, this method replaces the + /// `sprite` with a cached duplicate which uses that `texture` instead. + /// + public static bool TrySwapTexture(Dictionary spriteMap, Texture2D texture, ref Sprite sprite) + { + if (spriteMap == null || + sprite == null || + texture == null || + sprite.texture == texture) + return false; + + if (!spriteMap.TryGetValue(sprite, out var otherSprite)) + { + var pivot = sprite.pivot; + pivot.x /= sprite.rect.width; + pivot.y /= sprite.rect.height; + + otherSprite = Sprite.Create(texture, + sprite.rect, pivot, sprite.pixelsPerUnit, + 0, SpriteMeshType.FullRect, sprite.border, false); + +#if UNITY_ASSERTIONS + var name = sprite.name; + var originalTextureName = sprite.texture.name; + var index = name.IndexOf(originalTextureName); + if (index >= 0) + { + var newName = + texture.name + + name.Substring(index + originalTextureName.Length, name.Length - (index + originalTextureName.Length)); + + if (index > 0) + newName = name.Substring(0, index) + newName; + + name = newName; + } + + otherSprite.name = name; +#endif + + spriteMap.Add(sprite, otherSprite); + } + + sprite = otherSprite; + return true; + } + + /************************************************************************************************************************/ + + /// Destroys all the . + public static void DestroySprites(Dictionary spriteMap) + { + if (spriteMap == null) + return; + + foreach (var sprite in spriteMap.Values) + Destroy(sprite); + + spriteMap.Clear(); + } + + /************************************************************************************************************************/ + + /// Destroys all sprites created for the `texture`. + public static void DestroySprites(Texture2D texture) + { + if (TextureToSpriteMap.TryGetValue(texture, out var spriteMap)) + { + TextureToSpriteMap.Remove(texture); + DestroySprites(spriteMap); + } + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/SpriteRendererTextureSwap.cs.meta b/Assets/Plugins/Animancer/Utilities/SpriteRendererTextureSwap.cs.meta new file mode 100644 index 0000000000..232304b205 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/SpriteRendererTextureSwap.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 2a050df026bbd064c9f71fe41ae48d00 +labels: +- Example +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/TimeSynchronizationGroup.cs b/Assets/Plugins/Animancer/Utilities/TimeSynchronizationGroup.cs new file mode 100644 index 0000000000..04485b91be --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/TimeSynchronizationGroup.cs @@ -0,0 +1,108 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer +{ + /// A system for synchronizing the of certain animations. + /// + /// + /// Initialize a by adding any objects you want to synchronize. + /// Call any of the methods before playing a new animation. + /// Call any of the methods after playing that animation. + /// + /// Example: Character Controller -> Synchronization + /// + /// https://kybernetik.com.au/animancer/api/Animancer/TimeSynchronizationGroup + /// + public class TimeSynchronizationGroup : HashSet + { + /************************************************************************************************************************/ + + private AnimancerComponent _Animancer; + + /// The this group is synchronizing. + /// + /// This reference is not required if you always use the store and sync methods that take an + /// . + /// + public AnimancerComponent Animancer + { + get => _Animancer; + set + { + _Animancer = value; + NormalizedTime = null; + } + } + + /************************************************************************************************************************/ + + /// The stored or null if no value was stored. + public float? NormalizedTime { get; set; } + + /************************************************************************************************************************/ + + /// Creates a new and sets its . + public TimeSynchronizationGroup(AnimancerComponent animancer) => Animancer = animancer; + + /************************************************************************************************************************/ + + /// + /// Stores the of the 's current state if + /// the `key` is in this group. + /// + public bool StoreTime(object key) => StoreTime(key, Animancer.States.Current); + + /// + /// Stores the of the `state` if the `key` is in this group. + /// + public bool StoreTime(object key, AnimancerState state) + { + if (state != null && Contains(key)) + { + NormalizedTime = state.NormalizedTime; + return true; + } + else + { + NormalizedTime = null; + return false; + } + } + + /************************************************************************************************************************/ + + /// + /// Applies the to the 's current state if the `key` is in + /// this group. + /// + public bool SyncTime(object key) => SyncTime(key, Time.deltaTime); + + /// + /// Applies the to the 's current state if the `key` is in + /// this group. + /// + public bool SyncTime(object key, float deltaTime) => SyncTime(key, Animancer.States.Current, deltaTime); + + /// Applies the to the `state` if the `key` is in this group. + public bool SyncTime(object key, AnimancerState state) => SyncTime(key, state, Time.deltaTime); + + /// Applies the to the `state` if the `key` is in this group. + public bool SyncTime(object key, AnimancerState state, float deltaTime) + { + if (NormalizedTime == null || + state == null || + !Contains(key)) + return false; + + // Setting the Time forces it to stay at that value after the next animation update. + // But we actually want it to keep playing, so we need to add deltaTime manually. + state.Time = NormalizedTime.Value * state.Length + deltaTime * state.EffectiveSpeed; + return true; + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/TimeSynchronizationGroup.cs.meta b/Assets/Plugins/Animancer/Utilities/TimeSynchronizationGroup.cs.meta new file mode 100644 index 0000000000..9c19628f65 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/TimeSynchronizationGroup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 28e3d9e23f83bde41b39a2e9037b9030 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions.meta b/Assets/Plugins/Animancer/Utilities/Transitions.meta new file mode 100644 index 0000000000..e3df554d03 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cf141fdc4b87a9e42934fb46809fc654 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransition.cs b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransition.cs new file mode 100644 index 0000000000..5a14701809 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransition.cs @@ -0,0 +1,229 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using Animancer.Units; +using System; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// + /// A serializable which can create a particular type of + /// when passed into . + /// + /// + /// Documentation: Transitions + /// + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerTransition_1 + /// + [Serializable] + public abstract class AnimancerTransition : + ITransition, ITransitionDetailed, ITransitionWithEvents + where TState : AnimancerState + { + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip(Strings.Tooltips.FadeDuration)] + [AnimationTime(AnimationTimeAttribute.Units.Seconds, Rule = Validate.Value.IsNotNegative)] + [DefaultFadeValue] + private float _FadeDuration = AnimancerPlayable.DefaultFadeDuration; + + /// + /// [] + /// Thrown when setting the value to a negative number. + public float FadeDuration + { + get => _FadeDuration; + set + { + if (value < 0) + throw new ArgumentOutOfRangeException(nameof(value), $"{nameof(FadeDuration)} must not be negative"); + + _FadeDuration = value; + } + } + + /************************************************************************************************************************/ + + /// + /// Returns false unless overridden. + public virtual bool IsLooping => false; + + /// + public virtual float NormalizedStartTime + { + get => float.NaN; + set { } + } + + /// + /// Returns 1 unless overridden. + public virtual float Speed + { + get => 1; + set { } + } + + /// + public abstract float MaximumDuration { get; } + + /************************************************************************************************************************/ + + [SerializeField, Tooltip(Strings.ProOnlyTag + "Events which will be triggered as the animation plays")] + private AnimancerEvent.Sequence.Serializable _Events; + + /// + /// This property returns the . + /// + /// is null. If this transition was created in code (using the new + /// keyword rather than being deserialized by Unity) you will need to null-check and/or assign a new + /// sequence to the before accessing this property. + /// + public AnimancerEvent.Sequence Events + { + get + { +#if UNITY_ASSERTIONS + if (_Events == null) + throw new NullReferenceException( + $"{nameof(AnimancerTransition)}.{nameof(SerializedEvents)} is null."); +#endif + + return _Events.Events; + } + } + + /// + public ref AnimancerEvent.Sequence.Serializable SerializedEvents => ref _Events; + + /************************************************************************************************************************/ + + /// + /// The state that was created by this object. Specifically, this is the state that was most recently + /// passed into (usually by ). + /// + /// You can use or + /// to get or create the state for a + /// specific object. + /// + /// is simply a shorthand for casting this to . + /// + public AnimancerState BaseState { get; private set; } + + /************************************************************************************************************************/ + + private TState _State; + + /// + /// The state that was created by this object. Specifically, this is the state that was most recently + /// passed into (usually by ). + /// + /// + /// + /// You can use or + /// to get or create the state for a + /// specific object. + /// + /// This property is shorthand for casting the to . + /// + /// + /// + /// The is not actually a . This should only + /// happen if a different type of state was created by something else and registered using the + /// , causing this to pass that + /// state into instead of calling to make the correct type of + /// state. + /// + public TState State + { + get + { + if (_State == null) + _State = (TState)BaseState; + + return _State; + } + protected set + { + BaseState = _State = value; + } + } + + /************************************************************************************************************************/ + + /// + /// Returns true unless overridden. + public virtual bool IsValid => true; + + /// The which the created state will be registered with. + /// Returns this unless overridden. + public virtual object Key => this; + + /// + /// Returns unless overridden. + public virtual FadeMode FadeMode => FadeMode.FixedSpeed; + + /// + public abstract TState CreateState(); + + /// + AnimancerState ITransition.CreateState() => CreateState(); + + /************************************************************************************************************************/ + + /// + public virtual void Apply(AnimancerState state) + { + state.Events = _Events; + + BaseState = state; + + if (_State != state) + _State = null; + } + + /************************************************************************************************************************/ + + /// The that the created state will have. + public virtual Object MainObject { get; } + + /// The display name of this transition. + public virtual string Name + { + get + { + var mainObject = MainObject; + return mainObject != null ? mainObject.name : null; + } + } + + /// Returns the and type of this transition. + public override string ToString() + { + var type = GetType().FullName; + + var name = Name; + if (name != null) + return $"{name} ({type})"; + else + return type; + } + + /************************************************************************************************************************/ + + /// Applies the given details to the `state`. + public static void ApplyDetails(AnimancerState state, float speed, float normalizedStartTime) + { + if (!float.IsNaN(speed)) + state.Speed = speed; + + if (!float.IsNaN(normalizedStartTime)) + state.NormalizedTime = normalizedStartTime; + else if (state.Weight == 0) + state.NormalizedTime = AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(speed); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransition.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransition.cs.meta new file mode 100644 index 0000000000..d7bb185395 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransition.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d5a3052770fc6fc44be3d5f2b86f993b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAsset.cs new file mode 100644 index 0000000000..060aefb4db --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAsset.cs @@ -0,0 +1,247 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using UnityEngine; +using System; + +#if UNITY_EDITOR +using Animancer.Editor; +using UnityEditor; +#endif + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerTransitionAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Animancer Transition", order = Strings.AssetMenuOrder + 0)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(AnimancerTransitionAsset))] + public class AnimancerTransitionAsset : AnimancerTransitionAsset + { + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// + protected override void Reset() + { + Transition = new ClipTransition(); + } +#endif + + /************************************************************************************************************************/ + + /// + /// An wrapper which stores its own and + /// to allow multiple objects to reference the same transition asset without interfering + /// with each other. + /// + /// + /// Documentation: + /// Transition Assets - UnShared + /// + /// https://kybernetik.com.au/animancer/api/Animancer/UnShared_3 + /// + [Serializable] + public class UnShared : ITransition, ITransitionWithEvents, IWrapper + where TAsset : AnimancerTransitionAsset + where TTransition : ITransition, IHasEvents + where TState : AnimancerState + { + /************************************************************************************************************************/ + + [SerializeField] + private TAsset _Asset; + + /// The wrapped by this object. + public ref TAsset Asset => ref _Asset; + + /// + object IWrapper.WrappedObject => _Asset; + + /// The wrapped by this object. + public ref TTransition Transition => ref _Asset.Transition; + + /************************************************************************************************************************/ + + /// Can this transition create a valid ? + public virtual bool IsValid => _Asset.IsValid(); + + /************************************************************************************************************************/ + + private AnimancerState _BaseState; + + /// + /// The state that was created by this object. Specifically, this is the state that was most recently + /// passed into (usually by ). + /// + /// You can use or + /// to get or create the state for a + /// specific object. + /// + /// is simply a shorthand for casting this to . + /// + public AnimancerState BaseState + { + get => _BaseState; + private set + { + _BaseState = value; + if (_State != value) + _State = null; + } + } + + /************************************************************************************************************************/ + + private TState _State; + + /// + /// The state that was created by this object. Specifically, this is the state that was most recently + /// passed into (usually by ). + /// + /// + /// + /// You can use or + /// to get or create the state for a + /// specific object. + /// + /// This property is shorthand for casting the to . + /// + /// + /// + /// The is not actually a . This should only + /// happen if a different type of state was created by something else and registered using the + /// , causing this to pass that + /// state into instead of calling to make the correct type of + /// state. + /// + public TState State + { + get + { + if (_State == null) + _State = (TState)BaseState; + + return _State; + } + protected set + { + BaseState = _State = value; + } + } + + /************************************************************************************************************************/ + + private AnimancerEvent.Sequence _Events; + + /// + /// This property stores a copy of the events from the + public virtual AnimancerEvent.Sequence Events + { + get + { + if (_Events == null) + _Events = new AnimancerEvent.Sequence(SerializedEvents.GetEventsOptional()); + + return _Events; + } + } + + /// + public virtual ref AnimancerEvent.Sequence.Serializable SerializedEvents => ref _Asset.Transition.SerializedEvents; + + /************************************************************************************************************************/ + + /// Wraps and assigns the local . + public virtual void Apply(AnimancerState state) + { + BaseState = state; + _Asset.Apply(state); + + if (_Events == null) + { + _Events = SerializedEvents.GetEventsOptional(); + if (_Events == null) + return; + + _Events = new AnimancerEvent.Sequence(_Events); + } + + state.Events = _Events; + } + + /************************************************************************************************************************/ + + /// + public virtual object Key => _Asset.Key; + + /// + public virtual float FadeDuration => _Asset.FadeDuration; + + /// + public virtual FadeMode FadeMode => _Asset.FadeMode; + + /// + public virtual TState CreateState() => State = (TState)_Asset.CreateState(); + + /// + AnimancerState ITransition.CreateState() => BaseState = _Asset.CreateState(); + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + + /// [Editor-Only] + /// A for . + /// + /// + /// This class doesn't inherit from (which would let it draw the button to open the + /// ) because it would only show the Transition Asset reference field without + /// any of the actual values (fade duration, speed, etc.) and trying to redirect everything necessary to preview + /// the asset's transition would require significant additional complexity. + /// + /// This issue can be avoided using the + /// + /// Nested Inspectors in Inspector Gadgets by opening the asset's Inspector and previewing it directly. + /// + [CustomPropertyDrawer(typeof(UnShared<,,>), true)] + public class UnSharedTransitionDrawer : PropertyDrawer + { + /************************************************************************************************************************/ + + /// + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + var height = AnimancerGUI.LineHeight; + + if (property.propertyType == SerializedPropertyType.ManagedReference && + property.isExpanded) + height += AnimancerGUI.LineHeight + AnimancerGUI.StandardSpacing; + + return height; + } + + /************************************************************************************************************************/ + + /// + public override void OnGUI(Rect area, SerializedProperty property, GUIContent label) + { + if (property.propertyType == SerializedPropertyType.ManagedReference) + { + using (new TypeSelectionButton(area, property, true)) + EditorGUI.PropertyField(area, property, label, true); + } + else + { + var transitionProperty = property.FindPropertyRelative("_Asset"); + EditorGUI.PropertyField(area, transitionProperty, label, false); + } + } + + /************************************************************************************************************************/ + } + +#endif + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAsset.cs.meta new file mode 100644 index 0000000000..fcf6b746fb --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c5a8877f26e7a6a43aaf06fade1a064a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAssetT.cs b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAssetT.cs new file mode 100644 index 0000000000..3377c43e3f --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAssetT.cs @@ -0,0 +1,381 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System.Collections.Generic; +using UnityEngine; +using Object = UnityEngine.Object; + +#if UNITY_EDITOR +using System.IO; +using UnityEditor; +using UnityEditor.Animations; +#endif + +namespace Animancer +{ + /// A based . + /// + /// Documentation: Transition Assets + /// + /// When adding a to any derived classes, you can use + /// and . + /// + /// If you are using s, consider using an + /// instead of referencing this asset + /// directly in order to avoid common issues with shared events. + /// + /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerTransitionAsset_1 + /// + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(AnimancerTransitionAsset) + "_1")] + public class AnimancerTransitionAsset : ScriptableObject, ITransition, IWrapper, IAnimationClipSource + where TTransition : ITransition + { + /************************************************************************************************************************/ + + [SerializeReference] + private TTransition _Transition; + + /// [] + /// The wrapped by this . + /// + /// + /// WARNING: the holds the most recently played state, so + /// if you are sharing this transition between multiple objects it will only remember one of them. + /// Consider using . + /// + /// You can use or + /// to get or create the state for a + /// specific object. + /// + public ref TTransition Transition => ref _Transition; + + /// Returns the wrapped by this . + public virtual ITransition GetTransition() => _Transition; + + /// + object IWrapper.WrappedObject => GetTransition(); + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] Assigns a default to the field. + protected virtual void Reset() + { + _Transition = Editor.TypeSelectionButton.CreateDefaultInstance(); + } +#endif + + /************************************************************************************************************************/ + + /// Can this transition create a valid ? + public virtual bool IsValid => GetTransition().IsValid(); + + /// + public virtual float FadeDuration => GetTransition().FadeDuration; + + /// + public virtual object Key => GetTransition().Key; + + /// + public virtual FadeMode FadeMode => GetTransition().FadeMode; + + /// + public virtual AnimancerState CreateState() => GetTransition().CreateState(); + + /// + public virtual void Apply(AnimancerState state) + { + GetTransition().Apply(state); + state.SetDebugName(name); + } + + /************************************************************************************************************************/ + + /// [] + /// Calls . + /// + public virtual void GetAnimationClips(List clips) => clips.GatherFromSource(GetTransition()); + + /************************************************************************************************************************/ + } +} + +/************************************************************************************************************************/ + +#if UNITY_EDITOR +namespace Animancer.Editor +{ + /// A custom editor for s. + /// + /// This class contains several context menu functions for generating s based on + /// Animator Controller States. + /// + [CustomEditor(typeof(AnimancerTransitionAsset<>), true), CanEditMultipleObjects] + internal class AnimancerTransitionAssetEditor : ScriptableObjectEditor + { + /************************************************************************************************************************/ + + /// Creates an from the . + [MenuItem("CONTEXT/" + nameof(AnimatorState) + "/Generate Transition")] + [MenuItem("CONTEXT/" + nameof(BlendTree) + "/Generate Transition")] + [MenuItem("CONTEXT/" + nameof(AnimatorStateTransition) + "/Generate Transition")] + [MenuItem("CONTEXT/" + nameof(AnimatorStateMachine) + "/Generate Transitions")] + private static void GenerateTransition(MenuCommand command) + { + var context = command.context; + if (context is AnimatorState state) + { + Selection.activeObject = GenerateTransition(state); + } + else if (context is BlendTree blendTree) + { + Selection.activeObject = GenerateTransition(null, blendTree); + } + else if (context is AnimatorStateTransition transition) + { + Selection.activeObject = GenerateTransition(transition); + } + else if (context is AnimatorStateMachine stateMachine)// Layer or Sub-State Machine. + { + Selection.activeObject = GenerateTransitions(stateMachine); + } + } + + /************************************************************************************************************************/ + + /// Creates an from the `state`. + private static Object GenerateTransition(AnimatorState state) + => GenerateTransition(state, state.motion); + + /************************************************************************************************************************/ + + /// Creates an from the `motion`. + private static Object GenerateTransition(Object originalAsset, Motion motion) + { + if (motion is BlendTree blendTree) + { + return GenerateTransition(originalAsset as AnimatorState, blendTree); + } + else if (motion is AnimationClip || motion == null) + { + var asset = CreateInstance(); + asset.Transition = new ClipTransition + { + Clip = (AnimationClip)motion, + }; + + GetDetailsFromState(originalAsset as AnimatorState, asset.Transition); + SaveTransition(originalAsset, asset); + return asset; + } + else + { + Debug.LogError($"Unsupported {nameof(Motion)} Type: {motion.GetType()}"); + return null; + } + } + + /************************************************************************************************************************/ + + /// Initializes the `transition` based on the `state`. + private static void GetDetailsFromState(AnimatorState state, ITransitionDetailed transition) + { + if (state == null || + transition == null) + return; + + transition.Speed = state.speed; + + var isForwards = state.speed >= 0; + var defaultEndTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(state.speed); + var endTime = defaultEndTime; + + var exitTransitions = state.transitions; + for (int i = 0; i < exitTransitions.Length; i++) + { + var exitTransition = exitTransitions[i]; + if (exitTransition.hasExitTime) + { + if (isForwards) + { + if (endTime > exitTransition.exitTime) + endTime = exitTransition.exitTime; + } + else + { + if (endTime < exitTransition.exitTime) + endTime = exitTransition.exitTime; + } + } + } + + if (endTime != defaultEndTime && AnimancerUtilities.TryGetWrappedObject(transition, out IHasEvents events)) + { + if (events.SerializedEvents == null) + events.SerializedEvents = new AnimancerEvent.Sequence.Serializable(); + events.SerializedEvents.SetNormalizedEndTime(endTime); + } + } + + /************************************************************************************************************************/ + + /// Creates an from the `blendTree`. + private static Object GenerateTransition(AnimatorState state, BlendTree blendTree) + { + var asset = CreateTransition(blendTree); + if (asset == null) + return null; + + if (state != null) + asset.name = state.name; + + AnimancerUtilities.TryGetWrappedObject(asset, out ITransitionDetailed detailed); + GetDetailsFromState(state, detailed); + SaveTransition(blendTree, asset); + return asset; + } + + /************************************************************************************************************************/ + + /// Creates an from the `transition`. + private static Object GenerateTransition(AnimatorStateTransition transition) + { + Object animancerTransition = null; + + if (transition.destinationStateMachine != null) + animancerTransition = GenerateTransitions(transition.destinationStateMachine); + + if (transition.destinationState != null) + animancerTransition = GenerateTransition(transition.destinationState); + + return animancerTransition; + } + + /************************************************************************************************************************/ + + /// Creates s from all states in the `stateMachine`. + private static Object GenerateTransitions(AnimatorStateMachine stateMachine) + { + Object transition = null; + + foreach (var child in stateMachine.stateMachines) + transition = GenerateTransitions(child.stateMachine); + + foreach (var child in stateMachine.states) + transition = GenerateTransition(child.state); + + return transition; + } + + /************************************************************************************************************************/ + + /// Creates an from the `blendTree`. + private static Object CreateTransition(BlendTree blendTree) + { + switch (blendTree.blendType) + { + case BlendTreeType.Simple1D: + var linearAsset = CreateInstance(); + InitializeChildren(ref linearAsset.Transition, blendTree); + return linearAsset; + + case BlendTreeType.SimpleDirectional2D: + case BlendTreeType.FreeformDirectional2D: + var directionalAsset = CreateInstance(); + directionalAsset.Transition = new MixerTransition2D + { + Type = MixerTransition2D.MixerType.Directional + }; + InitializeChildren(ref directionalAsset.Transition, blendTree); + return directionalAsset; + + case BlendTreeType.FreeformCartesian2D: + var cartesianAsset = CreateInstance(); + cartesianAsset.Transition = new MixerTransition2D + { + Type = MixerTransition2D.MixerType.Cartesian + }; + InitializeChildren(ref cartesianAsset.Transition, blendTree); + return cartesianAsset; + + case BlendTreeType.Direct: + var manualAsset = CreateInstance(); + InitializeChildren(ref manualAsset.Transition, blendTree); + return manualAsset; + + default: + Debug.LogError($"Unsupported {nameof(BlendTreeType)}: {blendTree.blendType}"); + return null; + } + } + + /************************************************************************************************************************/ + + /// Initializes the `transition` based on the . + private static void InitializeChildren(ref LinearMixerTransition transition, BlendTree blendTree) + { + var children = InitializeChildren(ref transition, blendTree); + transition.Thresholds = new float[children.Length]; + for (int i = 0; i < children.Length; i++) + transition.Thresholds[i] = children[i].threshold; + } + + /// Initializes the `transition` based on the . + private static void InitializeChildren(ref MixerTransition2D transition, BlendTree blendTree) + { + var children = InitializeChildren>(ref transition, blendTree); + transition.Thresholds = new Vector2[children.Length]; + for (int i = 0; i < children.Length; i++) + transition.Thresholds[i] = children[i].position; + } + + /// Initializes the `transition` based on the . + private static ChildMotion[] InitializeChildren(ref TTransition transition, BlendTree blendTree) + where TTransition : ManualMixerTransition, new() + where TState : ManualMixerState + { + transition = new TTransition(); + + var children = blendTree.children; + transition.Animations = new Object[children.Length]; + float[] speeds = new float[children.Length]; + var hasCustomSpeeds = false; + + for (int i = 0; i < children.Length; i++) + { + var child = children[i]; + transition.Animations[i] = child.motion is AnimationClip ? + child.motion : + (Object)GenerateTransition(blendTree, child.motion); + + if ((speeds[i] = child.timeScale) != 1) + hasCustomSpeeds = true; + } + + if (hasCustomSpeeds) + transition.Speeds = speeds; + + return children; + } + + /************************************************************************************************************************/ + + /// Saves the `transition` in the same folder as the `originalAsset`. + private static void SaveTransition(Object originalAsset, Object transition) + { + if (string.IsNullOrEmpty(transition.name)) + transition.name = originalAsset.name; + + var path = AssetDatabase.GetAssetPath(originalAsset); + path = Path.GetDirectoryName(path); + path = Path.Combine(path, transition.name + ".asset"); + path = AssetDatabase.GenerateUniqueAssetPath(path); + + AssetDatabase.CreateAsset(transition, path); + + Debug.Log($"Saved {path}", transition); + } + + /************************************************************************************************************************/ + } +} +#endif diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAssetT.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAssetT.cs.meta new file mode 100644 index 0000000000..d73bcdd038 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/AnimancerTransitionAssetT.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6855b77e046ea2045ac187ab02afcdad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionAsset.cs new file mode 100644 index 0000000000..edb27657ec --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionAsset.cs @@ -0,0 +1,148 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using Animancer.Units; +using System; +using System.Collections.Generic; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ClipTransitionAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Clip Transition", order = Strings.AssetMenuOrder + 1)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(ClipTransitionAsset))] + public class ClipTransitionAsset : AnimancerTransitionAsset + { + /// + [Serializable] + public class UnShared : + AnimancerTransitionAsset.UnShared, + ClipState.ITransition + { } + } + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ClipTransition + [Serializable] + public class ClipTransition : AnimancerTransition, ClipState.ITransition, IMotion, IAnimationClipCollection + { + /************************************************************************************************************************/ + + [SerializeField, Tooltip("The animation to play")] + private AnimationClip _Clip; + + /// [] The animation to play. + public AnimationClip Clip + { + get => _Clip; + set + { +#if UNITY_ASSERTIONS + if (value != null) + Validate.AssertNotLegacy(value); +#endif + + _Clip = value; + } + } + + /// + public override Object MainObject => _Clip; + + /// Returns the to use as the . + public override object Key => _Clip; + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip(Strings.Tooltips.OptionalSpeed)] + [AnimationSpeed] + [DefaultValue(1f, -1f)] + private float _Speed = 1; + + /// + public override float Speed + { + get => _Speed; + set => _Speed = value; + } + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip(Strings.Tooltips.NormalizedStartTime)] + [AnimationTime(AnimationTimeAttribute.Units.Normalized)] + [DefaultValue(0, float.NaN)] + private float _NormalizedStartTime; + + /// + public override float NormalizedStartTime + { + get => _NormalizedStartTime; + set => _NormalizedStartTime = value; + } + + /// + /// If this transition will set the , then it needs to use + /// . + /// + public override FadeMode FadeMode => float.IsNaN(_NormalizedStartTime) ? FadeMode.FixedSpeed : FadeMode.FromStart; + + /************************************************************************************************************************/ + + /// + public override bool IsValid => _Clip != null && !