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

578 lines
23 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using static Animancer.Editor.AnimancerGUI;
using Object = UnityEngine.Object;
namespace Animancer.Editor
{
/// https://kybernetik.com.au/animancer/api/Animancer.Editor/TransitionPreviewWindow
partial class TransitionPreviewWindow
{
/// <summary>Animation details for the <see cref="TransitionPreviewWindow"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions#previews">Previews</see>
/// </remarks>
[Serializable]
private class Animations
{
/************************************************************************************************************************/
public const string
PreviousAnimationKey = "Previous Animation",
NextAnimationKey = "Next Animation";
/************************************************************************************************************************/
[NonSerialized] private AnimationClip[] _OtherAnimations;
[SerializeField]
private AnimationClip _PreviousAnimation;
public AnimationClip PreviousAnimation => _PreviousAnimation;
[SerializeField]
private AnimationClip _NextAnimation;
public AnimationClip NextAnimation => _NextAnimation;
/************************************************************************************************************************/
public void DoGUI()
{
GUILayout.BeginVertical(GUI.skin.box);
EditorGUILayout.LabelField("Preview Details", "(Not Serialized)");
DoModelGUI();
DoAnimatorSelectorGUI();
using (ObjectPool.Disposable.AcquireContent(out var label, "Previous Animation",
"The animation for the preview to play before the target transition"))
{
DoAnimationFieldGUI(label, ref _PreviousAnimation, (clip) => _PreviousAnimation = clip);
}
var animancer = _Instance._Scene.Animancer;
DoCurrentAnimationGUI(animancer);
using (ObjectPool.Disposable.AcquireContent(out var label, "Next Animation",
"The animation for the preview to play after the target transition"))
{
DoAnimationFieldGUI(label, ref _NextAnimation, (clip) => _NextAnimation = clip);
}
if (animancer != null)
{
using (new EditorGUI.DisabledScope(!Transition.IsValid()))
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (animancer.IsGraphPlaying)
{
if (CompactMiniButton(PauseButtonContent))
animancer.PauseGraph();
}
else
{
if (CompactMiniButton(StepBackwardButtonContent))
StepBackward();
if (CompactMiniButton(PlayButtonContent))
PlaySequence(animancer);
if (CompactMiniButton(StepForwardButtonContent))
StepForward();
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
}
GUILayout.EndVertical();
}
/************************************************************************************************************************/
private void DoModelGUI()
{
var root = _Instance._Scene.OriginalRoot;
var model = root != null ? root.gameObject : null;
EditorGUI.BeginChangeCheck();
var warning = GetModelWarning(model);
var color = GUI.color;
if (warning != null)
GUI.color = WarningFieldColor;
using (ObjectPool.Disposable.AcquireContent(out var label, "Model"))
{
if (DoDropdownObjectField(label, true, ref model, SpacingMode.After))
{
var menu = new GenericMenu();
menu.AddItem(new GUIContent("Default Humanoid"), Settings.IsDefaultHumanoid(model),
() => _Instance._Scene.OriginalRoot = Settings.DefaultHumanoid.transform);
menu.AddItem(new GUIContent("Default Sprite"), Settings.IsDefaultSprite(model),
() => _Instance._Scene.OriginalRoot = Settings.DefaultSprite.transform);
var persistentModels = Settings.Models;
var temporaryModels = TemporarySettings.PreviewModels;
if (persistentModels.Count == 0 && temporaryModels.Count == 0)
{
menu.AddDisabledItem(new GUIContent("No model prefabs have been used yet"));
}
else
{
AddModelSelectionFunctions(menu, persistentModels, model);
AddModelSelectionFunctions(menu, temporaryModels, model);
}
menu.ShowAsContext();
}
}
GUI.color = color;
if (EditorGUI.EndChangeCheck())
_Instance._Scene.OriginalRoot = model != null ? model.transform : null;
if (warning != null)
EditorGUILayout.HelpBox(warning, MessageType.Warning, true);
}
/************************************************************************************************************************/
private static void AddModelSelectionFunctions(GenericMenu menu, List<GameObject> models, GameObject selected)
{
for (int i = models.Count - 1; i >= 0; i--)
{
var model = models[i];
var path = AssetDatabase.GetAssetPath(model);
if (!string.IsNullOrEmpty(path))
path = path.Replace('/', '\\');
else
path = model.name;
menu.AddItem(new GUIContent(path), model == selected,
() => _Instance._Scene.OriginalRoot = model.transform);
}
}
/************************************************************************************************************************/
private string GetModelWarning(GameObject model)
{
if (model == null)
return "No Model is selected so nothing can be previewed.";
if (_Instance._Scene.Animancer == null)
return "The selected Model has no Animator component.";
return null;
}
/************************************************************************************************************************/
