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

1203 lines
56 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
partial struct AnimancerEvent
{
/// <summary>
/// A variable-size list of <see cref="AnimancerEvent"/>s which keeps itself sorted according to their
/// <see cref="normalizedTime"/>.
/// </summary>
/// <remarks>
/// <em>Animancer Lite does not allow events (except for <see cref="OnEnd"/>) in runtime builds.</em>
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/events/animancer">Animancer Events</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/Sequence
///
public partial class Sequence : IEnumerable<AnimancerEvent>, ICopyable<Sequence>
{
/************************************************************************************************************************/
#region Fields and Properties
/************************************************************************************************************************/
internal const string
IndexOutOfRangeError = "index must be within the range of 0 <= index < " + nameof(Count);
#if UNITY_ASSERTIONS
private const string
NullCallbackError = nameof(AnimancerEvent) + " callbacks can't be null (except for End Events)." +
" The " + nameof(AnimancerEvent) + "." + nameof(DummyCallback) + " can be assigned to make an event do nothing.";
#endif
/************************************************************************************************************************/
/// <summary>All of the <see cref="AnimancerEvent"/>s in this sequence (excluding the <see cref="EndEvent"/>).</summary>
/// <remarks>This field should never be null. It should use <see cref="Array.Empty{T}"/> instead.</remarks>
private AnimancerEvent[] _Events;
/************************************************************************************************************************/
/// <summary>[Pro-Only] The number of events in this sequence (excluding the <see cref="EndEvent"/>).</summary>
public int Count { get; private set; }
/************************************************************************************************************************/
/// <summary>Indicates whether the sequence has any events in it (including the <see cref="EndEvent"/>).</summary>
public bool IsEmpty
{
get
{
return
_EndEvent.callback == null &&
float.IsNaN(_EndEvent.normalizedTime) &&
Count == 0;
}
}
/************************************************************************************************************************/
/// <summary>The initial <see cref="Capacity"/> that will be used if another value is not specified.</summary>
public const int DefaultCapacity = 8;
/// <summary>[Pro-Only] The size of the internal array used to hold events.</summary>
/// <remarks>
/// When set, the array is reallocated to the given size.
/// <para></para>
/// By default, the <see cref="Capacity"/> starts at 0 and increases to the <see cref="DefaultCapacity"/>
/// when the first event is added.
/// </remarks>
public int Capacity
{
get => _Events.Length;
set
{
if (value < Count)
throw new ArgumentOutOfRangeException(nameof(value),
$"{nameof(Capacity)} cannot be set lower than {nameof(Count)}");
if (value == _Events.Length)
return;
if (value > 0)
{
var newEvents = new AnimancerEvent[value];
if (Count > 0)
Array.Copy(_Events, 0, newEvents, 0, Count);
_Events = newEvents;
}
else
{
_Events = Array.Empty<AnimancerEvent>();
}
}
}
/************************************************************************************************************************/
#region Modification Detection
/************************************************************************************************************************/
private int _Version;
/// <summary>[Pro-Only]
/// The number of times the contents of this sequence have been modified. This applies to general events,
/// but not the <see cref="EndEvent"/>.
/// </summary>
public int Version
{
get => _Version;
private set
{
_Version = value;
OnSequenceModified();
}
}
/************************************************************************************************************************/
#if UNITY_ASSERTIONS
/// <summary>[Assert-Only]
/// If this property is set, any attempt to modify this sequence will trigger
/// <see cref="OptionalWarning.LockedEvents"/> (which will include this value in its message).
/// </summary>
/// <remarks>This value can be set by <see cref="SetShouldNotModifyReason"/>.</remarks>
public string ShouldNotModifyReason { get; private set; }
#endif
/************************************************************************************************************************/
/// <summary>[Assert-Conditional]
/// Sets the <see cref="ShouldNotModifyReason"/> for <see cref="OptionalWarning.LockedEvents"/>.
/// </summary>
/// <remarks>
/// If the warning is triggered, the message is formatted as:
/// "The <see cref="Sequence"/> being modified should not be modified because " +
/// <see cref="ShouldNotModifyReason"/>.
