BITFALL/Assets/BITKit/Unity/Scripts/Animator/UnityAnimator.cs

174 lines
5.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using Cysharp.Threading.Tasks;
using System.Threading;
using System.Threading.Tasks;
using Unity.Mathematics;
namespace BITKit.Animations
{
public class UnityAnimator : MonoBehaviour, IAnimator
{
[Serializable]
public class AnimatorLayerInfo
{
public string LayerName;
public string stateName;
public string fullStateName;
internal string entryName;
public AnimatorStateInfo currentState = new();
public event Action<string> onStateEnter;
public event Action<string> onStateExit;
public void OnStateEnter(string name)
{
onStateEnter?.Invoke(name);
}
public void OnStateExit(string name)
{
onStateExit?.Invoke(name);
}
}
[Header(Constant.Header.Settings)]
[SerializeField] private bool debug;
[Header(Constant.Header.Components)]
public Animator animator;
public AnimatorLayerInfo this[int index]
{
get
{
if (layerInfos.Count <= index)
{
for (int i = layerInfos.Count - 1; i < index; i++)
{
var newLayer = new AnimatorLayerInfo
{
LayerName = animator.GetLayerName(i+1)
};
layerInfos.Add(newLayer);
}
}
if (index > layerInfos.Count - 1)
{
throw new Exception("Index out of range");
}
return layerInfos[index];
}
}
[SerializeField] private List<AnimatorLayerInfo> layerInfos = new();
[Header(Constant.Header.InternalVariables)]
private readonly Dictionary<string,UnityAnimatorStateInfo> _registryStates=new ();
private void OnEnable()
{
animator.enabled = true;
}
private void OnDisable()
{
animator.enabled = false;
foreach (var x in layerInfos)
{
x.entryName = null;
}
}
public void CrossFade(string animationName, float duration, int index = 0, float normalizedTimeOffset = 0)
{
animator.CrossFade(GetVariableName(animationName), duration, index, normalizedTimeOffset);
}
public void Play(string animationName, int index = -1, float normalizedTimeOffset = 0)
{
if (debug)
{
BIT4Log.Log<UnityAnimator>( $"{gameObject.name} Play:" + animationName);
}
animator.Play(GetVariableName(animationName), index, normalizedTimeOffset);
}
public void OnStateEnter(int index, string name)
{
if (debug)
{
BIT4Log.Log<UnityAnimator>($"OnEntry:{name}");
}
this[index].fullStateName = name;
foreach (var item in name.Split("."))
{
name = item;
break;
}
this[index].stateName = this[index].entryName = name;
this[index].OnStateEnter(name);
}
public void OnStateExit(int index, string name)
{
if (string.IsNullOrEmpty(this[index].entryName))
{
return;
}
if (debug)
{
BIT4Log.Log<UnityAnimator>($"OnExit:{name}");
}
this[index].OnStateExit(name);
}
public float3 GetRootVelocity()
{
return animator.velocity;
}
private void Start()
{
foreach (var x in animator.GetBehaviours<UnityAnimatorStateInfo>())
{
try
{
_registryStates.TryAdd(x.StateName, x);
foreach (var v in x.VariableNames)
{
_registryStates.TryAdd(v, x);
}
}
catch (Exception e)
{
BIT4Log.Warning<UnityAnimator>(gameObject.name);
throw;
}
}
}
private void Update()
{
for (var i = 0; i < animator.layerCount; i++)
{
this[i].currentState = animator.GetCurrentAnimatorStateInfo(i);
}
}
[ContextMenu(nameof(Diagnosis))]
private void Diagnosis()
{
}
private string GetVariableName(string animationName)
{
animationName = animationName.Replace(".", "_");
if (!_registryStates.TryGetValue(animationName, out var stateInfo)) return animationName;
animationName = stateInfo.StateName;
if (stateInfo.VariableAnimationNames.Length > 0)
{
animationName = stateInfo.VariableAnimationNames.Random();
}
return animationName;
}
}
}