Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Set...

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2024-11-03 16:42:23 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 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
{
/// <summary>Persistent settings for the <see cref="TransitionPreviewWindow"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions#previews">Previews</see>
/// </remarks>
[Serializable]
internal class Settings : AnimancerSettings.Group
{
/************************************************************************************************************************/
private static Settings Instance => AnimancerSettings.TransitionPreviewWindow;
/************************************************************************************************************************/
public static void DoInspectorGUI()
{
AnimancerSettings.SerializedObject.Update();
EditorGUI.indentLevel++;
DoMiscGUI();
DoEnvironmentGUI();
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;
/************************************************************************************************************************/
[SerializeField]
[Tooltip("Should the scene lighting be enabled?")]
private bool _SceneLighting = false;
public static bool SceneLighting
{
get => Instance._SceneLighting;
set
{
if (SceneLighting == value)
return;
var property = Instance.GetSerializedProperty(nameof(_SceneLighting));
property.boolValue = value;
AnimancerSettings.SerializedObject.ApplyModifiedProperties();
}
}
/************************************************************************************************************************/
[SerializeField]
[Tooltip("Should the skybox be visible?")]
private bool _ShowSkybox = false;
public static bool ShowSkybox
{
get => Instance._ShowSkybox;
set
{
if (ShowSkybox == value)
return;
var property = Instance.GetSerializedProperty(nameof(_ShowSkybox));
property.boolValue = value;
AnimancerSettings.SerializedObject.ApplyModifiedProperties();
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Environment
/************************************************************************************************************************/
[SerializeField]
[Tooltip("If set, the default preview scene lighting will be replaced with this prefab.")]
private GameObject _SceneEnvironment;
public static GameObject SceneEnvironment => Instance._SceneEnvironment;
/************************************************************************************************************************/
private static void DoEnvironmentGUI()
{
EditorGUI.BeginChangeCheck();
Instance.DoPropertyField(nameof(_SceneEnvironment));
if (EditorGUI.EndChangeCheck())
{
AnimancerSettings.SerializedObject.ApplyModifiedProperties();
InstanceScene.OnEnvironmentPrefabChanged();
}
}
/************************************************************************************************************************/
#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<GameObject>(area,
(gameObject) =>
{
return
EditorUtility.IsPersistent(gameObject) &&
!Models.Contains(gameObject) &&
gameObject.GetComponentInChildren<Animator>() != 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<GameObject> _Models;
/// <summary>The models previously used in the <see cref="TransitionPreviewWindow"/>.</summary>
/// <remarks>Accessing this property removes missing and duplicate models from the list.</remarks>
public static List<GameObject> 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<GameObject> 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<GameObject>(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;
/************************************************************************************************************************/
/// <summary>
/// Tries to choose the most appropriate model to use based on the properties animated by the target
/// <see cref="Transition"/>.
/// </summary>
public static Transform TrySelectBestModel()
{
var transition = Transition;
if (transition == null)
return null;
using (ObjectPool.Disposable.AcquireSet<AnimationClip>(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<AnimationClip> clips, List<GameObject> models)
{
var animatableBindings = new HashSet<EditorCurveBinding>[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