_Clip.legacy; + + /// [] Returns . + public override bool IsLooping => _Clip != null && _Clip.isLooping; + + /// + public override float MaximumDuration => _Clip != null ? _Clip.length : 0; + + /// + public virtual float AverageAngularSpeed => _Clip != null ? _Clip.averageAngularSpeed : default; + + /// + public virtual Vector3 AverageVelocity => _Clip != null ? _Clip.averageSpeed : default; + + /************************************************************************************************************************/ + + /// + public override ClipState CreateState() => State = new ClipState(_Clip); + + /************************************************************************************************************************/ + + /// + public override void Apply(AnimancerState state) + { + ApplyDetails(state, _Speed, _NormalizedStartTime); + base.Apply(state); + } + + /************************************************************************************************************************/ + + /// [] Adds the to the collection. + public virtual void GatherAnimationClips(ICollection clips) => clips.Gather(_Clip); + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// + [UnityEditor.CustomPropertyDrawer(typeof(ClipTransition), true)] + public class Drawer : Editor.TransitionDrawer + { + /************************************************************************************************************************/ + + /// Creates a new . + public Drawer() : base(nameof(_Clip)) { } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionAsset.cs.meta new file mode 100644 index 0000000000..5b97157e9a --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionAsset.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 65baa284d24adb24b90b39482364509c +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionSequence.cs b/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionSequence.cs new file mode 100644 index 0000000000..da1c5685e2 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionSequence.cs @@ -0,0 +1,192 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Animancer +{ + /// + /// A group of s which play one after the other. + /// https://kybernetik.com.au/animancer/api/Animancer/ClipTransitionSequence + /// + [Serializable] + public class ClipTransitionSequence : ClipTransition, ISerializationCallbackReceiver + { + /************************************************************************************************************************/ + + [DrawAfterEvents] + [SerializeField] + [Tooltip("The other transitions to play in order after the first one.")] + private ClipTransition[] _Others = Array.Empty(); + + /// [] The transitions to play in order after the first one. + public ref ClipTransition[] Others => ref _Others; + + /************************************************************************************************************************/ + + /// The of the last transition in this sequence. + public ref AnimancerEvent EndEvent + { + get + { + if (_Others.Length > 0) + return ref _Others[_Others.Length - 1].Events.endEvent; + else + return ref Events.endEvent; + } + } + + /************************************************************************************************************************/ + + /// + void ISerializationCallbackReceiver.OnBeforeSerialize() { } + + /// + void ISerializationCallbackReceiver.OnAfterDeserialize() + { + if (_Others.Length == 0) + return; + + // Assign each of the other end events, but this first one will be set by Apply. + + var previous = _Others[0]; + for (int i = 1; i < _Others.Length; i++) + { + var next = _Others[i]; + previous.Events.OnEnd = () => AnimancerEvent.CurrentState.Layer.Play(next); + previous = next; + } + } + + /************************************************************************************************************************/ + + private Action _OnEnd; + + /// + public override void Apply(AnimancerState state) + { + // If an end event is assigned other than the one to play the next transition, + // replace it and move it to be the end event of the last transition instead. + if (_Others.Length > 0) + { + if (_OnEnd == null) + _OnEnd = () => AnimancerEvent.CurrentState.Layer.Play(_Others[0]); + + var onEnd = Events.OnEnd; + if (onEnd != _OnEnd) + { + Events.OnEnd = _OnEnd; + onEnd -= _OnEnd; + _Others[_Others.Length - 1].Events.OnEnd = onEnd; + } + } + + base.Apply(state); + } + + /************************************************************************************************************************/ + + /// Is everything in this sequence valid? + public override bool IsValid + { + get + { + if (!base.IsValid) + return false; + + for (int i = 0; i < _Others.Length; i++) + if (!_Others[i].IsValid) + return false; + + return true; + } + } + + /************************************************************************************************************************/ + + /// Is the last animation in this sequence looping? + public override bool IsLooping => _Others.Length != 0 ? _Others[_Others.Length - 1].IsLooping : base.IsLooping; + + /************************************************************************************************************************/ + + /// Returns the total of this sequence. + public override float MaximumDuration + { + get + { + var value = base.MaximumDuration; + for (int i = 0; i < _Others.Length; i++) + value += _Others[i].MaximumDuration; + return value; + } + } + + /************************************************************************************************************************/ + + /// + public override float AverageAngularSpeed + { + get + { + var speed = base.AverageAngularSpeed; + if (_Others.Length == 0) + return speed; + + var duration = base.MaximumDuration; + speed *= duration; + + for (int i = 0; i < _Others.Length; i++) + { + var other = _Others[i]; + var otherSpeed = other.AverageAngularSpeed; + var otherDuration = other.MaximumDuration; + speed += otherSpeed * otherDuration; + duration += otherDuration; + } + + return speed / duration; + } + } + + /************************************************************************************************************************/ + + /// + public override Vector3 AverageVelocity + { + get + { + var velocity = base.AverageVelocity; + + if (_Others.Length == 0) + return velocity; + + var duration = base.MaximumDuration; + velocity *= duration; + + for (int i = 0; i < _Others.Length; i++) + { + var other = _Others[i]; + var otherVelocity = other.AverageVelocity; + var otherDuration = other.MaximumDuration; + velocity += otherVelocity * otherDuration; + duration += otherDuration; + } + + return velocity / duration; + } + } + + /************************************************************************************************************************/ + + /// Adds the of everything in this sequence to the collection. + public override void GatherAnimationClips(ICollection clips) + { + base.GatherAnimationClips(clips); + for (int i = 0; i < _Others.Length; i++) + _Others[i].GatherAnimationClips(clips); + } + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionSequence.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionSequence.cs.meta new file mode 100644 index 0000000000..0df4e23344 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionSequence.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 8ccceda7244b0394c9b25f4100ecd458 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ControllerTransitionAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/ControllerTransitionAsset.cs new file mode 100644 index 0000000000..370501a372 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ControllerTransitionAsset.cs @@ -0,0 +1,381 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; +using Object = UnityEngine.Object; +using Animancer.Units; + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.Animations; +#endif + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ControllerTransitionAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Controller Transition/Base", order = Strings.AssetMenuOrder + 5)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(ControllerTransitionAsset))] + public class ControllerTransitionAsset : AnimancerTransitionAsset + { + /// + [Serializable] + public class UnShared : + AnimancerTransitionAsset.UnShared, + ControllerState.ITransition + { } + } + + /************************************************************************************************************************/ + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ControllerTransition_1 + [Serializable] + public abstract class ControllerTransition : AnimancerTransition, IAnimationClipCollection + where TState : ControllerState + { + /************************************************************************************************************************/ + + [SerializeField] + private RuntimeAnimatorController _Controller; + + /// [] + /// The that will be used for the created state. + /// + public ref RuntimeAnimatorController Controller => ref _Controller; + + /// + public override Object MainObject => _Controller; + +#if UNITY_EDITOR + /// [Editor-Only] The name of the serialized backing field of . + public const string ControllerFieldName = nameof(_Controller); +#endif + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip(Strings.Tooltips.NormalizedStartTime)] + [AnimationTime(AnimationTimeAttribute.Units.Normalized)] + [DefaultValue(0, float.NaN)] + private float _NormalizedStartTime; + + /// + public override float NormalizedStartTime + { + get => _NormalizedStartTime; + set => _NormalizedStartTime = value; + } + + /************************************************************************************************************************/ + + [SerializeField, Tooltip("If false, stopping this state will reset all its layers to their default state")] + private bool _KeepStateOnStop; + + /// [] + /// If false, will reset all layers to their default state. + /// + /// If you set this value to false after the is created, you must assign the + /// or call yourself. + /// + public ref bool KeepStateOnStop => ref _KeepStateOnStop; + + /************************************************************************************************************************/ + + /// + public override float MaximumDuration + { + get + { + if (_Controller == null) + return 0; + + var duration = 0f; + + var clips = _Controller.animationClips; + for (int i = 0; i < clips.Length; i++) + { + var length = clips[i].length; + if (duration < length) + duration = length; + } + + return duration; + } + } + + /************************************************************************************************************************/ + + /// + public override bool IsValid => _Controller != null; + + /************************************************************************************************************************/ + + /// Returns the . + public static implicit operator RuntimeAnimatorController(ControllerTransition transition) + => transition?._Controller; + + /************************************************************************************************************************/ + + /// + public override void Apply(AnimancerState state) + { + var controllerState = State; + if (controllerState != null) + { + controllerState.KeepStateOnStop = _KeepStateOnStop; + + if (!float.IsNaN(_NormalizedStartTime)) + { + if (!_KeepStateOnStop) + { + controllerState.Playable.Play(controllerState.DefaultStateHashes[0], 0, _NormalizedStartTime); + } + else + { + state.NormalizedTime = _NormalizedStartTime; + } + } + } + else + { + if (!float.IsNaN(_NormalizedStartTime)) + state.NormalizedTime = _NormalizedStartTime; + } + + base.Apply(state); + } + + /************************************************************************************************************************/ + + /// Adds all clips in the to the collection. + void IAnimationClipCollection.GatherAnimationClips(ICollection clips) + { + if (_Controller != null) + clips.Gather(_Controller.animationClips); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ControllerTransition + [Serializable] + public class ControllerTransition : ControllerTransition, ControllerState.ITransition + { + /************************************************************************************************************************/ + + /// + public override ControllerState CreateState() => State = new ControllerState(Controller, KeepStateOnStop); + + /************************************************************************************************************************/ + + /// Creates a new . + public ControllerTransition() { } + + /// Creates a new with the specified Animator Controller. + public ControllerTransition(RuntimeAnimatorController controller) => Controller = controller; + + /************************************************************************************************************************/ + + /// Creates a new with the specified Animator Controller. + public static implicit operator ControllerTransition(RuntimeAnimatorController controller) + => new ControllerTransition(controller); + + /************************************************************************************************************************/ + #region Drawer +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// + [CustomPropertyDrawer(typeof(ControllerTransition<>), true)] + [CustomPropertyDrawer(typeof(ControllerTransition), true)] + public class Drawer : Editor.TransitionDrawer + { + /************************************************************************************************************************/ + + private readonly string[] Parameters; + private readonly string[] ParameterPrefixes; + + /************************************************************************************************************************/ + + /// Creates a new without any parameters. + public Drawer() : this(null) { } + + /// Creates a new and sets the . + public Drawer(params string[] parameters) : base(ControllerFieldName) + { + Parameters = parameters; + if (parameters == null) + return; + + ParameterPrefixes = new string[parameters.Length]; + + for (int i = 0; i < ParameterPrefixes.Length; i++) + { + ParameterPrefixes[i] = "." + parameters[i]; + } + } + + /************************************************************************************************************************/ + + /// + protected override void DoChildPropertyGUI(ref Rect area, SerializedProperty rootProperty, + SerializedProperty property, GUIContent label) + { + var path = property.propertyPath; + + if (ParameterPrefixes != null) + { + var controllerProperty = rootProperty.FindPropertyRelative(MainPropertyName); + var controller = controllerProperty.objectReferenceValue as AnimatorController; + if (controller != null) + { + for (int i = 0; i < ParameterPrefixes.Length; i++) + { + if (path.EndsWith(ParameterPrefixes[i])) + { + area.height = Editor.AnimancerGUI.LineHeight; + DoParameterGUI(area, controller, property); + return; + } + } + } + } + + EditorGUI.BeginChangeCheck(); + + base.DoChildPropertyGUI(ref area, rootProperty, property, label); + + // When the controller changes, validate all parameters. + if (EditorGUI.EndChangeCheck() && + Parameters != null && + path.EndsWith(MainPropertyPathSuffix)) + { + var controller = property.objectReferenceValue as AnimatorController; + if (controller != null) + { + for (int i = 0; i < Parameters.Length; i++) + { + property = rootProperty.FindPropertyRelative(Parameters[i]); + var parameterName = property.stringValue; + if (!HasFloatParameter(controller, parameterName)) + { + parameterName = GetFirstFloatParameterName(controller); + if (!string.IsNullOrEmpty(parameterName)) + property.stringValue = parameterName; + } + } + } + } + } + + /************************************************************************************************************************/ + + /// + /// Draws a dropdown menu to select the name of a parameter in the `controller`. + /// + protected void DoParameterGUI(Rect area, AnimatorController controller, SerializedProperty property) + { + var parameterName = property.stringValue; + var parameters = controller.parameters; + + using (ObjectPool.Disposable.AcquireContent(out var label, property)) + { + label = EditorGUI.BeginProperty(area, label, property); + + var xMax = area.xMax; + area.width = EditorGUIUtility.labelWidth; + EditorGUI.PrefixLabel(area, label); + + area.x += area.width; + area.xMax = xMax; + } + + var color = GUI.color; + if (!HasFloatParameter(controller, parameterName)) + GUI.color = Editor.AnimancerGUI.ErrorFieldColor; + + using (ObjectPool.Disposable.AcquireContent(out var label, parameterName)) + { + if (EditorGUI.DropdownButton(area, label, FocusType.Passive)) + { + property = property.Copy(); + + var menu = new GenericMenu(); + + for (int i = 0; i < parameters.Length; i++) + { + var parameter = parameters[i]; + Editor.Serialization.AddPropertyModifierFunction(menu, property, parameter.name, + parameter.type == AnimatorControllerParameterType.Float, + (targetProperty) => + { + targetProperty.stringValue = parameter.name; + }); + } + + if (menu.GetItemCount() == 0) + menu.AddDisabledItem(new GUIContent("No Parameters")); + + menu.ShowAsContext(); + } + } + + GUI.color = color; + + EditorGUI.EndProperty(); + } + + /************************************************************************************************************************/ + + private static bool HasFloatParameter(AnimatorController controller, string name) + { + if (string.IsNullOrEmpty(name)) + return false; + + var parameters = controller.parameters; + + for (int i = 0; i < parameters.Length; i++) + { + var parameter = parameters[i]; + if (parameter.type == AnimatorControllerParameterType.Float && name == parameters[i].name) + { + return true; + } + } + + return false; + } + + /************************************************************************************************************************/ + + private static string GetFirstFloatParameterName(AnimatorController controller) + { + var parameters = controller.parameters; + + for (int i = 0; i < parameters.Length; i++) + { + var parameter = parameters[i]; + if (parameter.type == AnimatorControllerParameterType.Float) + { + return parameter.name; + } + } + + return ""; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ControllerTransitionAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/ControllerTransitionAsset.cs.meta new file mode 100644 index 0000000000..82540d2014 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ControllerTransitionAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6cb514e38f7bd084383a7355a6273a33 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/Float1ControllerTransitionAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/Float1ControllerTransitionAsset.cs new file mode 100644 index 0000000000..d4f614dc2f --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/Float1ControllerTransitionAsset.cs @@ -0,0 +1,78 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Float1ControllerTransitionAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Controller Transition/Float 1", order = Strings.AssetMenuOrder + 6)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(Float1ControllerTransitionAsset))] + public class Float1ControllerTransitionAsset : AnimancerTransitionAsset + { + /// + [Serializable] + public class UnShared : + AnimancerTransitionAsset.UnShared, + Float1ControllerState.ITransition + { } + } + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Float1ControllerTransition + [Serializable] + public class Float1ControllerTransition : ControllerTransition, Float1ControllerState.ITransition + { + /************************************************************************************************************************/ + + [SerializeField] + private string _ParameterName; + + /// [] The name that will be used to access . + public ref string ParameterName => ref _ParameterName; + + /************************************************************************************************************************/ + + /// Creates a new . + public Float1ControllerTransition() { } + + /// Creates a new with the specified Animator Controller and parameter. + public Float1ControllerTransition(RuntimeAnimatorController controller, string parameterName) + { + Controller = controller; + _ParameterName = parameterName; + } + + /************************************************************************************************************************/ + + /// + public override Float1ControllerState CreateState() + => State = new Float1ControllerState(Controller, _ParameterName, KeepStateOnStop); + + /************************************************************************************************************************/ + #region Drawer +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// + [UnityEditor.CustomPropertyDrawer(typeof(Float1ControllerTransition), true)] + public class Drawer : ControllerTransition.Drawer + { + /************************************************************************************************************************/ + + /// + /// Creates a new and sets the + /// . + /// + public Drawer() : base(nameof(_ParameterName)) { } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/Float1ControllerTransitionAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/Float1ControllerTransitionAsset.cs.meta new file mode 100644 index 0000000000..60832133d3 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/Float1ControllerTransitionAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 15ed7dccdb910ec4896f03f7cc2ede35 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/Float2ControllerTransitionAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/Float2ControllerTransitionAsset.cs new file mode 100644 index 0000000000..c07896a2cb --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/Float2ControllerTransitionAsset.cs @@ -0,0 +1,87 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Float2ControllerTransitionAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Controller Transition/Float 2", order = Strings.AssetMenuOrder + 7)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(Float2ControllerTransitionAsset))] + public class Float2ControllerTransitionAsset : AnimancerTransitionAsset + { + /// + [Serializable] + public class UnShared : + AnimancerTransitionAsset.UnShared, + Float2ControllerState.ITransition + { } + } + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Float2ControllerTransition + [Serializable] + public class Float2ControllerTransition : ControllerTransition, Float2ControllerState.ITransition + { + /************************************************************************************************************************/ + + [SerializeField] + private string _ParameterNameX; + + /// [] The name that will be used to access . + public ref string ParameterNameX => ref _ParameterNameX; + + /************************************************************************************************************************/ + + [SerializeField] + private string _ParameterNameY; + + /// [] The name that will be used to access . + public ref string ParameterNameY => ref _ParameterNameY; + + /************************************************************************************************************************/ + + /// Creates a new . + public Float2ControllerTransition() { } + + /// Creates a new with the specified Animator Controller and parameters. + public Float2ControllerTransition(RuntimeAnimatorController controller, string parameterNameX, string parameterNameY) + { + Controller = controller; + _ParameterNameX = parameterNameX; + _ParameterNameY = parameterNameY; + } + + /************************************************************************************************************************/ + + /// + public override Float2ControllerState CreateState() + => State = new Float2ControllerState(Controller, _ParameterNameX, _ParameterNameY, KeepStateOnStop); + + /************************************************************************************************************************/ + #region Drawer +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// + [UnityEditor.CustomPropertyDrawer(typeof(Float2ControllerTransition), true)] + public class Drawer : ControllerTransition.Drawer + { + /************************************************************************************************************************/ + + /// + /// Creates a new and sets the + /// . + /// + public Drawer() : base(nameof(_ParameterNameX), nameof(_ParameterNameY)) { } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/Float2ControllerTransitionAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/Float2ControllerTransitionAsset.cs.meta new file mode 100644 index 0000000000..ff4e1abeee --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/Float2ControllerTransitionAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f283fbe305b90dc489b5dec987ecad09 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/Float3ControllerTransitionAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/Float3ControllerTransitionAsset.cs new file mode 100644 index 0000000000..d37ed69707 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/Float3ControllerTransitionAsset.cs @@ -0,0 +1,97 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Float3ControllerTransitionAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Controller Transition/Float 3", order = Strings.AssetMenuOrder + 8)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(Float3ControllerTransitionAsset))] + public class Float3ControllerTransitionAsset : AnimancerTransitionAsset + { + /// + [Serializable] + public class UnShared : + AnimancerTransitionAsset.UnShared, + Float3ControllerState.ITransition + { } + } + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/Float3ControllerTransition + [Serializable] + public class Float3ControllerTransition : ControllerTransition, Float3ControllerState.ITransition + { + /************************************************************************************************************************/ + + [SerializeField] + private string _ParameterNameX; + + /// [] The name that will be used to access . + public ref string ParameterNameX => ref _ParameterNameX; + + /************************************************************************************************************************/ + + [SerializeField] + private string _ParameterNameY; + + /// [] The name that will be used to access . + public ref string ParameterNameY => ref _ParameterNameY; + + /************************************************************************************************************************/ + + [SerializeField] + private string _ParameterNameZ; + + /// [] The name that will be used to access . + public ref string ParameterNameZ => ref _ParameterNameZ; + + /************************************************************************************************************************/ + + /// Creates a new . + public Float3ControllerTransition() { } + + /// Creates a new with the specified Animator Controller and parameters. + public Float3ControllerTransition(RuntimeAnimatorController controller, + string parameterNameX, string parameterNameY, string parameterNameZ) + { + Controller = controller; + _ParameterNameX = parameterNameX; + _ParameterNameY = parameterNameY; + _ParameterNameZ = parameterNameZ; + } + + /************************************************************************************************************************/ + + /// + public override Float3ControllerState CreateState() + => State = new Float3ControllerState(Controller, _ParameterNameX, _ParameterNameY, _ParameterNameZ, KeepStateOnStop); + + /************************************************************************************************************************/ + #region Drawer +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// + [UnityEditor.CustomPropertyDrawer(typeof(Float3ControllerTransition), true)] + public class Drawer : ControllerTransition.Drawer + { + /************************************************************************************************************************/ + + /// + /// Creates a new and sets the + /// . + /// + public Drawer() : base(nameof(_ParameterNameX), nameof(_ParameterNameY), nameof(_ParameterNameZ)) { } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/Float3ControllerTransitionAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/Float3ControllerTransitionAsset.cs.meta new file mode 100644 index 0000000000..60e7e80d9b --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/Float3ControllerTransitionAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 435c1d26374dbbb498fa45fe394dfe10 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/LinearMixerTransitionAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/LinearMixerTransitionAsset.cs new file mode 100644 index 0000000000..ec7d98de3f --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/LinearMixerTransitionAsset.cs @@ -0,0 +1,272 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/LinearMixerTransitionAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Mixer Transition/Linear", order = Strings.AssetMenuOrder + 3)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(LinearMixerTransitionAsset))] + public class LinearMixerTransitionAsset : AnimancerTransitionAsset + { + /// + [Serializable] + public class UnShared : + AnimancerTransitionAsset.UnShared, + LinearMixerState.ITransition + { } + } + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/LinearMixerTransition + [Serializable] + public class LinearMixerTransition : MixerTransition, LinearMixerState.ITransition + { + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip("Should setting the Parameter above the highest threshold increase the Speed of the mixer proportionally?")] + private bool _ExtrapolateSpeed = true; + + /// [] + /// Should setting the above the highest threshold increase the + /// of the mixer proportionally? + /// + public ref bool ExtrapolateSpeed => ref _ExtrapolateSpeed; + + /************************************************************************************************************************/ + + /// + /// Are all assigned and + /// unique and sorted in ascending order? + /// + public override bool IsValid + { + get + { + if (!base.IsValid) + return false; + + var previous = float.NegativeInfinity; + + var thresholds = Thresholds; + for (int i = 0; i < thresholds.Length; i++) + { + var threshold = thresholds[i]; + if (threshold < previous) + return false; + else + previous = threshold; + } + + return true; + } + } + + /************************************************************************************************************************/ + + /// + public override LinearMixerState CreateState() + { + State = new LinearMixerState(); + InitializeState(); + return State; + } + + /************************************************************************************************************************/ + + /// + public override void Apply(AnimancerState state) + { + State.ExtrapolateSpeed = _ExtrapolateSpeed; + base.Apply(state); + } + + /************************************************************************************************************************/ + + /// Sorts all states so that their thresholds go from lowest to highest. + /// This method uses Bubble Sort which is inefficient for large numbers of states. + public void SortByThresholds() + { + var thresholdCount = Thresholds.Length; + if (thresholdCount <= 1) + return; + + var speedCount = Speeds.Length; + var syncCount = SynchronizeChildren.Length; + + var previousThreshold = Thresholds[0]; + + for (int i = 1; i < thresholdCount; i++) + { + var threshold = Thresholds[i]; + if (threshold >= previousThreshold) + { + previousThreshold = threshold; + continue; + } + + Thresholds.Swap(i, i - 1); + Animations.Swap(i, i - 1); + + if (i < speedCount) + Speeds.Swap(i, i - 1); + + if (i == syncCount && !SynchronizeChildren[i - 1]) + { + var sync = SynchronizeChildren; + Array.Resize(ref sync, ++syncCount); + sync[i - 1] = true; + sync[i] = false; + SynchronizeChildren = sync; + } + else if (i < syncCount) + { + SynchronizeChildren.Swap(i, i - 1); + } + + if (i == 1) + { + i = 0; + previousThreshold = float.NegativeInfinity; + } + else + { + i -= 2; + previousThreshold = Thresholds[i]; + } + } + } + + /************************************************************************************************************************/ + #region Drawer +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// + [UnityEditor.CustomPropertyDrawer(typeof(LinearMixerTransition), true)] + public