private void DoAnimatorSelectorGUI()
{
var instanceAnimators = _Instance._Scene.InstanceAnimators;
if (instanceAnimators == null ||
instanceAnimators.Length <= 1)
return;
var area = LayoutSingleLineRect(SpacingMode.After);
var labelArea = StealFromLeft(ref area, EditorGUIUtility.labelWidth, StandardSpacing);
GUI.Label(labelArea, nameof(Animator));
var selectedAnimator = _Instance._Scene.SelectedInstanceAnimator;
using (ObjectPool.Disposable.AcquireContent(out var label, selectedAnimator != null ? selectedAnimator.name : "None"))
{
var clicked = EditorGUI.DropdownButton(area, label, FocusType.Passive);
if (!clicked)
return;
var menu = new GenericMenu();
for (int i = 0; i < instanceAnimators.Length; i++)
{
var animator = instanceAnimators[i];
var index = i;
menu.AddItem(new GUIContent(animator.name), animator == selectedAnimator, () =>
{
_Instance._Scene.SetSelectedAnimator(index);
NormalizedTime = 0;
});
}
menu.ShowAsContext();
}
}
/************************************************************************************************************************/
public void GatherAnimations()
{
AnimationGatherer.GatherFromGameObject(_Instance._Scene.OriginalRoot.gameObject, ref _OtherAnimations, true);
if (_OtherAnimations.Length > 0 &&
(_PreviousAnimation == null || _NextAnimation == null))
{
var defaultClip = _OtherAnimations[0];
var defaultClipIsIdle = false;
for (int i = 0; i < _OtherAnimations.Length; i++)
{
var clip = _OtherAnimations[i];
if (defaultClipIsIdle && clip.name.Length > defaultClip.name.Length)
continue;
if (clip.name.IndexOf("idle", StringComparison.CurrentCultureIgnoreCase) >= 0)
{
defaultClip = clip;
break;
}
}
if (_PreviousAnimation == null)
_PreviousAnimation = defaultClip;
if (_NextAnimation == null)
_NextAnimation = defaultClip;
}
}
/************************************************************************************************************************/
private void DoAnimationFieldGUI(GUIContent label, ref AnimationClip clip, Action<AnimationClip> setClip)
{
var showDropdown = !_OtherAnimations.IsNullOrEmpty();
if (DoDropdownObjectField(label, showDropdown, ref clip))
{
var menu = new GenericMenu();
menu.AddItem(new GUIContent("None"), clip == null, () => setClip(null));
for (int i = 0; i < _OtherAnimations.Length; i++)
{
var animation = _OtherAnimations[i];
menu.AddItem(new GUIContent(animation.name), animation == clip, () => setClip(animation));
}
menu.ShowAsContext();
}
}
/************************************************************************************************************************/
private static bool DoDropdownObjectField<T>(GUIContent label, bool showDropdown, ref T obj,
SpacingMode spacingMode = SpacingMode.None) where T : Object
{
var area = LayoutSingleLineRect(spacingMode);
var labelWidth = EditorGUIUtility.labelWidth;
labelWidth += 2;
area.xMin -= 1;
var spacing = StandardSpacing;
var labelArea = StealFromLeft(ref area, labelWidth - spacing, spacing);
obj = (T)EditorGUI.ObjectField(area, obj, typeof(T), true);
if (showDropdown)
{
return EditorGUI.DropdownButton(labelArea, label, FocusType.Passive);
}
else
{
GUI.Label(labelArea, label);
return false;
}
}
/************************************************************************************************************************/
private void DoCurrentAnimationGUI(AnimancerPlayable animancer)
{
string text;
if (animancer != null)
{
var transition = Transition;
if (transition.IsValid && transition.Key != null)
text = animancer.States.GetOrCreate(transition).ToString();
else
text = transition.ToString();
}
else
{
text = _Instance._TransitionProperty.Property.GetFriendlyPath();
}
if (text != null)
EditorGUILayout.LabelField("Current Animation", text);
}
/************************************************************************************************************************/
private void PlaySequence(AnimancerPlayable animancer)
{
if (_PreviousAnimation != null && _PreviousAnimation.length > 0)
{
_Instance._Scene.Animancer.Stop();
var fromState = animancer.States.GetOrCreate(PreviousAnimationKey, _PreviousAnimation, true);
animancer.Play(fromState);
OnPlayAnimation();
fromState.TimeD = 0;
var warnings = OptionalWarning.UnsupportedEvents.DisableTemporarily();
fromState.Events.EndEvent = new AnimancerEvent(1 / fromState.Length, PlayTransition);
warnings.Enable();
}
else
{
PlayTransition();
}
_Instance._Scene.Animancer.UnpauseGraph();
}
private void PlayTransition()
{
var transition = Transition;
var animancer = _Instance._Scene.Animancer;
animancer.States.TryGet(transition, out var oldState);
var targetState = animancer.Play(transition);
OnPlayAnimation();
if (oldState != null && oldState != targetState)
oldState.Destroy();
var warnings = OptionalWarning.UnsupportedEvents.DisableTemporarily();
targetState.Events.OnEnd = () =>
{
if (_NextAnimation != null)
{
var fadeDuration = AnimancerEvent.GetFadeOutDuration(targetState, AnimancerPlayable.DefaultFadeDuration);
PlayOther(NextAnimationKey, _NextAnimation, 0, fadeDuration);