/// </remarks>
[System.Diagnostics.Conditional(Strings.Assertions)]
public void SetShouldNotModifyReason(string reason)
{
#if UNITY_ASSERTIONS
ShouldNotModifyReason = reason;
#endif
}
/************************************************************************************************************************/
/// <summary>[Assert-Conditional] Logs <see cref="OptionalWarning.LockedEvents"/> if necessary.</summary>
[System.Diagnostics.Conditional(Strings.Assertions)]
public void OnSequenceModified()
{
#if UNITY_ASSERTIONS
if (string.IsNullOrEmpty(ShouldNotModifyReason) ||
OptionalWarning.LockedEvents.IsDisabled())
return;
OptionalWarning.LockedEvents.Log(
$"The {nameof(AnimancerEvent)}.{nameof(Sequence)} being modified should not be modified because " +
ShouldNotModifyReason +
$"\n\nThis warning can be prevented by calling state.Events.{nameof(SetShouldNotModifyReason)}(null);" +
$" before making any modifications.");
// Clear the reason so it doesn't trigger this warning again. No point in wasting performance.
ShouldNotModifyReason = null;
#endif
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region End Event
/************************************************************************************************************************/
private AnimancerEvent _EndEvent = new AnimancerEvent(float.NaN, null);
/// <summary>
/// A <see cref="callback "/> that will be triggered every frame after the <see cref="normalizedTime"/> has
/// passed. If you want it to only get triggered once, you can either have the event clear itself or just
/// use a regular event instead.
/// </summary>
///
/// <example><code>
/// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip)
/// {
/// var state = animancer.Play(clip);
/// state.Events.NormalizedEndTime = 0.75f;
/// state.Events.OnEnd = OnAnimationEnd;
///
/// // Or set the time and callback at the same time:
/// state.Events.EndEvent = new AnimancerEvent(0.75f, OnAnimationEnd);
/// }
///
/// void OnAnimationEnd()
/// {
/// Debug.Log("Animation ended");
/// }
/// </code></example>
///
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/events/end">End Events</see>
/// <para></para>
/// Interrupting the animation does not trigger this event.
/// <para></para>
/// By default, the <see cref="normalizedTime"/> will be <see cref="float.NaN"/> so that it can choose the
/// correct value based on the current play direction: forwards ends at 1 and backwards ends at 0.
/// <para></para>
/// <em>Animancer Lite does not allow the <see cref="normalizedTime"/> to be changed in Runtime Builds.</em>
/// </remarks>
///
/// <seealso cref="OnEnd"/>
/// <seealso cref="NormalizedEndTime"/>
public AnimancerEvent EndEvent
{
get => _EndEvent;
set
{
_EndEvent = value;
OnSequenceModified();
}
}
/************************************************************************************************************************/
/// <summary>Shorthand for the <c>EndEvent.callback</c>.</summary>
/// <seealso cref="EndEvent"/>
/// <seealso cref="NormalizedEndTime"/>
public Action OnEnd
{
get => _EndEvent.callback;
set
{
_EndEvent.callback = value;
OnSequenceModified();
}
}
/************************************************************************************************************************/
/// <summary>[Pro-Only] Shorthand for <c>EndEvent.normalizedTime</c>.</summary>
/// <remarks>
/// This value is <see cref="float.NaN"/> by default so that the actual time can be determined based on the
/// <see cref="AnimancerNode.EffectiveSpeed"/>: positive speed ends at 1 and negative speed ends at 0.
/// <para></para>
/// Use <see cref="AnimancerState.NormalizedEndTime"/> to access that value.
/// </remarks>
/// <seealso cref="EndEvent"/>
/// <seealso cref="OnEnd"/>
public float NormalizedEndTime
{
get => _EndEvent.normalizedTime;
set
{
_EndEvent.normalizedTime = value;
OnSequenceModified();
}
}
/************************************************************************************************************************/
/// <summary>
/// The default <see cref="AnimancerState.NormalizedTime"/> for an animation to start at when playing
/// forwards is 0 (the start of the animation) and when playing backwards is 1 (the end of the animation).
/// <para></para>
/// `speed` 0 or <see cref="float.NaN"/> will also return 0.
/// </summary>
/// <remarks>
/// This method has nothing to do with events, so it is only here because of
/// <see cref="GetDefaultNormalizedEndTime"/>.
/// </remarks>
public static float GetDefaultNormalizedStartTime(float speed) => speed < 0 ? 1 : 0;
/// <summary>
/// The default <see cref="normalizedTime"/> for an <see cref="EndEvent"/> when playing forwards is 1 (the
/// end of the animation) and when playing backwards is 0 (the start of the animation).
/// <para></para>
/// `speed` 0 or <see cref="float.NaN"/> will also return 1.
/// </summary>
public static float GetDefaultNormalizedEndTime(float speed) => speed < 0 ? 0 : 1;
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Names
/************************************************************************************************************************/
private string[] _Names;
/// <summary>[Pro-Only] The names of the events (excluding the <see cref="EndEvent"/>).</summary>
/// <remarks>This array can be <c>null</c>.</remarks>
public ref string[] Names => ref _Names;
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Returns the name of the event at the specified `index` or <c>null</c> if it is outside of the
/// <see cref="Names"/> array.
/// </summary>
public string GetName(int index)
{
if (_Names == null ||
_Names.Length <= index)
return null;
else
return _Names[index];
}
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Sets the name of the event at the specified `index`. If the <see cref="Names"/> did not previously
/// include that `index` it will be resized with a size equal to the <see cref="Count"/>.
/// </summary>
public void SetName(int index, string name)
{
AnimancerUtilities.Assert((uint)index < (uint)Count, IndexOutOfRangeError);
// Capacity can't be 0 at this point.
if (_Names == null)
{
_Names = new string[Capacity];
}
else if (_Names.Length <= index)
{
var names = new string[Capacity];
Array.Copy(_Names, names, _Names.Length);
_Names = names;
}
_Names[index] = name;
}
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Returns the index of the event with the specified `name` or <c>-1</c> if there is no such event.
/// </summary>
/// <seealso cref="Names"/>
/// <seealso cref="GetName"/>
/// <seealso cref="SetName"/>
/// <seealso cref="IndexOfRequired(string, int)"/>
public int IndexOf(string name, int startIndex = 0)
{
if (_Names == null)
return -1;
var count = Mathf.Min(Count, _Names.Length);
for (; startIndex < count; startIndex++)
if (_Names[startIndex] == name)
return startIndex;
return -1;
}
/// <summary>[Pro-Only] Returns the index of the event with the specified `name`.</summary>
/// <exception cref="ArgumentException">There is no such event.</exception>
/// <seealso cref="IndexOf(string, int)"/>
public int IndexOfRequired(string name, int startIndex = 0)
{
startIndex = IndexOf(name, startIndex);
if (startIndex >= 0)
return startIndex;
throw new ArgumentException($"No event exists with the name '{name}'.");
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Constructors
/************************************************************************************************************************/
/// <summary>
/// Creates a new <see cref="Sequence"/> which starts at 0 <see cref="Capacity"/>.
/// <para></para>
/// Adding anything to the sequence will set the <see cref="Capacity"/> = <see cref="DefaultCapacity"/>
/// and then double it whenever the <see cref="Count"/> would exceed the <see cref="Capacity"/>.
/// </summary>
public Sequence()
{
_Events = Array.Empty<AnimancerEvent>();
}
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Creates a new <see cref="Sequence"/> which starts with the specified <see cref="Capacity"/>. It will be
/// initially empty, but will have room for the given number of elements before any reallocations are
/// required.
/// </summary>
public Sequence(int capacity)
{
_Events = capacity > 0 ? new AnimancerEvent[capacity] : Array.Empty<AnimancerEvent>();
}
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="Sequence"/> and copies the contents of `copyFrom` into it.</summary>
/// <remarks>To copy into an existing sequence, use <see cref="CopyFrom"/> instead.</remarks>
public Sequence(Sequence copyFrom)
{
_Events = Array.Empty<AnimancerEvent>();
if (copyFrom != null)
CopyFrom(copyFrom);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Iteration
/************************************************************************************************************************/
/// <summary>[Pro-Only] Returns the event at the specified `index`.</summary>
public AnimancerEvent this[int index]
{
get
{
AnimancerUtilities.Assert((uint)index < (uint)Count, IndexOutOfRangeError);
return _Events[index];
}
}
/// <summary>[Pro-Only] Returns the event with the specified `name`.</summary>
/// <exception cref="ArgumentException">There is no event with the specified `name`.</exception>
public AnimancerEvent this[string name] => this[IndexOfRequired(name)];
/************************************************************************************************************************/
/// <summary>[Assert-Conditional]
/// Throws an <see cref="ArgumentOutOfRangeException"/> if the <see cref="normalizedTime"/> of any events
/// is less than 0 or greater than or equal to 1.