class Drawer : MixerTransitionDrawer + { + /************************************************************************************************************************/ + + private static GUIContent _SortingErrorContent; + private static GUIStyle _SortingErrorStyle; + + /// + protected override void DoThresholdGUI(Rect area, int index) + { + var color = GUI.color; + + if (index > 0) + { + var previousThreshold = CurrentThresholds.GetArrayElementAtIndex(index - 1); + var currentThreshold = CurrentThresholds.GetArrayElementAtIndex(index); + if (previousThreshold.floatValue >= currentThreshold.floatValue) + { + if (_SortingErrorContent == null) + { + _SortingErrorContent = new GUIContent(Editor.AnimancerGUI.LoadIcon("console.erroricon.sml")) + { + tooltip = "Linear Mixer Thresholds must always be unique and sorted in ascending order (click to sort)" + }; + } + + if (_SortingErrorStyle == null) + _SortingErrorStyle = new GUIStyle(GUI.skin.label) + { + padding = new RectOffset(), + }; + + var iconArea = Editor.AnimancerGUI.StealFromRight(ref area, area.height, Editor.AnimancerGUI.StandardSpacing); + if (GUI.Button(iconArea, _SortingErrorContent, _SortingErrorStyle)) + { + Editor.Serialization.RecordUndo(Context.Property); + ((LinearMixerTransition)Context.Transition).SortByThresholds(); + } + + GUI.color = Editor.AnimancerGUI.ErrorFieldColor; + } + } + + base.DoThresholdGUI(area, index); + + GUI.color = color; + } + + /************************************************************************************************************************/ + + /// + protected override void AddThresholdFunctionsToMenu(UnityEditor.GenericMenu menu) + { + const string EvenlySpaced = "Evenly Spaced"; + + var count = CurrentThresholds.arraySize; + if (count <= 1) + { + menu.AddDisabledItem(new GUIContent(EvenlySpaced)); + } + else + { + var first = CurrentThresholds.GetArrayElementAtIndex(0).floatValue; + var last = CurrentThresholds.GetArrayElementAtIndex(count - 1).floatValue; + + if (last == first) + last++; + + AddPropertyModifierFunction(menu, $"{EvenlySpaced} ({first} to {last})", (_) => + { + for (int i = 0; i < count; i++) + { + CurrentThresholds.GetArrayElementAtIndex(i).floatValue = Mathf.Lerp(first, last, i / (float)(count - 1)); + } + }); + } + + AddCalculateThresholdsFunction(menu, "From Speed", + (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.magnitude : float.NaN); + AddCalculateThresholdsFunction(menu, "From Velocity X", + (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.x : float.NaN); + AddCalculateThresholdsFunction(menu, "From Velocity Y", + (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.y : float.NaN); + AddCalculateThresholdsFunction(menu, "From Velocity Z", + (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.z : float.NaN); + AddCalculateThresholdsFunction(menu, "From Angular Speed (Rad)", + (state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed : float.NaN); + AddCalculateThresholdsFunction(menu, "From Angular Speed (Deg)", + (state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed * Mathf.Rad2Deg : float.NaN); + } + + /************************************************************************************************************************/ + + private void AddCalculateThresholdsFunction(UnityEditor.GenericMenu menu, string label, + Func calculateThreshold) + { + AddPropertyModifierFunction(menu, label, (property) => + { + var count = CurrentAnimations.arraySize; + for (int i = 0; i < count; i++) + { + var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue; + if (state == null) + continue; + + var threshold = CurrentThresholds.GetArrayElementAtIndex(i); + var value = calculateThreshold(state, threshold.floatValue); + if (!float.IsNaN(value)) + threshold.floatValue = value; + } + }); + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/LinearMixerTransitionAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/LinearMixerTransitionAsset.cs.meta new file mode 100644 index 0000000000..1dbdc25a44 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/LinearMixerTransitionAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a472a4806da7f9147a4a5cd7eee170df +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransition.cs b/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransition.cs new file mode 100644 index 0000000000..3a4c53dc10 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransition.cs @@ -0,0 +1,853 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using System.Collections.Generic; +using UnityEngine; +using Object = UnityEngine.Object; + +#if UNITY_EDITOR +using Animancer.Editor; +using UnityEditor; +using UnityEditorInternal; +#endif + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ManualMixerTransition + [Serializable] + public class ManualMixerTransition : ManualMixerTransition, ManualMixerState.ITransition + { + /************************************************************************************************************************/ + + /// + public override ManualMixerState CreateState() + { + State = new ManualMixerState(); + InitializeState(); + return State; + } + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// + [CustomPropertyDrawer(typeof(ManualMixerTransition), true)] + public class Drawer : TransitionDrawer + { + /************************************************************************************************************************/ + + /// The property this drawer is currently drawing. + /// Normally each property has its own drawer, but arrays share a single drawer for all elements. + public static SerializedProperty CurrentProperty { get; private set; } + + /// The field. + public static SerializedProperty CurrentAnimations { get; private set; } + + /// The field. + public static SerializedProperty CurrentSpeeds { get; private set; } + + /// The field. + public static SerializedProperty CurrentSynchronizeChildren { get; private set; } + + private readonly Dictionary + PropertyPathToStates = new Dictionary(); + + /************************************************************************************************************************/ + + /// Gather the details of the `property`. + /// + /// This method gets called by every and call since + /// Unity uses the same instance for each element in a collection, so it + /// needs to gather the details associated with the current property. + /// + protected virtual ReorderableList GatherDetails(SerializedProperty property) + { + InitializeMode(property); + GatherSubProperties(property); + + if (CurrentAnimations == null) + return null; + + var path = property.propertyPath; + + if (!PropertyPathToStates.TryGetValue(path, out var states)) + { + states = new ReorderableList(CurrentAnimations.serializedObject, CurrentAnimations) + { + drawHeaderCallback = DoChildListHeaderGUI, + elementHeightCallback = GetElementHeight, + drawElementCallback = DoElementGUI, + onAddCallback = OnAddElement, + onRemoveCallback = OnRemoveElement, + onReorderCallbackWithDetails = OnReorderList, + drawFooterCallback = DoChildListFooterGUI, + }; + + PropertyPathToStates.Add(path, states); + } + + states.serializedProperty = CurrentAnimations; + + return states; + } + + /************************************************************************************************************************/ + + /// + /// Called every time a `property` is drawn to find the relevant child properties and store them to be + /// used in and . + /// + protected virtual void GatherSubProperties(SerializedProperty property) + { + CurrentProperty = property; + CurrentAnimations = property.FindPropertyRelative(AnimationsField); + CurrentSpeeds = property.FindPropertyRelative(SpeedsField); + CurrentSynchronizeChildren = property.FindPropertyRelative(SynchronizeChildrenField); + + if (CurrentAnimations != null && + CurrentSpeeds != null && + CurrentSpeeds.arraySize != 0) + CurrentSpeeds.arraySize = CurrentAnimations.arraySize; + } + + /************************************************************************************************************************/ + + /// + /// Adds a menu item that will call then run the specified + /// `function`. + /// + protected void AddPropertyModifierFunction(GenericMenu menu, string label, + MenuFunctionState state, Action function) + { + Serialization.AddPropertyModifierFunction(menu, CurrentProperty, label, state, (property) => + { + GatherSubProperties(property); + function(property); + }); + } + + /// + /// Adds a menu item that will call then run the specified + /// `function`. + /// + protected void AddPropertyModifierFunction(GenericMenu menu, string label, + Action function) + { + Serialization.AddPropertyModifierFunction(menu, CurrentProperty, label, (property) => + { + GatherSubProperties(property); + function(property); + }); + } + + /************************************************************************************************************************/ + + /// + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + var height = EditorGUI.GetPropertyHeight(property, label); + + if (property.isExpanded) + { + var states = GatherDetails(property); + if (states != null) + { + height -= AnimancerGUI.StandardSpacing + EditorGUI.GetPropertyHeight(CurrentAnimations, label); + height -= AnimancerGUI.StandardSpacing + EditorGUI.GetPropertyHeight(CurrentSpeeds, label); + height -= AnimancerGUI.StandardSpacing + EditorGUI.GetPropertyHeight(CurrentSynchronizeChildren, label); + height += AnimancerGUI.StandardSpacing + states.GetHeight(); + } + } + + return height; + } + + /************************************************************************************************************************/ + + private SerializedProperty _RootProperty; + private ReorderableList _CurrentChildList; + + /// + public override void OnGUI(Rect area, SerializedProperty property, GUIContent label) + { + _RootProperty = null; + + base.OnGUI(area, property, label); + + if (_RootProperty == null || + !_RootProperty.isExpanded) + return; + + using (DrawerContext.Get(_RootProperty)) + { + if (Context.Transition == null) + return; + + _CurrentChildList = GatherDetails(_RootProperty); + + var indentLevel = EditorGUI.indentLevel; + + area.yMin = area.yMax - _CurrentChildList.GetHeight(); + + EditorGUI.indentLevel++; + area = EditorGUI.IndentedRect(area); + + EditorGUI.indentLevel = 0; + _CurrentChildList.DoList(area); + + EditorGUI.indentLevel = indentLevel; + + TryCollapseArrays(); + } + } + + /************************************************************************************************************************/ + + /// + protected override void DoChildPropertyGUI(ref Rect area, + SerializedProperty rootProperty, SerializedProperty property, GUIContent label) + { + if (Context?.Transition != null) + { + area.height = 0; + + // If we find the Animations property, hide it to draw it last. + + var path = property.propertyPath; + if (path.EndsWith("." + AnimationsField)) + { + _RootProperty = rootProperty; + return; + } + else if (_RootProperty != null) + { + // If we already found the Animations property, also hide Speeds and Synchronize Children. + if (path.EndsWith("." + SpeedsField) || + path.EndsWith("." + SynchronizeChildrenField)) + return; + } + } + + base.DoChildPropertyGUI(ref area, rootProperty, property, label); + } + + /************************************************************************************************************************/ + + private static float _SpeedLabelWidth; + private static float _SyncLabelWidth; + + /// Splits the specified `area` into separate sections. + protected static void SplitListRect(Rect area, bool isHeader, out Rect animation, out Rect speed, out Rect sync) + { + if (_SpeedLabelWidth == 0) + _SpeedLabelWidth = AnimancerGUI.CalculateWidth(EditorStyles.popup, "Speed"); + + if (_SyncLabelWidth == 0) + _SyncLabelWidth = AnimancerGUI.CalculateWidth(EditorStyles.popup, "Sync"); + + var spacing = AnimancerGUI.StandardSpacing; + + var syncWidth = isHeader ? + _SyncLabelWidth : + AnimancerGUI.ToggleWidth - spacing; + + var speedWidth = _SpeedLabelWidth + _SyncLabelWidth - syncWidth; + if (!isHeader) + { + // Don't use Clamp because the max might be smaller than the min. + var max = Math.Max(area.height, area.width * 0.25f - 30); + speedWidth = Math.Min(speedWidth, max); + } + + area.width += spacing; + sync = AnimancerGUI.StealFromRight(ref area, syncWidth, spacing); + speed = AnimancerGUI.StealFromRight(ref area, speedWidth, spacing); + animation = area; + } + + /************************************************************************************************************************/ + #region Headers + /************************************************************************************************************************/ + + /// Draws the headdings of the child list. + protected virtual void DoChildListHeaderGUI(Rect area) + { + SplitListRect(area, true, out var animationArea, out var speedArea, out var syncArea); + + DoAnimationHeaderGUI(animationArea); + DoSpeedHeaderGUI(speedArea); + DoSyncHeaderGUI(syncArea); + } + + /************************************************************************************************************************/ + + /// Draws an "Animation" header. + protected static void DoAnimationHeaderGUI(Rect area) + { + using (ObjectPool.Disposable.AcquireContent(out var label, "Animation", + $"The animations that will be used for each child state" + + $"\n\nCtrl + Click to allow picking Transition Assets (or anything that implements {nameof(ITransition)})")) + { + DoHeaderDropdownGUI(area, CurrentAnimations, label, null); + } + } + + /************************************************************************************************************************/ + #region Speeds + /************************************************************************************************************************/ + + /// Draws a "Speed" header. + protected void DoSpeedHeaderGUI(Rect area) + { + using (ObjectPool.Disposable.AcquireContent(out var label, "Speed", Strings.Tooltips.Speed)) + { + DoHeaderDropdownGUI(area, CurrentSpeeds, label, (menu) => + { + AddPropertyModifierFunction(menu, "Reset All to 1", + CurrentSpeeds.arraySize == 0 ? MenuFunctionState.Selected : MenuFunctionState.Normal, + (_) => CurrentSpeeds.arraySize = 0); + + AddPropertyModifierFunction(menu, "Normalize Durations", MenuFunctionState.Normal, NormalizeDurations); + }); + } + } + + /************************************************************************************************************************/ + + /// + /// Recalculates the depending on the of + /// their animations so that they all take the same amount of time to play fully. + /// + private static void NormalizeDurations(SerializedProperty property) + { + var speedCount = CurrentSpeeds.arraySize; + + var lengths = new float[CurrentAnimations.arraySize]; + if (lengths.Length <= 1) + return; + + int nonZeroLengths = 0; + float totalLength = 0; + float totalSpeed = 0; + for (int i = 0; i < lengths.Length; i++) + { + var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue; + if (AnimancerUtilities.TryGetLength(state, out var length) && + length > 0) + { + nonZeroLengths++; + totalLength += length; + lengths[i] = length; + + if (speedCount > 0) + totalSpeed += CurrentSpeeds.GetArrayElementAtIndex(i).floatValue; + } + } + + if (nonZeroLengths == 0) + return; + + var averageLength = totalLength / nonZeroLengths; + var averageSpeed = speedCount > 0 ? totalSpeed / nonZeroLengths : 1; + + CurrentSpeeds.arraySize = lengths.Length; + InitializeSpeeds(speedCount); + + for (int i = 0; i < lengths.Length; i++) + { + if (lengths[i] == 0) + continue; + + CurrentSpeeds.GetArrayElementAtIndex(i).floatValue = averageSpeed * lengths[i] / averageLength; + } + + TryCollapseArrays(); + } + + /************************************************************************************************************************/ + + /// + /// Initializes every element in the array from the `start` to the end of + /// the array to contain a value of 1. + /// + public static void InitializeSpeeds(int start) + { + var count = CurrentSpeeds.arraySize; + while (start < count) + CurrentSpeeds.GetArrayElementAtIndex(start++).floatValue = 1; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + #region Sync + /************************************************************************************************************************/ + + /// Draws a "Sync" header. + protected void DoSyncHeaderGUI(Rect area) + { + using (ObjectPool.Disposable.AcquireContent(out var label, "Sync", + "Determines which child states have their normalized times constantly synchronized")) + { + DoHeaderDropdownGUI(area, CurrentSpeeds, label, (menu) => + { + var syncCount = CurrentSynchronizeChildren.arraySize; + + var allState = syncCount == 0 ? MenuFunctionState.Selected : MenuFunctionState.Normal; + AddPropertyModifierFunction(menu, "All", allState, + (_) => CurrentSynchronizeChildren.arraySize = 0); + + var syncNone = syncCount == CurrentAnimations.arraySize; + if (syncNone) + { + for (int i = 0; i < syncCount; i++) + { + if (CurrentSynchronizeChildren.GetArrayElementAtIndex(i).boolValue) + { + syncNone = false; + break; + } + } + } + var noneState = syncNone ? MenuFunctionState.Selected : MenuFunctionState.Normal; + AddPropertyModifierFunction(menu, "None", noneState, (_) => + { + var count = CurrentSynchronizeChildren.arraySize = CurrentAnimations.arraySize; + for (int i = 0; i < count; i++) + CurrentSynchronizeChildren.GetArrayElementAtIndex(i).boolValue = false; + }); + + AddPropertyModifierFunction(menu, "Invert", MenuFunctionState.Normal, (_) => + { + var count = CurrentSynchronizeChildren.arraySize; + for (int i = 0; i < count; i++) + { + var property = CurrentSynchronizeChildren.GetArrayElementAtIndex(i); + property.boolValue = !property.boolValue; + } + + var newCount = CurrentSynchronizeChildren.arraySize = CurrentAnimations.arraySize; + for (int i = count; i < newCount; i++) + CurrentSynchronizeChildren.GetArrayElementAtIndex(i).boolValue = false; + }); + + AddPropertyModifierFunction(menu, "Non-Stationary", MenuFunctionState.Normal, (_) => + { + var count = CurrentAnimations.arraySize; + + for (int i = 0; i < count; i++) + { + var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue; + if (state == null) + continue; + + if (i >= syncCount) + { + CurrentSynchronizeChildren.arraySize = i + 1; + for (int j = syncCount; j < i; j++) + CurrentSynchronizeChildren.GetArrayElementAtIndex(j).boolValue = true; + syncCount = i + 1; + } + + CurrentSynchronizeChildren.GetArrayElementAtIndex(i).boolValue = + AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) && + velocity != default; + } + + TryCollapseSync(); + }); + }); + } + } + + /************************************************************************************************************************/ + + private static void SyncNone() + { + var count = CurrentSynchronizeChildren.arraySize = CurrentAnimations.arraySize; + for (int i = 0; i < count; i++) + CurrentSynchronizeChildren.GetArrayElementAtIndex(i).boolValue = false; + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + /// Draws the GUI for a header dropdown button. + public static void DoHeaderDropdownGUI(Rect area, SerializedProperty property, GUIContent content, + Action populateMenu) + { + if (property != null) + EditorGUI.BeginProperty(area, GUIContent.none, property); + + if (populateMenu != null) + { + if (EditorGUI.DropdownButton(area, content, FocusType.Passive)) + { + var menu = new GenericMenu(); + populateMenu(menu); + menu.ShowAsContext(); + } + } + else + { + GUI.Label(area, content); + } + + if (property != null) + EditorGUI.EndProperty(); + } + + /************************************************************************************************************************/ + + /// Draws the footer of the child list. + protected virtual void DoChildListFooterGUI(Rect area) + { + ReorderableList.defaultBehaviours.DrawFooter(area, _CurrentChildList); + + EditorGUI.BeginChangeCheck(); + + area.xMax = EditorGUIUtility.labelWidth + AnimancerGUI.IndentSize; + + area.y++; + area.height = AnimancerGUI.LineHeight; + + using (ObjectPool.Disposable.AcquireContent(out var label, "Count")) + { + var indentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var labelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth = AnimancerGUI.CalculateLabelWidth(label.text); + + var count = EditorGUI.DelayedIntField(area, label, _CurrentChildList.count); + + if (EditorGUI.EndChangeCheck()) + ResizeList(count); + + EditorGUIUtility.labelWidth = labelWidth; + + EditorGUI.indentLevel = indentLevel; + } + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + + /// Calculates the height of the state at the specified `index`. + protected virtual float GetElementHeight(int index) => AnimancerGUI.LineHeight; + + /************************************************************************************************************************/ + + /// Draws the GUI of the state at the specified `index`. + private void DoElementGUI(Rect area, int index, bool isActive, bool isFocused) + { + if (index < 0 || index > CurrentAnimations.arraySize) + return; + + area.height = AnimancerGUI.LineHeight; + + var state = CurrentAnimations.GetArrayElementAtIndex(index); + var speed = CurrentSpeeds.arraySize > 0 ? CurrentSpeeds.GetArrayElementAtIndex(index) : null; + DoElementGUI(area, index, state, speed); + } + + /************************************************************************************************************************/ + + /// Draws the GUI of the state at the specified `index`. + protected virtual void DoElementGUI(Rect area, int index, + SerializedProperty state, SerializedProperty speed) + { + SplitListRect(area, false, out var animationArea, out var speedArea, out var syncArea); + + DoElementGUI(animationArea, speedArea, syncArea, index, state, speed); + } + + /// Draws the GUI of the state at the specified `index`. + protected void DoElementGUI(Rect animationArea, Rect speedArea, Rect syncArea, int index, + SerializedProperty state, SerializedProperty speed) + { + DoAnimationField(animationArea, state); + + if (speed != null) + { + EditorGUI.PropertyField(speedArea, speed, GUIContent.none); + } + else// If this element doesn't have its own speed property, just show 1. + { + EditorGUI.BeginProperty(speedArea, GUIContent.none, CurrentSpeeds); + + var value = Units.UnitsAttribute.DoSpecialFloatField( + speedArea, null, 1, Units.AnimationSpeedAttribute.DisplayConverters[0]); + + // Middle Click toggles from 1 to -1. + if (AnimancerGUI.TryUseClickEvent(speedArea, 2)) + value = -1; + + if (value != 1) + { + CurrentSpeeds.InsertArrayElementAtIndex(0); + CurrentSpeeds.GetArrayElementAtIndex(0).floatValue = 1; + CurrentSpeeds.arraySize = CurrentAnimations.arraySize; + CurrentSpeeds.GetArrayElementAtIndex(index).floatValue = value; + } + + EditorGUI.EndProperty(); + } + + DoSyncToggleGUI(syncArea, index); + } + + /************************************************************************************************************************/ + + /// + /// Draws an that accepts + /// s and s + /// + public static void DoAnimationField(Rect area, SerializedProperty property) + { + EditorGUI.BeginProperty(area, GUIContent.none, property); + + var targetObject = property.serializedObject.targetObject; + var oldReference = property.objectReferenceValue; + + var currentEvent = Event.current; + var isDrag = + currentEvent.type == EventType.DragUpdated || + currentEvent.type == EventType.DragPerform; + var type = + isDrag || + currentEvent.control || + currentEvent.commandName == "ObjectSelectorUpdated" ? + typeof(Object) : typeof(AnimationClip); + + var allowSceneObjects = targetObject != null && !EditorUtility.IsPersistent(targetObject); + + EditorGUI.BeginChangeCheck(); + var newReference = EditorGUI.ObjectField(area, GUIContent.none, oldReference, type, allowSceneObjects); + if (EditorGUI.EndChangeCheck()) + { + if (newReference == null || (IsClipOrTransition(newReference) && newReference != targetObject)) + property.objectReferenceValue = newReference; + } + + if (isDrag && area.Contains(currentEvent.mousePosition)) + { + var objects = DragAndDrop.objectReferences; + if (objects.Length != 1 || + !IsClipOrTransition(objects[0]) || + objects[0] == targetObject) + DragAndDrop.visualMode = DragAndDropVisualMode.Rejected; + } + + EditorGUI.EndProperty(); + } + + /// Is the `clipOrTransition` an or ? + public static bool IsClipOrTransition(object clipOrTransition) + => clipOrTransition is AnimationClip || clipOrTransition is ITransition; + + /************************************************************************************************************************/ + + /// + /// Draws a toggle to enable or disable for the child at + /// the specified `index`. + /// + protected void DoSyncToggleGUI(Rect area, int index) + { + var syncProperty = CurrentSynchronizeChildren; + var syncFlagCount = syncProperty.arraySize; + + var enabled = true; + + if (index < syncFlagCount) + { + syncProperty = syncProperty.GetArrayElementAtIndex(index); + enabled = syncProperty.boolValue; + } + + EditorGUI.BeginChangeCheck(); + EditorGUI.BeginProperty(area, GUIContent.none, syncProperty); + + enabled = GUI.Toggle(area, enabled, GUIContent.none); + + EditorGUI.EndProperty(); + if (EditorGUI.EndChangeCheck()) + { + if (index < syncFlagCount) + { + syncProperty.boolValue = enabled; + } + else + { + syncProperty.arraySize = index + 1; + + for (int i = syncFlagCount; i < index; i++) + { + syncProperty.GetArrayElementAtIndex(i).boolValue = true; + } + + syncProperty.GetArrayElementAtIndex(index).boolValue = enabled; + } + } + } + + /************************************************************************************************************************/ + + /// + /// Called when adding a new state to the list to ensure that any other relevant arrays have new + /// elements added as well. + /// + private void OnAddElement(ReorderableList list) + { + var index = list.index; + if (index < 0 || Event.current.button == 1)// Right Click to add at the end. + { + index = CurrentAnimations.arraySize - 1; + if (index < 0) + index = 0; + } + + OnAddElement(index); + } + + /// + /// Called when adding a new state to the list to ensure that any other relevant arrays have new + /// elements added as well. + /// + protected virtual void OnAddElement(int index) + { + CurrentAnimations.InsertArrayElementAtIndex(index); + + if (CurrentSpeeds.arraySize > 0) + CurrentSpeeds.InsertArrayElementAtIndex(index); + + if (CurrentSynchronizeChildren.arraySize > index) + CurrentSynchronizeChildren.InsertArrayElementAtIndex(index); + } + + /************************************************************************************************************************/ + + /// + /// Called when removing a state from the list to ensure that any other relevant arrays have elements + /// removed as well. + /// + protected virtual void OnRemoveElement(ReorderableList list) + { + var index = list.index; + + Serialization.RemoveArrayElement(CurrentAnimations, index); + + if (CurrentSpeeds.arraySize > index) + Serialization.RemoveArrayElement(CurrentSpeeds, index); + + if (CurrentSynchronizeChildren.arraySize > index) + Serialization.RemoveArrayElement(CurrentSynchronizeChildren, index); + } + + /************************************************************************************************************************/ + + /// Sets the number of items in the child list. + protected virtual void ResizeList(int size) + { + CurrentAnimations.arraySize = size; + + if (CurrentSpeeds.arraySize > size) + CurrentSpeeds.arraySize = size; + + if (CurrentSynchronizeChildren.arraySize > size) + CurrentSynchronizeChildren.arraySize = size; + } + + /************************************************************************************************************************/ + + /// + /// Called when reordering states in the list to ensure that any other relevant arrays have their + /// corresponding elements reordered as well. + /// + protected virtual void OnReorderList(ReorderableList list, int oldIndex, int newIndex) + { + CurrentSpeeds.MoveArrayElement(oldIndex, newIndex); + + var syncCount = CurrentSynchronizeChildren.arraySize; + if (Math.Max(oldIndex, newIndex) >= syncCount) + { + CurrentSynchronizeChildren.arraySize++; + CurrentSynchronizeChildren.GetArrayElementAtIndex(syncCount).boolValue = true; + CurrentSynchronizeChildren.arraySize = newIndex + 1; + } + + CurrentSynchronizeChildren.MoveArrayElement(oldIndex, newIndex); + } + + /************************************************************************************************************************/ + + /// + /// Calls and . + /// + public static void TryCollapseArrays() + { + TryCollapseSpeeds(); + TryCollapseSync(); + } + + /************************************************************************************************************************/ + + /// + /// If every element in the array is 1, this method sets the array size to 0. + /// + public static void TryCollapseSpeeds() + { + var property = CurrentSpeeds; + var speedCount = property.arraySize; + if (speedCount <= 0) + return; + + for (int i = 0; i < speedCount; i++) + { + if (property.GetArrayElementAtIndex(i).floatValue != 1) + return; + } + + property.arraySize = 0; + } + + /************************************************************************************************************************/ + + /// + /// Removes any true elements from the end of the array. + /// + public static void TryCollapseSync() + { + var property = CurrentSynchronizeChildren; + var count = property.arraySize; + var changed = false; + + for (int i = count - 1; i >= 0; i--) + { + if (property.GetArrayElementAtIndex(i).boolValue) + { + count = i; + changed = true; + } + else + { + break; + } + } + + if (changed) + property.arraySize = count; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransition.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransition.cs.meta new file mode 100644 index 0000000000..3ecd21176c --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransition.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b09fd97d6dbbd3540ab614b18c96bd32 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransitionAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransitionAsset.cs new file mode 100644 index 0000000000..06b6564d65 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransitionAsset.cs @@ -0,0 +1,274 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using Animancer.Units; +using System; +using System.Collections.Generic; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ManualMixerTransitionAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Mixer Transition/Manual", order = Strings.AssetMenuOrder + 2)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(ManualMixerTransitionAsset))] + public class ManualMixerTransitionAsset : AnimancerTransitionAsset + { + /// + [Serializable] + public class UnShared : + AnimancerTransitionAsset.UnShared, + ManualMixerState.ITransition + { } + } + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/ManualMixerTransition_1 + [Serializable] + public abstract class ManualMixerTransition : AnimancerTransition, IMotion, IAnimationClipCollection + where TMixer : ManualMixerState + { + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip(Strings.Tooltips.OptionalSpeed)] + [AnimationSpeed] + [DefaultValue(1f, -1f)] + private float _Speed = 1; + + /// [] + /// Determines how fast the mixer plays (1x = normal speed, 2x = double speed). + /// + public override float Speed + { + get => _Speed; + set => _Speed = value; + } + + /************************************************************************************************************************/ + + [SerializeField] + [UnityEngine.Serialization.FormerlySerializedAs("_Clips")] + [UnityEngine.Serialization.FormerlySerializedAs("_States")] + private Object[] _Animations; + + /// [] Objects that define how to create each state in the mixer. + /// See for more information. + public ref Object[] Animations => ref _Animations; + + /// The name of the serialized backing field of . + public const string AnimationsField = nameof(_Animations); + + /************************************************************************************************************************/ + + [SerializeField] + [AnimationSpeed] + [DefaultValue(1f, -1f)] + private float[] _Speeds; + + /// [] + /// The to use for each state in the mixer. + /// + /// If the size of this array doesn't match the , it will be ignored. + public ref float[] Speeds => ref _Speeds; + + /// The name of the serialized backing field of . + public const string SpeedsField = nameof(_Speeds); + + /// Are there at least enough for each of the? + public bool HasSpeeds => _Speeds != null && _Speeds.Length >= _Animations.Length; + + /************************************************************************************************************************/ + + [SerializeField] + private bool[] _SynchronizeChildren; + + /// [] + /// The flags to be used in . + /// + /// The array can be null or empty. Any elements not in the array will be treated as true. + public ref bool[] SynchronizeChildren => ref _SynchronizeChildren; + + /// The name of the serialized backing field of . + public const string SynchronizeChildrenField = nameof(_SynchronizeChildren); + + /************************************************************************************************************************/ + + /// [] Are any of the looping? + public override bool IsLooping + { + get + { + for (int i = _Animations.Length - 1; i >= 0; i--) + { + if (AnimancerUtilities.TryGetIsLooping(_Animations[i], out var isLooping) && + isLooping) + return true; + } + + return false; + } + } + + /// + public override float MaximumDuration + { + get + { + if (_Animations == null) + return 0; + + var duration = 0f; + var hasSpeeds = HasSpeeds; + + for (int i = _Animations.Length - 1; i >= 0; i--) + { + if (!AnimancerUtilities.TryGetLength(_Animations[i], out var length)) + continue; + + if (hasSpeeds) + length *= _Speeds[i]; + + if (duration < length) + duration = length; + } + + return duration; + } + } + + /// + public virtual float AverageAngularSpeed + { + get + { + if (_Animations == null) + return default; + + var average = 0f; + var hasSpeeds = HasSpeeds; + + var count = 0; + for (int i = _Animations.Length - 1; i >= 0; i--) + { + if (AnimancerUtilities.TryGetAverageAngularSpeed(_Animations[i], out var speed)) + { + if (hasSpeeds) + speed *= _Speeds[i]; + + average += speed; + count++; + } + } + + return average / count; + } + } + + /// + public virtual Vector3 AverageVelocity + { + get + { + if (_Animations == null) + return default; + + var average = new Vector3(); + var hasSpeeds = HasSpeeds; + + var count = 0; + for (int i = _Animations.Length - 1; i >= 0; i--) + { + if (AnimancerUtilities.TryGetAverageVelocity(_Animations[i], out var velocity)) + { + if (hasSpeeds) + velocity *= _Speeds[i]; + + average += velocity; + count++; + } + } + + return average / count; + } + } + + /************************************************************************************************************************/ + + /// Are all assigned? + public override bool IsValid + { + get + { + if (_Animations == null || + _Animations.Length == 0) + return false; + + for (int i = _Animations.Length - 1; i >= 0; i--) + if (_Animations[i] == null) + return false; + + return true; + } + } + + /************************************************************************************************************************/ + + /// Initializes the immediately after it is created. + public virtual void InitializeState() + { + var mixer = State; + + var auto = MixerState.AutoSynchronizeChildren; + try + { + MixerState.AutoSynchronizeChildren = false; + mixer.Initialize(_Animations); + } + finally + { + MixerState.AutoSynchronizeChildren = auto; + } + + mixer.InitializeSynchronizedChildren(_SynchronizeChildren); + + if (_Speeds != null) + { +#if UNITY_ASSERTIONS + if (_Speeds.Length != 0 && _Speeds.Length != _Animations.Length) + Debug.LogError( + $"The number of serialized {nameof(Speeds)} ({_Speeds.Length})" + + $" does not match the number of {nameof(Animations)} ({_Animations.Length}).", + mixer.Root?.Component as Object); +#endif + + var children = mixer.ChildStates; + var count = Math.Min(children.Count, _Speeds.Length); + while (--count >= 0) + children[count].Speed = _Speeds[count]; + } + } + + /************************************************************************************************************************/ + + /// + public override void Apply(AnimancerState state) + { + base.Apply(state); + + if (!float.IsNaN(_Speed)) + state.Speed = _Speed; + + for (int i = 0; i < _Animations.Length; i++) + if (_Animations[i] is ITransition transition) + transition.Apply(state.GetChild(i)); + } + + /************************************************************************************************************************/ + + /// Adds the to the collection. + void IAnimationClipCollection.GatherAnimationClips(ICollection clips) => clips.GatherFromSource(_Animations); + + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransitionAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransitionAsset.cs.meta new file mode 100644 index 0000000000..7a4ac13718 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/ManualMixerTransitionAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9785324053a1e39449b4e579bfb71f76 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition.cs b/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition.cs new file mode 100644 index 0000000000..5bbe6b3756 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition.cs @@ -0,0 +1,268 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. + +using System; +using UnityEngine; + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditorInternal; +#endif + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/MixerTransition_2 + [Serializable] + public abstract class MixerTransition : ManualMixerTransition + where TMixer : MixerState + { + /************************************************************************************************************************/ + + [SerializeField] + private TParameter[] _Thresholds; + + /// [] + /// The parameter values at which each of the states are used and blended. + /// + public ref TParameter[] Thresholds => ref _Thresholds; + + /// The name of the serialized backing field of . + public const string ThresholdsField = nameof(_Thresholds); + + /************************************************************************************************************************/ + + [SerializeField] + private TParameter _DefaultParameter; + + /// [] + /// The initial parameter value to give the mixer when it is first created. + /// + public ref TParameter DefaultParameter => ref _DefaultParameter; + + /// The name of the serialized backing field of . + public const string DefaultParameterField = nameof(_DefaultParameter); + + /************************************************************************************************************************/ + + /// + public override void InitializeState() + { + base.InitializeState(); + + State.SetThresholds(_Thresholds); + State.Parameter = _DefaultParameter; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ + +#if UNITY_EDITOR + /// [Editor-Only] Draws the Inspector GUI for a . + /// + /// Documentation: Transitions + /// and Mixers + /// + /// https://kybernetik.com.au/animancer/api/Animancer/MixerTransitionDrawer + /// + public class MixerTransitionDrawer : ManualMixerTransition.Drawer + { + /************************************************************************************************************************/ + + /// The number of horizontal pixels the "Threshold" label occupies. + private readonly float ThresholdWidth; + + /************************************************************************************************************************/ + + private static float _StandardThresholdWidth; + + /// + /// The number of horizontal pixels the word "Threshold" occupies when drawn with the + /// style. + /// + protected static float StandardThresholdWidth + { + get + { + if (_StandardThresholdWidth == 0) + _StandardThresholdWidth = Editor.AnimancerGUI.CalculateWidth(EditorStyles.popup, "Threshold"); + return _StandardThresholdWidth; + } + } + + /************************************************************************************************************************/ + + /// + /// Creates a new using the default . + /// + public MixerTransitionDrawer() : this(StandardThresholdWidth) { } + + /// + /// Creates a new using a custom width for its threshold labels. + /// + protected MixerTransitionDrawer(float thresholdWidth) => ThresholdWidth = thresholdWidth; + + /************************************************************************************************************************/ + + /// + /// The serialized of the + /// . + /// + protected static SerializedProperty CurrentThresholds { get; private set; } + + /************************************************************************************************************************/ + + /// + protected override void GatherSubProperties(SerializedProperty property) + { + base.GatherSubProperties(property); + + if (CurrentAnimations == null) + return; + + CurrentThresholds = property.FindPropertyRelative(MixerTransition2D.ThresholdsField); + + if (CurrentThresholds == null) + return; + + var count = Math.Max(CurrentAnimations.arraySize, CurrentThresholds.arraySize); + CurrentAnimations.arraySize = count; + CurrentThresholds.arraySize = count; + if (CurrentSpeeds != null && + CurrentSpeeds.arraySize != 0) + CurrentSpeeds.arraySize = count; + } + + /************************************************************************************************************************/ + + /// + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + var height = base.GetPropertyHeight(property, label); + + if (property.isExpanded && CurrentThresholds != null) + { + height -= Editor.AnimancerGUI.StandardSpacing + EditorGUI.GetPropertyHeight(CurrentThresholds, label); + } + + return height; + } + + /************************************************************************************************************************/ + + /// + protected override void DoChildPropertyGUI(ref Rect area, SerializedProperty rootProperty, SerializedProperty property, GUIContent label) + { + if (property.propertyPath.EndsWith($".{MixerTransition2D.ThresholdsField}")) + return; + + base.DoChildPropertyGUI(ref area, rootProperty, property, label); + } + + /************************************************************************************************************************/ + + /// Splits the specified `area` into separate sections. + protected void SplitListRect(Rect area, bool isHeader, out Rect animation, out Rect threshold, out Rect speed, out Rect sync) + { + SplitListRect(area, isHeader, out animation, out speed, out sync); + + threshold = animation; + + var xMin = threshold.xMin = EditorGUIUtility.labelWidth + Editor.AnimancerGUI.IndentSize; + + animation.xMax = xMin - Editor.AnimancerGUI.StandardSpacing; + } + + /************************************************************************************************************************/ + + /// + protected override void DoChildListHeaderGUI(Rect area) + { + SplitListRect(area, true, out var animationArea, out var thresholdArea, out var speedArea, out var syncArea); + + DoAnimationHeaderGUI(animationArea); + + var attribute = Editor.AttributeCache.FindAttribute(CurrentThresholds); + var text = attribute != null ? attribute.Label : "Threshold"; + + using (ObjectPool.Disposable.AcquireContent(out var label, text, + "The parameter values at which each child state will be fully active")) + DoHeaderDropdownGUI(thresholdArea, CurrentThresholds, label, AddThresholdFunctionsToMenu); + + DoSpeedHeaderGUI(speedArea); + + DoSyncHeaderGUI(syncArea); + } + + /************************************************************************************************************************/ + + /// + protected override void DoElementGUI(Rect area, int index, + SerializedProperty clip, SerializedProperty speed) + { + SplitListRect(area, false, out var animationArea, out var thresholdArea, out var speedArea, out var syncArea); + + DoElementGUI(animationArea, speedArea, syncArea, index, clip, speed); + + DoThresholdGUI(thresholdArea, index); + } + + /************************************************************************************************************************/ + + /// Draws the GUI of the threshold at the specified `index`. + protected virtual void DoThresholdGUI(Rect area, int index) + { + var threshold = CurrentThresholds.GetArrayElementAtIndex(index); + EditorGUI.PropertyField(area, threshold, GUIContent.none); + } + + /************************************************************************************************************************/ + + /// + protected override void OnAddElement(int index) + { + base.OnAddElement(index); + + if (CurrentThresholds.arraySize > 0) + CurrentThresholds.InsertArrayElementAtIndex(index); + } + + /************************************************************************************************************************/ + + /// + protected override void OnRemoveElement(ReorderableList list) + { + base.OnRemoveElement(list); + Editor.Serialization.RemoveArrayElement(CurrentThresholds, list.index); + } + + /************************************************************************************************************************/ + + /// + protected override void ResizeList(int size) + { + base.ResizeList(size); + CurrentThresholds.arraySize = size; + } + + /************************************************************************************************************************/ + + /// + protected override void OnReorderList(ReorderableList list, int oldIndex, int newIndex) + { + base.OnReorderList(list, oldIndex, newIndex); + CurrentThresholds.MoveArrayElement(oldIndex, newIndex); + } + + /************************************************************************************************************************/ + + /// Adds functions to the `menu` relating to the thresholds. + protected virtual void AddThresholdFunctionsToMenu(GenericMenu menu) { } + + /************************************************************************************************************************/ + } +#endif +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition.cs.meta new file mode 100644 index 0000000000..c056f8b8cc --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1e604dbbb3da8fd4cbef6261cdf5bd08 +timeCreated: 1515060256 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition2DAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition2DAsset.cs new file mode 100644 index 0000000000..5d105f0111 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition2DAsset.cs @@ -0,0 +1,241 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using System; +using UnityEngine; +using Object = UnityEngine.Object; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/MixerTransition2DAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Mixer Transition/2D", order = Strings.AssetMenuOrder + 4)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(MixerTransition2DAsset))] + public class MixerTransition2DAsset : AnimancerTransitionAsset + { + /// + [Serializable] + public class UnShared : + AnimancerTransitionAsset.UnShared>, + MixerState.ITransition2D + { } + } + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/MixerTransition2D + [Serializable] + public class MixerTransition2D : MixerTransition, Vector2>, MixerState.ITransition2D + { + /************************************************************************************************************************/ + + /// A type of that can be created by a . + public enum MixerType + { + /// + Cartesian, + + /// + Directional, + } + + [SerializeField] + private MixerType _Type; + + /// [] + /// The type of that this transition will create. + /// + public ref MixerType Type => ref _Type; + + /************************************************************************************************************************/ + + /// + /// Creates and returns a new or + /// depending on the . + /// + /// + /// Note that using methods like will also call + /// , so if you call this method manually you may want to call that method + /// as well. Or you can just use . + /// + /// This method also assigns it as the . + /// + public override MixerState CreateState() + { + switch (_Type) + { + case MixerType.Cartesian: State = new CartesianMixerState(); break; + case MixerType.Directional: State = new DirectionalMixerState(); break; + default: throw new ArgumentOutOfRangeException(nameof(_Type)); + } + InitializeState(); + return State; + } + + /************************************************************************************************************************/ + #region Drawer +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// + [CustomPropertyDrawer(typeof(MixerTransition2D), true)] + public class Drawer : MixerTransitionDrawer + { + /************************************************************************************************************************/ + + /// + /// Creates a new using the a wider `thresholdWidth` than usual to accomodate + /// both the X and Y values. + /// + public Drawer() : base(StandardThresholdWidth * 2 + 20) { } + + /************************************************************************************************************************/ + #region Threshold Calculation Functions + /************************************************************************************************************************/ + + /// + protected override void AddThresholdFunctionsToMenu(GenericMenu menu) + { + AddCalculateThresholdsFunction(menu, "From Velocity/XY", (state, threshold) => + { + if (AnimancerUtilities.TryGetAverageVelocity(state, out var velocity)) + return new Vector2(velocity.x, velocity.y); + else + return new Vector2(float.NaN, float.NaN); + }); + + AddCalculateThresholdsFunction(menu, "From Velocity/XZ", (state, threshold) => + { + if (AnimancerUtilities.TryGetAverageVelocity(state, out var velocity)) + return new Vector2(velocity.x, velocity.z); + else + return new Vector2(float.NaN, float.NaN); + }); + + AddCalculateThresholdsFunctionPerAxis(menu, "From Speed", + (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.magnitude : float.NaN); + AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity X", + (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.x : float.NaN); + AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity Y", + (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.y : float.NaN); + AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity Z", + (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.z : float.NaN); + AddCalculateThresholdsFunctionPerAxis(menu, "From Angular Speed (Rad)", + (state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed : float.NaN); + AddCalculateThresholdsFunctionPerAxis(menu, "From Angular Speed (Deg)", + (state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed * Mathf.Rad2Deg : float.NaN); + + AddPropertyModifierFunction(menu, "Initialize 4 Directions", Initialize4Directions); + AddPropertyModifierFunction(menu, "Initialize 8 Directions", Initialize8Directions); + } + + /************************************************************************************************************************/ + + private void Initialize4Directions(SerializedProperty property) + { + var oldSpeedCount = CurrentSpeeds.arraySize; + + CurrentAnimations.