OnPlayAnimation();
}
else
{
animancer.Layers[0].IncrementCommandCount();
}
};
warnings.Enable();
}
/************************************************************************************************************************/
public void OnPlayAnimation()
{
var animancer = _Instance._Scene.Animancer;
if (animancer == null ||
animancer.States.Current == null)
return;
var state = animancer.States.Current;
state.RecreatePlayableRecursive();
if (state.HasEvents)
{
var warnings = OptionalWarning.UnsupportedEvents.DisableTemporarily();
var normalizedEndTime = state.Events.NormalizedEndTime;
state.Events = null;
state.Events.NormalizedEndTime = normalizedEndTime;
warnings.Enable();
}
}
/************************************************************************************************************************/
private void StepBackward()
=> StepTime(-AnimancerSettings.FrameStep);
private void StepForward()
=> StepTime(AnimancerSettings.FrameStep);
private void StepTime(float timeOffset)
{
if (!TryShowTransitionPaused(out _, out _, out var state))
return;
var length = state.Length;
if (length != 0)
timeOffset /= length;
NormalizedTime += timeOffset;
}
/************************************************************************************************************************/
[SerializeField]
private float _NormalizedTime;
public float NormalizedTime
{
get => _NormalizedTime;
set
{
if (!value.IsFinite())
return;
_NormalizedTime = value;
if (!TryShowTransitionPaused(out var animancer, out var transition, out var state))
return;
var length = state.Length;
var speed = state.Speed;
var time = value * length;
var fadeDuration = transition.FadeDuration * Math.Abs(speed);
var startTime = TimelineGUI.GetStartTime(transition.NormalizedStartTime, speed, length);
var normalizedEndTime = state.NormalizedEndTime;
var endTime = normalizedEndTime * length;
var fadeOutEnd = TimelineGUI.GetFadeOutEnd(speed, endTime, length);
if (speed < 0)
{
time = length - time;
startTime = length - startTime;
value = 1 - value;
normalizedEndTime = 1 - normalizedEndTime;
endTime = length - endTime;
fadeOutEnd = length - fadeOutEnd;
}
if (time < startTime)// Previous animation.
{
if (_PreviousAnimation != null)
{
PlayOther(PreviousAnimationKey, _PreviousAnimation, value);
value = 0;
}
}
else if (time < startTime + fadeDuration)// Fade from previous animation to the target.
{
if (_PreviousAnimation != null)
{
var fromState = PlayOther(PreviousAnimationKey, _PreviousAnimation, value);
state.IsPlaying = true;
state.Weight = (time - startTime) / fadeDuration;
fromState.Weight = 1 - state.Weight;
}
}
else if (_NextAnimation != null)
{
if (value < normalizedEndTime)
{
// Just the main state.
}
else
{
var toState = PlayOther(NextAnimationKey, _NextAnimation, value - normalizedEndTime);
if (time < fadeOutEnd)// Fade from the target transition to the next animation.
{
state.IsPlaying = true;
toState.Weight = (time - endTime) / (fadeOutEnd - endTime);
state.Weight = 1 - toState.Weight;
}
// Else just the next animation.
}
}
if (speed < 0)
value = 1 - value;
state.NormalizedTime = state.Weight > 0 ? value : 0;
animancer.Evaluate();
RepaintEverything();
}
}
/************************************************************************************************************************/
private bool TryShowTransitionPaused(
out AnimancerPlayable animancer, out ITransitionDetailed transition, out AnimancerState state)
{
animancer = _Instance._Scene.Animancer;
transition = Transition;
if (animancer == null || !transition.IsValid())
{
state = null;
return false;
}
state = animancer.Play(transition, 0);
OnPlayAnimation();
animancer.PauseGraph();
return true;
}
/************************************************************************************************************************/
private AnimancerState PlayOther(object key, AnimationClip animation, float normalizedTime, float fadeDuration = 0)
{
var animancer = _Instance._Scene.Animancer;
var state = animancer.States.GetOrCreate(key, animation, true);
state = animancer.Play(state, fadeDuration);
OnPlayAnimation();
normalizedTime *= state.Length;
state.Time = normalizedTime.IsFinite() ? normalizedTime : 0;
return state;
}
/************************************************************************************************************************/
internal class WindowMatchStateTime : Key, IUpdatable
{
/************************************************************************************************************************/
public static readonly WindowMatchStateTime Instance = new WindowMatchStateTime();
/************************************************************************************************************************/
void IUpdatable.Update()
{
if (_Instance == null ||
!AnimancerPlayable.Current.IsGraphPlaying)
return;
var transition = Transition;
if (transition == null)
return;
if (AnimancerPlayable.Current.States.TryGet(transition, out var state))
_Instance._Animations._NormalizedTime = state.NormalizedTime;
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
}
}
}
#endif