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Assets/Plugins/Animancer/Internal/Interfaces/ICharacterRoot.cs
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199
Assets/Plugins/Animancer/Internal/Interfaces/ICharacterRoot.cs
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>
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/// Interface for components to indicate which <see cref="GameObject"/> is the root of a character when
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/// <see cref="Editor.AnimancerEditorUtilities.FindRoot(GameObject)"/> is called.
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/// </summary>
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/// https://kybernetik.com.au/animancer/api/Animancer/ICharacterRoot
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///
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public interface ICharacterRoot
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{
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/************************************************************************************************************************/
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#pragma warning disable IDE1006 // Naming Styles.
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/************************************************************************************************************************/
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/// <summary>
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/// The <see cref="Transform"/> to search for <see cref="AnimationClip"/>s beneath.
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/// </summary>
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///
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/// <example>
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/// Implementing this interface in a <see cref="MonoBehaviour"/> will automatically inherit this property so
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/// you do not need to do anything else:
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/// <para></para><code>
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/// public class MyComponent : MonoBehaviour, IAnimancerRoot
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/// {
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/// }
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/// </code>
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/// But if you want to have your script point to a different object as the root, you can explicitly implement
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/// this property:
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/// <para></para><code>
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/// public class MyComponent : MonoBehaviour, IAnimancerRoot
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/// {
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/// Transform IAnimancerRoot.transform => ???;
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/// }
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/// </code></example>
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Transform transform { get; }
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/************************************************************************************************************************/
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#pragma warning restore IDE1006 // Naming Styles.
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/************************************************************************************************************************/
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}
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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namespace Animancer.Editor
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{
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/// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerEditorUtilities
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partial class AnimancerEditorUtilities
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{
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/************************************************************************************************************************/
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/// <summary>Takes a `gameObject` and returns the root <see cref="Transform"/> of the character it is part of.</summary>
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///
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/// <remarks>
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/// This method first searches all parents for an <see cref="ICharacterRoot"/>. If it finds one, it returns the
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/// <see cref="ICharacterRoot.transform"/>.
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/// <para></para>
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/// Otherwise, if the object is part of a prefab then it returns the root of that prefab instance.
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/// <para></para>
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/// Otherwise, it counts the number of Animators in the children of the `gameObject` then does
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/// the same for each parent. If it finds a parent with a different number of child Animators, it
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/// assumes that object is the parent of multiple characters and returns the previous parent as the root.
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/// </remarks>
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///
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/// <example>
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/// <h2>Simple Hierarchy</h2>
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/// <code>
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/// - Character - Rigidbody, etc.
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/// - Model - Animator, AnimancerComponent
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/// - States - Various components which reference the AnimationClips they will play
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/// </code>
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/// Passing the <c>Model</c> into this method will return the <c>Character</c> because it has the same
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/// number of Animator components in its children.
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///
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/// <h2>Shared Hierarchy</h2>
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/// <code>
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/// - Characters - Empty object used to group all characters
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/// - Character - Rigidbody, etc.
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/// - Model - Animator, AnimancerComponent
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/// - States - Various components which reference the AnimationClips they will play
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/// - Another Character
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/// - Model
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/// - States
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/// </code>
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/// <list type="bullet">
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/// <item><c>Model</c> has one Animator and no more in its children.</item>
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/// <item>And <c>Character</c> has one Animator in its children (the same one).</item>
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/// <item>But <c>Characters</c> has two Animators in its children (one on each character).</item>
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/// </list>
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/// So it picks the <c>Character</c> as the root.
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///
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/// <h2>Complex Hierarchy</h2>
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/// <code>
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/// - Character - Rigidbody, etc.
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/// - Model - Animator, AnimancerComponent
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/// - States - Various components which reference the AnimationClips they will play
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/// - Another Model - Animator (maybe the character is holding a gun which has a reload animation)
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/// </code>
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/// In this case, the automatic system would see that the <c>Character</c> already has more child
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/// <see cref="Animator"/>s than the selected <c>Model</c> so it would only return the <c>Model</c> itself.
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/// This can be fixed by making any of the scripts on the <c>Character</c> implement <see cref="ICharacterRoot"/>
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/// to tell the system which object you want it to use as the root.
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/// </example>
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public static Transform FindRoot(GameObject gameObject)
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{
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var root = gameObject.GetComponentInParent<ICharacterRoot>();
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if (root != null)
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return root.transform;
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#if UNITY_EDITOR
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var path = UnityEditor.AssetDatabase.GetAssetPath(gameObject);
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if (!string.IsNullOrEmpty(path))
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return gameObject.transform.root;
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var status = UnityEditor.PrefabUtility.GetPrefabInstanceStatus(gameObject);
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if (status != UnityEditor.PrefabInstanceStatus.NotAPrefab)
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{
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gameObject = UnityEditor.PrefabUtility.GetOutermostPrefabInstanceRoot(gameObject);
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return gameObject.transform;
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}
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#endif
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var animators = ObjectPool.AcquireList<Animator>();
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gameObject.GetComponentsInChildren(true, animators);
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var animatorCount = animators.Count;
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var parent = gameObject.transform;
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while (parent.parent != null)
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{
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animators.Clear();
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parent.parent.GetComponentsInChildren(true, animators);
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if (animatorCount == 0)
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animatorCount = animators.Count;
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else if (animatorCount != animators.Count)
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break;
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parent = parent.parent;
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}
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ObjectPool.Release(animators);
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return parent;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Calls <see cref="FindRoot(GameObject)"/> if the specified `obj` is a <see cref="GameObject"/> or
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/// <see cref="Component"/>.
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/// </summary>
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public static Transform FindRoot(Object obj)
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{
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if (obj is ICharacterRoot iRoot)
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return iRoot.transform;
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return TryGetGameObject(obj, out var gameObject) ? FindRoot(gameObject) : null;
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}
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/************************************************************************************************************************/
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/// <summary>Outputs the <see cref="GameObject"/> assignated with the `obj` and returns true if it exists.</summary>
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/// <remarks>
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/// If the `obj` is a <see cref="GameObject"/> it is used as the result.
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/// <para></para>
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/// Or if the `obj` is a <see cref="Component"/> then its <see cref="Component.gameObject"/> is used as the result.
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/// </remarks>
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public static bool TryGetGameObject(Object obj, out GameObject gameObject)
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{
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if (obj is GameObject go)
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{
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gameObject = go;
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return true;
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}
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if (obj is Component component)
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{
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gameObject = component.gameObject;
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return true;
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}
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gameObject = null;
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return false;
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}
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/************************************************************************************************************************/
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}
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}
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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