Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Ser...

459 lines
22 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
//#define ANIMANCER_ULT_EVENTS
// If you edit this file to change the callback type to something other than UltEvents, you will need to change this
// alias as well as the HasPersistentCalls method below.
#if ANIMANCER_ULT_EVENTS
using SerializableCallback = UltEvents.UltEvent;
#else
using SerializableCallback = UnityEngine.Events.UnityEvent;
#endif
using UnityEngine;
using System;
namespace Animancer
{
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerEvent
partial struct AnimancerEvent
{
/// https://kybernetik.com.au/animancer/api/Animancer/Sequence
partial class Sequence
{
/// <summary>
/// An <see cref="Sequence"/> that can be serialized and uses <see cref="SerializableCallback"/>s to define
/// the <see cref="callback"/>s.
/// </summary>
/// <remarks>
/// If you have Animancer Pro you can replace <see cref="SerializableCallback"/>s with
/// <see href="https://kybernetik.com.au/ultevents">UltEvents</see> using the following procedure:
/// <list type="number">
/// <item>Select the <c>Assets/Plugins/Animancer/Animancer.asmdef</c> and add a Reference to the
/// <c>UltEvents</c> Assembly Definition.</item>
/// <item>Go into the Player Settings of your project and add <c>ANIMANCER_ULT_EVENTS</c> as a Scripting
/// Define Symbol. Or you can simply edit this script to change the event type (it is located at
/// <c>Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs</c> by default.</item>
/// </list>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/events/animancer">Animancer Events</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/Serializable
///
[Serializable]
public class Serializable : ICopyable<Serializable>
#if UNITY_EDITOR
, ISerializationCallbackReceiver
#endif
{
/************************************************************************************************************************/
[SerializeField]
private float[] _NormalizedTimes;
/// <summary>[<see cref="SerializeField"/>] The serialized <see cref="normalizedTime"/>s.</summary>
public ref float[] NormalizedTimes => ref _NormalizedTimes;
/************************************************************************************************************************/
[SerializeField]
private SerializableCallback[] _Callbacks;
/// <summary>[<see cref="SerializeField"/>] The serialized <see cref="callback"/>s.</summary>
/// <remarks>
/// This array only needs to be large enough to hold the last event that actually contains any calls.
/// Any empty or missing elements will simply use the <see cref="DummyCallback"/> at runtime.
/// </remarks>
public ref SerializableCallback[] Callbacks => ref _Callbacks;
/************************************************************************************************************************/
[SerializeField]
private string[] _Names;
/// <summary>[<see cref="SerializeField"/>] The serialized <see cref="Sequence.Names"/>.</summary>
public ref string[] Names => ref _Names;
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only, Internal] The name of the array field which stores the <see cref="normalizedTime"/>s.</summary>
internal const string NormalizedTimesField = nameof(_NormalizedTimes);
/// <summary>[Editor-Only, Internal] The name of the array field which stores the serialized <see cref="callback"/>s.</summary>
internal const string CallbacksField = nameof(_Callbacks);
/// <summary>[Editor-Only, Internal] The name of the array field which stores the serialized <see cref="Names"/>.</summary>
internal const string NamesField = nameof(_Names);
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
private Sequence _Events;
/// <summary>
/// The runtime <see cref="Sequence"/> compiled from this <see cref="Serializable"/>.
/// Each call after the first will return the same reference.
/// </summary>
/// <remarks>
/// Unlike <see cref="GetEventsOptional"/>, this property will create an empty
/// <see cref="Sequence"/> instead of returning null if there are no events.
/// </remarks>
public Sequence Events
{
get
{
if (_Events == null)
{
GetEventsOptional();
if (_Events == null)
_Events = new Sequence();
}
return _Events;
}
set => _Events = value;
}
/************************************************************************************************************************/
/// <summary>
/// Returns the runtime <see cref="Sequence"/> compiled from this <see cref="Serializable"/>.
/// Each call after the first will return the same reference.
/// </summary>
/// <remarks>
/// This method returns null if the sequence would be empty anyway and is used by the implicit
/// conversion from <see cref="Serializable"/> to <see cref="Sequence"/>.
/// </remarks>
public Sequence GetEventsOptional()
{
if (_Events != null ||
_NormalizedTimes == null)
return _Events;
var timeCount = _NormalizedTimes.Length;
if (timeCount == 0)
return null;
var callbackCount = _Callbacks != null ? _Callbacks.Length : 0;
var callback = callbackCount >= timeCount-- ?
GetInvoker(_Callbacks[timeCount]) :
null;
var endEvent = new AnimancerEvent(_NormalizedTimes[timeCount], callback);
_Events = new Sequence(timeCount)
{
EndEvent = endEvent,
Count = timeCount,
_Names = _Names,
};
for (int i = 0; i < timeCount; i++)
{
callback = i < callbackCount ? GetInvoker(_Callbacks[i]) : DummyCallback;
_Events._Events[i] = new AnimancerEvent(_NormalizedTimes[i], callback);
}
return _Events;
}
/// <summary>Calls <see cref="GetEventsOptional"/>.</summary>
public static implicit operator Sequence(Serializable serializable) => serializable?.GetEventsOptional();
/************************************************************************************************************************/
/// <summary>Returns the <see cref="Events"/> or <c>null</c> if it wasn't yet initialized.</summary>
internal Sequence InitializedEvents => _Events;
/************************************************************************************************************************/
/// <summary>
/// If the `callback` has any persistent calls, this method returns a delegate to call its
/// <see cref="SerializableCallback.Invoke"/> method. Otherwise it returns the
/// <see cref="DummyCallback"/>.
/// </summary>
public static Action GetInvoker(SerializableCallback callback)
=> HasPersistentCalls(callback) ? callback.Invoke : DummyCallback;
#if UNITY_EDITOR
/// <summary>[Editor-Only]
/// Casts the `callback` and calls <see cref="GetInvoker(SerializableCallback)"/>.
/// </summary>
public static Action GetInvoker(object callback)
=> GetInvoker((SerializableCallback)callback);
#endif
/************************************************************************************************************************/
/// <summary>
/// Determines if the `callback` contains any method calls that will be serialized (otherwise the
/// <see cref="DummyCallback"/> can be used instead of creating a new delegate to invoke the empty
/// `callback`).
/// </summary>
public static bool HasPersistentCalls(SerializableCallback callback)
{
if (callback == null)
return false;
// UnityEvents do not allow us to check if any dynamic calls are present.
// But we are not giving runtime access to the events so it does not really matter.
// UltEvents does allow it (via the HasCalls property), but we might as well be consistent.
#if ANIMANCER_ULT_EVENTS
var calls = callback.PersistentCallsList;
return calls != null && calls.Count > 0;
#else
return callback.GetPersistentEventCount() > 0;
#endif
}
#if UNITY_EDITOR
/// <summary>[Editor-Only]
/// Casts the `callback` and calls <see cref="HasPersistentCalls(SerializableCallback)"/>.
/// </summary>
public static bool HasPersistentCalls(object callback) => HasPersistentCalls((SerializableCallback)callback);
#endif
/************************************************************************************************************************/
/// <summary>Returns the <see cref="normalizedTime"/> of the <see cref="EndEvent"/>.</summary>
/// <remarks>If the value is not set, the value is determined by <see cref="GetDefaultNormalizedEndTime"/>.</remarks>
public float GetNormalizedEndTime(float speed = 1)
{
if (_NormalizedTimes.IsNullOrEmpty())
return GetDefaultNormalizedEndTime(speed);
else
return _NormalizedTimes[_NormalizedTimes.Length - 1];
}
/************************************************************************************************************************/
/// <summary>Sets the <see cref="normalizedTime"/> of the <see cref="EndEvent"/>.</summary>
public void SetNormalizedEndTime(float normalizedTime)
{
if (_NormalizedTimes.IsNullOrEmpty())
_NormalizedTimes = new float[] { normalizedTime };
else
_NormalizedTimes[_NormalizedTimes.Length - 1] = normalizedTime;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public void CopyFrom(Serializable copyFrom)
{
if (copyFrom == null)
{
_NormalizedTimes = default;
_Callbacks = default;
_Names = default;
return;
}
AnimancerUtilities.CopyExactArray(copyFrom._NormalizedTimes, ref _NormalizedTimes);
AnimancerUtilities.CopyExactArray(copyFrom._Callbacks, ref _Callbacks);
AnimancerUtilities.CopyExactArray(copyFrom._Names, ref _Names);
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only] Does nothing.</summary>
/// <remarks>
/// Keeping the runtime <see cref="Events"/> in sync with the serialized data is handled by
/// <see cref="Editor.SerializableEventSequenceDrawer"/>.
/// </remarks>
void ISerializationCallbackReceiver.OnAfterDeserialize() { }
/************************************************************************************************************************/
/// <summary>[Editor-Only] Ensures that the events are sorted by time (excluding the end event).</summary>
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
if (_NormalizedTimes == null ||
_NormalizedTimes.Length <= 2)
{
CompactArrays();
return;
}
var eventContext = Editor.SerializableEventSequenceDrawer.Context.Current;
var selectedEvent = eventContext?.Property != null ? eventContext.SelectedEvent : -1;
var timeCount = _NormalizedTimes.Length - 1;
var previousTime = _NormalizedTimes[0];
// Bubble Sort based on the normalized times.
for (int i = 1; i < timeCount; i++)
{
var time = _NormalizedTimes[i];
if (time >= previousTime)
{
previousTime = time;
continue;
}
_NormalizedTimes.Swap(i, i - 1);
DynamicSwap(ref _Callbacks, i);
DynamicSwap(ref _Names, i);
if (selectedEvent == i)
selectedEvent = i - 1;
else if (selectedEvent == i - 1)
selectedEvent = i;
if (i == 1)
{
i = 0;
previousTime = float.NegativeInfinity;
}
else
{
i -= 2;
previousTime = _NormalizedTimes[i];
}
}
// If the current animation is looping, clamp all times within the 0-1 range.
var transitionContext = Editor.TransitionDrawer.Context;
if (transitionContext != null &&
transitionContext.Transition != null &&
transitionContext.Transition.IsLooping)
{
for (int i = _NormalizedTimes.Length - 1; i >= 0; i--)
{
var time = _NormalizedTimes[i];
if (time < 0)
_NormalizedTimes[i] = 0;
else if (time > AlmostOne)
_NormalizedTimes[i] = AlmostOne;
}
}
// If the selected event was moved adjust the selection.
if (eventContext?.Property != null && eventContext.SelectedEvent != selectedEvent)
{
eventContext.SelectedEvent = selectedEvent;
Editor.TransitionPreviewWindow.PreviewNormalizedTime = _NormalizedTimes[selectedEvent];
}
CompactArrays();
}
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Swaps <c>array[index]</c> with <c>array[index - 1]</c> while accounting for the possibility of the
/// `index` being beyond the bounds of the `array`.
/// </summary>
private static void DynamicSwap<T>(ref T[] array, int index)
{
var count = array != null ? array.Length : 0;
if (index == count)
Array.Resize(ref array, ++count);
if (index < count)
array.Swap(index, index - 1);
}
/************************************************************************************************************************/
/// <summary>[Internal]
/// Should the arrays be prevented from reducing their size when their last elements are unused?
/// </summary>
internal static bool DisableCompactArrays { get; set; }
/// <summary>[Editor-Only]
/// Removes empty data from the ends of the arrays to reduce the serialized data size.
/// </summary>
private void CompactArrays()
{
if (DisableCompactArrays)
return;
// If there is only one time and it is NaN, we don't need to store anything.
if (_NormalizedTimes == null ||
(_NormalizedTimes.Length == 1 &&
(_Callbacks == null || _Callbacks.Length == 0) &&
(_Names == null || _Names.Length == 0) &&
float.IsNaN(_NormalizedTimes[0])))
{
_NormalizedTimes = Array.Empty<float>();
_Callbacks = Array.Empty<SerializableCallback>();
_Names = Array.Empty<string>();
return;
}
Trim(ref _Callbacks, _NormalizedTimes.Length, (callback) => HasPersistentCalls(callback));
Trim(ref _Names, _NormalizedTimes.Length, (name) => !string.IsNullOrEmpty(name));
}
/************************************************************************************************************************/
/// <summary>[Editor-Only] Removes unimportant values from the end of the `array`.</summary>
private static void Trim<T>(ref T[] array, int maxLength, Func<T, bool> isImportant)
{
if (array == null)
return;
var count = Math.Min(array.Length, maxLength);
while (count >= 1)
{
var item = array[count - 1];
if (isImportant(item))
break;
else
count--;
}
Array.Resize(ref array, count);
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}
}
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
namespace Animancer.Editor
{
/// <summary>[Editor-Only, Internal]
/// A serializable container which holds a <see cref="SerializableCallback"/> in a field named "_Callback".
/// </summary>
/// <remarks>
/// <see cref="DummySerializableCallback"/> needs to be in a file with the same name as it (otherwise it can't
/// draw the callback properly) and this class needs to be in the same file as
/// <see cref="AnimancerEvent.Sequence.Serializable"/> to use the <see cref="SerializableCallback"/> alias.
/// </remarks>
[Serializable]
internal sealed class SerializableCallbackHolder
{
#pragma warning disable CS0169 // Field is never used.
[SerializeField]
private SerializableCallback _Callback;
#pragma warning restore CS0169 // Field is never used.
/// <summary>The name of the field which stores the <see cref="SerializableCallback"/>.</summary>
internal const string CallbackField = nameof(_Callback);
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/