Files
test/Assets/Plugins/Animancer/Internal/Core/AnimancerLayer.cs
T
2025-09-16 18:07:13 +07:00

902 lines
39 KiB
C#

// 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
{
/// <summary>
/// A layer on which animations can play with their states managed independantly of other layers while blending the
/// output with those layers.
/// </summary>
///
/// <remarks>
/// This class can be used as a custom yield instruction to wait until all animations finish playing.
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/layers">Layers</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerLayer
///
public sealed class AnimancerLayer : AnimancerNode, IAnimationClipCollection
{
/************************************************************************************************************************/
#region Fields and Properties
/************************************************************************************************************************/
/// <summary>[Internal] Creates a new <see cref="AnimancerLayer"/>.</summary>
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;
}
/************************************************************************************************************************/
/// <summary>Creates and assigns the <see cref="AnimationMixerPlayable"/> managed by this layer.</summary>
protected override void CreatePlayable(out Playable playable) => playable = AnimationMixerPlayable.Create(Root._Graph);
/************************************************************************************************************************/
/// <summary>A layer is its own root.</summary>
public override AnimancerLayer Layer => this;
/// <summary>The <see cref="AnimancerNode.Root"/> receives the output of the <see cref="Playable"/>.</summary>
public override IPlayableWrapper Parent => Root;
/// <summary>Indicates whether child playables should stay connected to this layer at all times.</summary>
public override bool KeepChildrenConnected => Root.KeepChildrenConnected;
/************************************************************************************************************************/
/// <summary>All of the animation states connected to this layer.</summary>
private readonly List<AnimancerState> States = new List<AnimancerState>();
/************************************************************************************************************************/
private AnimancerState _CurrentState;
/// <summary>The state of the animation currently being played.</summary>
/// <remarks>
/// 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 <see cref="AnimancerState"/> itself will
/// not register in this property.
/// <para></para>
/// Each time this property changes, the <see cref="CommandCount"/> is incremented.
/// </remarks>
public AnimancerState CurrentState
{
get => _CurrentState;
private set
{
_CurrentState = value;
CommandCount++;
}
}
/// <summary>
/// The number of times the <see cref="CurrentState"/> 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.
/// </summary>
public int CommandCount { get; private set; }
#if UNITY_EDITOR
/// <summary>[Editor-Only] [Internal] Increases the <see cref="CommandCount"/> by 1.</summary>
internal void IncrementCommandCount() => CommandCount++;
#endif
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Determines whether this layer is set to additive blending. Otherwise it will override any earlier layers.
/// </summary>
public bool IsAdditive
{
get => Root.Layers.IsAdditive(Index);
set => Root.Layers.SetAdditive(Index, value);
}
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Sets an <see cref="AvatarMask"/> to determine which bones this layer will affect.
/// </summary>
public void SetMask(AvatarMask mask)
{
Root.Layers.SetMask(Index, mask);
}
#if UNITY_ASSERTIONS
/// <summary>[Assert-Only] The <see cref="AvatarMask"/> that determines which bones this layer will affect.</summary>
internal AvatarMask _Mask;
#endif
/************************************************************************************************************************/
/// <summary>
/// The average velocity of the root motion of all currently playing animations, taking their current
/// <see cref="AnimancerNode.Weight"/> into account.
/// </summary>
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
/************************************************************************************************************************/
/// <inheritdoc/>
public override int ChildCount => States.Count;
/// <summary>Returns the state connected to the specified `index` as a child of this layer.</summary>
/// <remarks>This method is identical to <see cref="this[int]"/>.</remarks>
public override AnimancerState GetChild(int index) => States[index];
/// <summary>Returns the state connected to the specified `index` as a child of this layer.</summary>
/// <remarks>This indexer is identical to <see cref="GetChild(int)"/>.</remarks>
public AnimancerState this[int index] => States[index];
/************************************************************************************************************************/
/// <summary>Adds a new port and uses <see cref="AnimancerState.SetParent"/> to connect the `state` to it.</summary>
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);
}
/************************************************************************************************************************/
/// <summary>Connects the `state` to this layer at its <see cref="AnimancerNode.Index"/>.</summary>
protected internal override void OnAddChild(AnimancerState state) => OnAddChild(States, state);
/************************************************************************************************************************/
/// <summary>Disconnects the `state` from this layer at its <see cref="AnimancerNode.Index"/>.</summary>
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);
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override FastEnumerator<AnimancerState> GetEnumerator()
=> new FastEnumerator<AnimancerState>(States);
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Create State
/************************************************************************************************************************/
/// <summary>Creates and returns a new <see cref="ClipState"/> to play the `clip`.</summary>
/// <remarks>
/// <see cref="AnimancerPlayable.GetKey"/> is used to determine the <see cref="AnimancerState.Key"/>.
/// </remarks>
public ClipState CreateState(AnimationClip clip) => CreateState(Root.GetKey(clip), clip);
/// <summary>
/// Creates and returns a new <see cref="ClipState"/> to play the `clip` and registers it with the `key`.
/// </summary>
public ClipState CreateState(object key, AnimationClip clip)
{
var state = new ClipState(clip)
{
_Key = key,
};
AddChild(state);
return state;
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
/// <para></para>
/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
/// </summary>
public void CreateIfNew(AnimationClip clip0, AnimationClip clip1)
{
GetOrCreateState(clip0);
GetOrCreateState(clip1);
}
/// <summary>
/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
/// <para></para>
/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
/// </summary>
public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2)
{
GetOrCreateState(clip0);
GetOrCreateState(clip1);
GetOrCreateState(clip2);
}
/// <summary>
/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
/// <para></para>
/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
/// </summary>
public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, AnimationClip clip3)
{
GetOrCreateState(clip0);
GetOrCreateState(clip1);
GetOrCreateState(clip2);
GetOrCreateState(clip3);
}
/// <summary>
/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
/// <para></para>
/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
/// </summary>
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);
}
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="AnimancerPlayable.GetKey"/> and returns the state which registered with that key or
/// creates one if it doesn't exist.
/// <para></para>
/// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip`
/// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while
/// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to
/// performance to use with caution.
/// </summary>
/// <exception cref="ArgumentException"/>
public AnimancerState GetOrCreateState(AnimationClip clip, bool allowSetClip = false)
{
return GetOrCreateState(Root.GetKey(clip), clip, allowSetClip);
}
/// <summary>
/// Returns the state registered with the <see cref="IHasKey.Key"/> if there is one. Otherwise
/// this method uses <see cref="ITransition.CreateState"/> to create a new one and registers it with
/// that key before returning it.
/// </summary>
public AnimancerState GetOrCreateState(ITransition transition)
{
var state = Root.States.GetOrCreate(transition);
state.LayerIndex = Index;
return state;
}
/// <summary>
/// Returns the state which registered with the `key` or creates one if it doesn't exist.
/// <para></para>
/// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip`
/// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while
/// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to
/// performance to use with caution.
/// <seealso cref="AnimancerState"/>
/// </summary>
/// <exception cref="ArgumentException"/>
/// <exception cref="ArgumentNullException">The `key` is null.</exception>
/// <remarks>
/// See also: <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(object, AnimationClip, bool)"/>.
/// </remarks>
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;
}
/************************************************************************************************************************/
/// <summary>Destroys all states connected to this layer. This operation cannot be undone.</summary>
public void DestroyStates()
{
for (int i = States.Count - 1; i >= 0; i--)
{
States[i].Destroy();
}
States.Clear();
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Play Management
/************************************************************************************************************************/
/// <inheritdoc/>
protected internal override void OnStartFade()
{
for (int i = States.Count - 1; i >= 0; i--)
States[i].OnStartFade();
}
/************************************************************************************************************************/
// Play Immediately.
/************************************************************************************************************************/
/// <summary>Stops all other animations on this layer, plays the `clip`, and returns its state.</summary>
/// <remarks>
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
/// To restart it from the beginning you can use <c>...Play(clip).Time = 0;</c>.
/// <para></para>
/// This method is safe to call repeatedly without checking whether the `clip` was already playing.
/// </remarks>
public AnimancerState Play(AnimationClip clip)
=> Play(GetOrCreateState(clip));
/// <summary>Stops all other animations on the same layer, plays the `state`, and returns it.</summary>
/// <remarks>
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
/// To restart it from the beginning you can use <c>...Play(state).Time = 0;</c>.
/// <para></para>
/// This method is safe to call repeatedly without checking whether the `state` was already playing.
/// </remarks>
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.
/************************************************************************************************************************/
/// <summary>
/// Starts fading in the `clip` over the course of the `fadeDuration` while fading out all others in the same
/// layer. Returns its state.
/// </summary>
/// <remarks>
/// 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.
/// <para></para>
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
/// and simply <see cref="AnimancerState.Play"/> the `state`.
/// <para></para>
/// This method is safe to call repeatedly without checking whether the `state` was already playing.
/// <para></para>
/// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
/// </remarks>
public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = default)
=> Play(Root.States.GetOrCreate(clip), fadeDuration, mode);
/// <summary>
/// Starts fading in the `state` over the course of the `fadeDuration` while fading out all others in this
/// layer. Returns the `state`.
/// </summary>
/// <remarks>
/// 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.
/// <para></para>
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
/// and simply <see cref="AnimancerState.Play"/> the `state`.
/// <para></para>
/// This method is safe to call repeatedly without checking whether the `state` was already playing.
/// <para></para>
/// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
/// </remarks>
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.
/************************************************************************************************************************/
/// <summary>
/// Creates a state for the `transition` if it didn't already exist, then calls
/// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
/// depending on the <see cref="ITransition.FadeDuration"/>.
/// </summary>
/// <remarks>
/// This method is safe to call repeatedly without checking whether the `transition` was already playing.
/// </remarks>
public AnimancerState Play(ITransition transition)
=> Play(transition, transition.FadeDuration, transition.FadeMode);
/// <summary>
/// Creates a state for the `transition` if it didn't already exist, then calls
/// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
/// depending on the <see cref="ITransition.FadeDuration"/>.
/// </summary>
/// <remarks>
/// This method is safe to call repeatedly without checking whether the `transition` was already playing.
/// </remarks>
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.
/************************************************************************************************************************/
/// <summary>
/// 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.
/// </summary>
/// <remarks>
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
/// To restart it from the beginning you can simply set the returned state's time to 0.
/// <para></para>
/// This method is safe to call repeatedly without checking whether the animation was already playing.
/// </remarks>
public AnimancerState TryPlay(object key)
=> Root.States.TryGet(key, out var state) ? Play(state) : null;
/// <summary>
/// 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.
/// </summary>
/// <remarks>
/// 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.
/// <para></para>
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
/// and simply <see cref="AnimancerState.Play"/> the `state`.
/// <para></para>
/// This method is safe to call repeatedly without checking whether the animation was already playing.
/// <para></para>
/// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
/// </remarks>
public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = default)
=> Root.States.TryGet(key, out var state) ? Play(state, fadeDuration, mode) : null;
/************************************************************************************************************************/
/// <summary>Manipulates the other parameters according to the `mode`.</summary>
/// <exception cref="ArgumentException">
/// The <see cref="AnimancerState.Clip"/> is null when using <see cref="FadeMode.FromStart"/> or
/// <see cref="FadeMode.NormalizedFromStart"/>.
/// </exception>
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
/// <summary>[Assert-Only]
/// The maximum number of duplicate states that can be created by <see cref="GetOrCreateWeightlessState"/> for
/// a single clip before it will start giving usage warnings. Default = 5.
/// </summary>
public static int MaxStateDepth { get; private set; } = 5;
#endif
/// <summary>[Assert-Conditional] Sets the <see cref="MaxStateDepth"/>.</summary>
/// <remarks>This would not need to be a separate method if C# supported conditional property setters.</remarks>
[System.Diagnostics.Conditional(Strings.Assertions)]
public static void SetMaxStateDepth(int depth)
{
#if UNITY_ASSERTIONS
MaxStateDepth = depth;
#endif
}
/// <summary>
/// If the `state` is not currently at 0 <see cref="AnimancerNode.Weight"/>, this method finds a copy of it
/// which is at 0 or creates a new one.
/// </summary>
/// <exception cref="InvalidOperationException">The <see cref="AnimancerState.Clip"/> is null.</exception>
/// <exception cref="ArgumentOutOfRangeException">
/// More states have been created for this <see cref="AnimancerState.Clip"/> than the
/// <see cref="MaxStateDepth"/> allows.
/// </exception>
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
/************************************************************************************************************************/
/// <summary>
/// Sets <see cref="AnimancerNode.Weight"/> = 0 and calls <see cref="AnimancerState.Stop"/> on all animations
/// to stop them from playing and rewind them to the start.
/// </summary>
public override void Stop()
{
base.Stop();
CurrentState = null;
for (int i = States.Count - 1; i >= 0; i--)
States[i].Stop();
}
/************************************************************************************************************************/
// Checking
/************************************************************************************************************************/
/// <summary>
/// Returns true if the `clip` is currently being played by at least one state.
/// </summary>
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;
}
/// <summary>
/// Returns true if at least one animation is being played.
/// </summary>
public bool IsAnyStatePlaying()
{
for (int i = States.Count - 1; i >= 0; i--)
{
if (States[i].IsPlaying)
return true;
}
return false;
}
/// <summary>
/// Returns true if the <see cref="CurrentState"/> is playing and hasn't yet reached its end.
/// <para></para>
/// This method is called by <see cref="IEnumerator.MoveNext"/> so this object can be used as a custom yield
/// instruction to wait until it finishes.
/// </summary>
protected internal override bool IsPlayingAndNotEnding() => _CurrentState != null && _CurrentState.IsPlayingAndNotEnding();
/************************************************************************************************************************/
/// <summary>
/// Calculates the total <see cref="AnimancerNode.Weight"/> of all states in this layer.
/// </summary>
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;
/// <inheritdoc/>
public override bool ApplyAnimatorIK
{
get => _ApplyAnimatorIK;
set => base.ApplyAnimatorIK = _ApplyAnimatorIK = value;
}
/************************************************************************************************************************/
private bool _ApplyFootIK;
/// <inheritdoc/>
public override bool ApplyFootIK
{
get => _ApplyFootIK;
set => base.ApplyFootIK = _ApplyFootIK = value;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Inspector
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipCollection"/>]
/// Gathers all the animations in this layer.
/// </summary>
public void GatherAnimationClips(ICollection<AnimationClip> clips) => clips.GatherFromSource(States);
/************************************************************************************************************************/
/// <summary>The Inspector display name of this layer.</summary>
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
}
/************************************************************************************************************************/
/// <inheritdoc/>
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
/************************************************************************************************************************/
}
}