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 5; + CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = default; + CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up; + CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = Vector2.right; + CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.down; + CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = Vector2.left; + + InitializeSpeeds(oldSpeedCount); + + var type = property.FindPropertyRelative(nameof(_Type)); + type.enumValueIndex = (int)MixerType.Directional; + } + + /************************************************************************************************************************/ + + private void Initialize8Directions(SerializedProperty property) + { + var oldSpeedCount = CurrentSpeeds.arraySize; + + CurrentAnimations.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 9; + CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = default; + CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up; + CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = new Vector2(1, 1); + CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.right; + CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = new Vector2(1, -1); + CurrentThresholds.GetArrayElementAtIndex(5).vector2Value = Vector2.down; + CurrentThresholds.GetArrayElementAtIndex(6).vector2Value = new Vector2(-1, -1); + CurrentThresholds.GetArrayElementAtIndex(7).vector2Value = Vector2.left; + CurrentThresholds.GetArrayElementAtIndex(8).vector2Value = new Vector2(-1, 1); + + InitializeSpeeds(oldSpeedCount); + + var type = property.FindPropertyRelative(nameof(_Type)); + type.enumValueIndex = (int)MixerType.Directional; + } + + /************************************************************************************************************************/ + + private void AddCalculateThresholdsFunction(GenericMenu menu, string label, + Func calculateThreshold) + { + AddPropertyModifierFunction(menu, label, (property) => + { + GatherSubProperties(property); + var count = CurrentAnimations.arraySize; + for (int i = 0; i < count; i++) + { + var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue; + if (state == null) + continue; + + var threshold = CurrentThresholds.GetArrayElementAtIndex(i); + var value = calculateThreshold(state, threshold.vector2Value); + if (!Editor.AnimancerEditorUtilities.IsNaN(value)) + threshold.vector2Value = value; + } + }); + } + + /************************************************************************************************************************/ + + private void AddCalculateThresholdsFunctionPerAxis(GenericMenu menu, string label, + Func calculateThreshold) + { + AddCalculateThresholdsFunction(menu, "X/" + label, 0, calculateThreshold); + AddCalculateThresholdsFunction(menu, "Y/" + label, 1, calculateThreshold); + } + + private void AddCalculateThresholdsFunction(GenericMenu menu, string label, int axis, + Func calculateThreshold) + { + AddPropertyModifierFunction(menu, label, (property) => + { + var count = CurrentAnimations.arraySize; + for (int i = 0; i < count; i++) + { + var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue; + if (state == null) + continue; + + var threshold = CurrentThresholds.GetArrayElementAtIndex(i); + + var value = threshold.vector2Value; + var newValue = calculateThreshold(state, value[axis]); + if (!float.IsNaN(newValue)) + value[axis] = newValue; + threshold.vector2Value = value; + } + }); + } + + /************************************************************************************************************************/ + #endregion + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + #endregion + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition2DAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition2DAsset.cs.meta new file mode 100644 index 0000000000..11684d395e --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition2DAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8a2d01d4f425b3848938f199392c9afb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/PlayableAssetTransitionAsset.cs b/Assets/Plugins/Animancer/Utilities/Transitions/PlayableAssetTransitionAsset.cs new file mode 100644 index 0000000000..dae517aa7d --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/PlayableAssetTransitionAsset.cs @@ -0,0 +1,344 @@ +// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // + +using Animancer.Units; +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; +using Object = UnityEngine.Object; + +namespace Animancer +{ + /// + /// https://kybernetik.com.au/animancer/api/Animancer/PlayableAssetTransitionAsset + [CreateAssetMenu(menuName = Strings.MenuPrefix + "Playable Asset Transition", order = Strings.AssetMenuOrder + 9)] + [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(PlayableAssetTransitionAsset))] + public class PlayableAssetTransitionAsset : AnimancerTransitionAsset + { + /// + [Serializable] + public class UnShared : + AnimancerTransitionAsset.UnShared, + PlayableAssetState.ITransition + { } + } + + /// + /// https://kybernetik.com.au/animancer/api/Animancer/PlayableAssetTransition + [Serializable] + public class PlayableAssetTransition : AnimancerTransition, + PlayableAssetState.ITransition, IAnimationClipCollection + { + /************************************************************************************************************************/ + + [SerializeField, Tooltip("The asset to play")] + private PlayableAsset _Asset; + + /// [] The asset to play. + public ref PlayableAsset Asset => ref _Asset; + + /// + public override Object MainObject => _Asset; + + /// + /// The will be used as the for the created state to + /// be registered with. + /// + public override object Key => _Asset; + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip(Strings.Tooltips.OptionalSpeed)] + [AnimationSpeed] + [DefaultValue(1f, -1f)] + private float _Speed = 1; + + /// [] + /// Determines how fast the animation plays (1x = normal speed, 2x = double speed). + /// + public override float Speed + { + get => _Speed; + set => _Speed = value; + } + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip(Strings.Tooltips.NormalizedStartTime)] + [AnimationTime(AnimationTimeAttribute.Units.Normalized)] + [DefaultValue(0, float.NaN)] + private float _NormalizedStartTime; + + /// + public override float NormalizedStartTime + { + get => _NormalizedStartTime; + set => _NormalizedStartTime = value; + } + + /************************************************************************************************************************/ + + [SerializeField] + [Tooltip("The objects controlled by each of the tracks in the Asset")] +#if UNITY_2020_2_OR_NEWER + [NonReorderable] +#endif + private Object[] _Bindings; + + /// [] The objects controlled by each of the tracks in the Asset. + public ref Object[] Bindings => ref _Bindings; + + /************************************************************************************************************************/ + + /// + public override float MaximumDuration => _Asset != null ? (float)_Asset.duration : 0; + + /// + public override bool IsValid => _Asset != null; + + /************************************************************************************************************************/ + + /// + public override PlayableAssetState CreateState() + { + State = new PlayableAssetState(_Asset); + State.SetBindings(_Bindings); + return State; + } + + /************************************************************************************************************************/ + + /// + public override void Apply(AnimancerState state) + { + ApplyDetails(state, _Speed, _NormalizedStartTime); + base.Apply(state); + } + + /************************************************************************************************************************/ + + /// Gathers all the animations associated with this object. + void IAnimationClipCollection.GatherAnimationClips(ICollection clips) => clips.GatherFromAsset(_Asset); + + /************************************************************************************************************************/ +#if UNITY_EDITOR + /************************************************************************************************************************/ + + /// + [UnityEditor.CustomPropertyDrawer(typeof(PlayableAssetTransition), true)] + public class Drawer : Editor.TransitionDrawer + { + /************************************************************************************************************************/ + + /// Creates a new . + public Drawer() : base(nameof(_Asset)) { } + + /************************************************************************************************************************/ + + /// + public override float GetPropertyHeight(UnityEditor.SerializedProperty property, GUIContent label) + { + _CurrentAsset = null; + + var height = base.GetPropertyHeight(property, label); + + if (property.isExpanded) + { + var bindings = property.FindPropertyRelative(nameof(_Bindings)); + if (bindings != null) + { + bindings.isExpanded = true; + height -= Editor.AnimancerGUI.StandardSpacing + Editor.AnimancerGUI.LineHeight; + } + } + + return height; + } + + /************************************************************************************************************************/ + + private PlayableAsset _CurrentAsset; + + /// + protected override void DoMainPropertyGUI(Rect area, out Rect labelArea, + UnityEditor.SerializedProperty rootProperty, UnityEditor.SerializedProperty mainProperty) + { + _CurrentAsset = mainProperty.objectReferenceValue as PlayableAsset; + base.DoMainPropertyGUI(area, out labelArea, rootProperty, mainProperty); + } + + /// + public override void OnGUI(Rect area, UnityEditor.SerializedProperty property, GUIContent label) + { + base.OnGUI(area, property, label); + _CurrentAsset = null; + } + + /// + protected override void DoChildPropertyGUI(ref Rect area, UnityEditor.SerializedProperty rootProperty, + UnityEditor.SerializedProperty property, GUIContent label) + { + var path = property.propertyPath; + if (path.EndsWith($".{nameof(_Bindings)}")) + { + IEnumerator outputEnumerator; + var outputCount = 0; + var firstBindingIsAnimation = false; + if (_CurrentAsset != null) + { + var outputs = _CurrentAsset.outputs; + _CurrentAsset = null; + outputEnumerator = outputs.GetEnumerator(); + + while (outputEnumerator.MoveNext()) + { + PlayableAssetState.GetBindingDetails(outputEnumerator.Current, out var _, out var _, out var isMarkers); + if (isMarkers) + continue; + + if (outputCount == 0 && outputEnumerator.Current.outputTargetType == typeof(Animator)) + firstBindingIsAnimation = true; + + outputCount++; + } + + outputEnumerator = outputs.GetEnumerator(); + } + else outputEnumerator = null; + + // Bindings. + property.Next(true); + // Array. + property.Next(true); + // Array Size. + + var color = GUI.color; + var miniButton = Editor.AnimancerGUI.MiniButton; + var sizeArea = area; + var bindingCount = property.intValue; + if (bindingCount != outputCount && !(bindingCount == 0 && outputCount == 1 && firstBindingIsAnimation)) + { + GUI.color = Editor.AnimancerGUI.WarningFieldColor; + + var labelText = label.text; + + var countLabel = outputCount.ToString(); + var fixSizeWidth = Editor.AnimancerGUI.CalculateWidth(miniButton, countLabel); + var fixSizeArea = Editor.AnimancerGUI.StealFromRight(ref sizeArea, fixSizeWidth, Editor.AnimancerGUI.StandardSpacing); + if (GUI.Button(fixSizeArea, countLabel, miniButton)) + property.intValue = outputCount; + + label.text = labelText; + } + UnityEditor.EditorGUI.PropertyField(sizeArea, property, label, false); + GUI.color = color; + + UnityEditor.EditorGUI.indentLevel++; + + bindingCount = property.intValue; + for (int i = 0; i < bindingCount; i++) + { + Editor.AnimancerGUI.NextVerticalArea(ref area); + property.Next(false); + + if (outputEnumerator != null && outputEnumerator.MoveNext()) + { + CheckIfSkip: + PlayableAssetState.GetBindingDetails(outputEnumerator.Current, out var name, out var type, out var isMarkers); + if (isMarkers) + { + outputEnumerator.MoveNext(); + goto CheckIfSkip; + } + + label.text = name; + + var targetObject = property.serializedObject.targetObject; + var allowSceneObjects = targetObject != null && !UnityEditor.EditorUtility.IsPersistent(targetObject); + + label = UnityEditor.EditorGUI.BeginProperty(area, label, property); + var fieldArea = area; + var obj = property.objectReferenceValue; + var objExists = obj != null; + + if (objExists) + { + if (i == 0 && type == typeof(Animator)) + { + DoRemoveButton(ref fieldArea, label, property, ref obj, + "This Animation Track is the first Track" + + " so it will automatically control the Animancer output and likely does not need a binding."); + } + else if (type == null) + { + DoRemoveButton(ref fieldArea, label, property, ref obj, + "This Animation Track does not need a binding."); + type = typeof(Object); + } + else if (!type.IsAssignableFrom(obj.GetType())) + { + DoRemoveButton(ref fieldArea, label, property, ref obj, + "This binding has the wrong type for this Animation Track."); + } + } + + if (type != null || objExists) + { + property.objectReferenceValue = + UnityEditor.EditorGUI.ObjectField(fieldArea, label, obj, type, allowSceneObjects); + } + else + { + UnityEditor.EditorGUI.LabelField(fieldArea, label); + } + + UnityEditor.EditorGUI.EndProperty(); + } + else + { + GUI.color = Editor.AnimancerGUI.WarningFieldColor; + + UnityEditor.EditorGUI.PropertyField(area, property, false); + } + + GUI.color = color; + } + + UnityEditor.EditorGUI.indentLevel--; + return; + } + + base.DoChildPropertyGUI(ref area, rootProperty, property, label); + } + + /************************************************************************************************************************/ + + private static void DoRemoveButton(ref Rect area, GUIContent label, UnityEditor.SerializedProperty property, + ref Object obj, string tooltip) + { + label.tooltip = tooltip; + GUI.color = Editor.AnimancerGUI.WarningFieldColor; + var miniButton = Editor.AnimancerGUI.MiniButton; + + var text = label.text; + label.text = "x"; + + var xWidth = Editor.AnimancerGUI.CalculateWidth(miniButton, label); + var xArea = Editor.AnimancerGUI.StealFromRight( + ref area, xWidth, Editor.AnimancerGUI.StandardSpacing); + if (GUI.Button(xArea, label, miniButton)) + property.objectReferenceValue = obj = null; + + label.text = text; + } + + /************************************************************************************************************************/ + } + + /************************************************************************************************************************/ +#endif + /************************************************************************************************************************/ + } +} diff --git a/Assets/Plugins/Animancer/Utilities/Transitions/PlayableAssetTransitionAsset.cs.meta b/Assets/Plugins/Animancer/Utilities/Transitions/PlayableAssetTransitionAsset.cs.meta new file mode 100644 index 0000000000..14188e6f43 --- /dev/null +++ b/Assets/Plugins/Animancer/Utilities/Transitions/PlayableAssetTransitionAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5415cf2115901c345af7680b044d4604 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/__www.unityassetcollection.com__.txt b/Assets/__www.unityassetcollection.com__.txt new file mode 100644 index 0000000000..16b284c0cd --- /dev/null +++ b/Assets/__www.unityassetcollection.com__.txt @@ -0,0 +1,8 @@ +This asset was uploaded by http://unityassetcollection.com + +Enjoy!!! + +If you find this package helpful and want to support us. +Please go to https://www.buymeacoffee.com/unitycollection and "buy me a coffee" +We really appreciate your help. +Thank you. \ No newline at end of file diff --git a/Assets/__www.unityassetcollection.com__.txt.meta b/Assets/__www.unityassetcollection.com__.txt.meta new file mode 100644 index 0000000000..860bf8ac67 --- /dev/null +++ b/Assets/__www.unityassetcollection.com__.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b836a4484a48f0a48bcbb288a5dd8d3c +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: