// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 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,
ICopyable
{
/************************************************************************************************************************/
#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;
/// The internal managed by this node.
public Playable Playable => _Playable;
/// Is the 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();
}
/************************************************************************************************************************/
///
void ICopyable.CopyFrom(AnimancerNode copyFrom)
{
_Weight = copyFrom._Weight;
_IsWeightDirty = true;
TargetWeight = copyFrom.TargetWeight;
FadeSpeed = copyFrom.FadeSpeed;
Speed = copyFrom.Speed;
CopyIKFlags(copyFrom);
#if UNITY_ASSERTIONS
SetDebugName(copyFrom.DebugName);
#endif
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Graph
/************************************************************************************************************************/
private AnimancerPlayable _Root;
/// The at the root of the graph.
public AnimancerPlayable Root
{
get => _Root;
internal set
{
_Root = value;
#if UNITY_ASSERTIONS
GC.SuppressFinalize(this);
#endif
}
}
/************************************************************************************************************************/
/// 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]
/// Returns the stack trace of the constructor (or null if was false).
///
public static System.Diagnostics.StackTrace GetConstructorStackTrace(AnimancerNode node)
=> node._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• {nameof(Index)}: {Index}" +
$"\n• Node: {this}" +
$"\n• Parent: {this}");
#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.
///
public 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.SetParentInternal(null);
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.SetParentInternal(null);
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.SetParentInternal(null);
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 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 (_Speed == value)
return;
#if UNITY_ASSERTIONS
if (!value.IsFinite())
throw new ArgumentOutOfRangeException(nameof(value), value, $"{nameof(Speed)} {Strings.MustBeFinite}");
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 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 copyFrom)
{
if (Root == null)
return;
if (ApplyParentAnimatorIK)
ApplyAnimatorIK = copyFrom.ApplyAnimatorIK;
if (ApplyParentFootIK)
ApplyFootIK = copyFrom.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 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("] ");
if (child != null)
child.AppendDescription(text, indentedSeparator);
else
text.Append("null");
}
}
}
/************************************************************************************************************************/
/// 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)
{
if (!node.Playable.IsValid())
return;
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
/************************************************************************************************************************/
}
}