/// <para></para>
/// This does not include the <see cref="EndEvent"/> since it works differently to other events.
/// </summary>
[System.Diagnostics.Conditional(Strings.Assertions)]
public void AssertNormalizedTimes(AnimancerState state)
{
if (Count == 0 ||
(_Events[0].normalizedTime >= 0 && _Events[Count - 1].normalizedTime < 1))
return;
throw new ArgumentOutOfRangeException(nameof(normalizedTime),
"Events on looping animations are triggered every loop and must be" +
$" within the range of 0 <= {nameof(normalizedTime)} < 1.\n{state}\n{DeepToString()}");
}
/// <summary>[Assert-Conditional]
/// Calls <see cref="AssertNormalizedTimes(AnimancerState)"/> if `isLooping` is true.
/// </summary>
[System.Diagnostics.Conditional(Strings.Assertions)]
public void AssertNormalizedTimes(AnimancerState state, bool isLooping)
{
if (isLooping)
AssertNormalizedTimes(state);
}
/************************************************************************************************************************/
/// <summary>Returns a string containing the details of all events in this sequence.</summary>
public string DeepToString(bool multiLine = true)
{
var text = ObjectPool.AcquireStringBuilder()
.Append(ToString())
.Append('[')
.Append(Count)
.Append(']');
text.Append(multiLine ? "\n{" : " {");
for (int i = 0; i < Count; i++)
{
if (multiLine)
text.Append("\n ");
else if (i > 0)
text.Append(',');
text.Append(" [");
text.Append(i)
.Append("] ");
this[i].AppendDetails(text);
var name = GetName(i);
if (name != null)
{
text.Append(", Name: '")
.Append(name)
.Append('\'');
}
}
if (multiLine)
{
text.Append("\n [End] ");
}
else
{
if (Count > 0)
text.Append(',');
text.Append(" [End] ");
}
_EndEvent.AppendDetails(text);
if (multiLine)
text.Append("\n}\n");
else
text.Append(" }");
return text.ReleaseToString();
}
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Returns a <see cref="FastEnumerator{T}"/> for the events in this sequence excluding the
/// <see cref="EndEvent"/>.
/// </summary>
public FastEnumerator<AnimancerEvent> GetEnumerator()
=> new FastEnumerator<AnimancerEvent>(_Events, Count);
IEnumerator<AnimancerEvent> IEnumerable<AnimancerEvent>.GetEnumerator()
=> GetEnumerator();
IEnumerator IEnumerable.GetEnumerator()
=> GetEnumerator();
/************************************************************************************************************************/
/// <summary>[Pro-Only] Returns the index of the `animancerEvent` or <c>-1</c> if there is no such event.</summary>
/// <seealso cref="IndexOfRequired(int, AnimancerEvent)"/>
public int IndexOf(AnimancerEvent animancerEvent) => IndexOf(Count / 2, animancerEvent);
/// <summary>[Pro-Only] Returns the index of the `animancerEvent`.</summary>
/// <exception cref="ArgumentException">There is no such event.</exception>
/// <seealso cref="IndexOf(AnimancerEvent)"/>
public int IndexOfRequired(AnimancerEvent animancerEvent) => IndexOfRequired(Count / 2, animancerEvent);
/// <summary>[Pro-Only] Returns the index of the `animancerEvent` or <c>-1</c> if there is no such event.</summary>
/// <seealso cref="IndexOfRequired(int, AnimancerEvent)"/>
public int IndexOf(int indexHint, AnimancerEvent animancerEvent)
{
if (Count == 0)
return -1;
if (indexHint >= Count)
indexHint = Count - 1;
var otherEvent = _Events[indexHint];
if (otherEvent == animancerEvent)
return indexHint;
if (otherEvent.normalizedTime > animancerEvent.normalizedTime)
{
while (--indexHint >= 0)
{
otherEvent = _Events[indexHint];
if (otherEvent.normalizedTime < animancerEvent.normalizedTime)
return -1;
else if (otherEvent.normalizedTime == animancerEvent.normalizedTime)
if (otherEvent.callback == animancerEvent.callback)
return indexHint;
}
}
else
{
while (otherEvent.normalizedTime == animancerEvent.normalizedTime)
{
indexHint--;
if (indexHint < 0)
break;
otherEvent = _Events[indexHint];
}
while (++indexHint < Count)
{
otherEvent = _Events[indexHint];
if (otherEvent.normalizedTime > animancerEvent.normalizedTime)
return -1;
else if (otherEvent.normalizedTime == animancerEvent.normalizedTime)
if (otherEvent.callback == animancerEvent.callback)
return indexHint;
}
}
return -1;
}
/// <summary>[Pro-Only] Returns the index of the `animancerEvent`.</summary>
/// <exception cref="ArgumentException">There is no such event.</exception>
/// <seealso cref="IndexOf(int, AnimancerEvent)"/>
public int IndexOfRequired(int indexHint, AnimancerEvent animancerEvent)
{
indexHint = IndexOf(indexHint, animancerEvent);
if (indexHint >= 0)
return indexHint;
throw new ArgumentException($"Event not found in {nameof(Sequence)} '{animancerEvent}'.");
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Modification
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Adds the given event to this sequence. The <see cref="Count"/> is increased by one and if required, the
/// <see cref="Capacity"/> is doubled to fit the new event.
/// </summary>
/// <remarks>
/// This methods returns the index at which the event is added, which is determined by its
/// <see cref="normalizedTime"/> to keep the sequence sorted in ascending order. If there are already any
/// events with the same <see cref="normalizedTime"/>, the new event is added immediately after them.
/// </remarks>
/// <exception cref="ArgumentNullException">Use the <see cref="DummyCallback"/> instead of <c>null</c>.</exception>
/// <seealso cref="OptionalWarning.DuplicateEvent"/>
public int Add(AnimancerEvent animancerEvent)
{
#if UNITY_ASSERTIONS
if (animancerEvent.callback == null)
throw new ArgumentNullException($"{nameof(AnimancerEvent)}.{nameof(callback)}", NullCallbackError);
#endif
var index = Insert(animancerEvent.normalizedTime);
AssertEventUniqueness(index, animancerEvent);
_Events[index] = animancerEvent;
return index;
}
/// <summary>[Pro-Only]
/// Adds the given event to this sequence. The <see cref="Count"/> is increased by one and if required, the
/// <see cref="Capacity"/> is doubled to fit the new event.
/// </summary>
/// <remarks>
/// This methods returns the index at which the event is added, which is determined by its
/// <see cref="normalizedTime"/> to keep the sequence sorted in ascending order. If there are already any
/// events with the same <see cref="normalizedTime"/>, the new event is added immediately after them.
/// </remarks>
/// <seealso cref="OptionalWarning.DuplicateEvent"/>
public int Add(float normalizedTime, Action callback)
=> Add(new AnimancerEvent(normalizedTime, callback));
/// <summary>[Pro-Only]
/// Adds the given event to this sequence. The <see cref="Count"/> is increased by one and if required, the
/// <see cref="Capacity"/> is doubled to fit the new event.
/// </summary>
/// <remarks>
/// This methods returns the index at which the event is added, which is determined by its
/// <see cref="normalizedTime"/> to keep the sequence sorted in ascending order. If there are already any
/// events with the same <see cref="normalizedTime"/>, the new event is added immediately after them.
/// </remarks>
/// <exception cref="ArgumentNullException">Use the <see cref="DummyCallback"/> instead of <c>null</c>.</exception>
/// <seealso cref="OptionalWarning.DuplicateEvent"/>
public int Add(int indexHint, AnimancerEvent animancerEvent)
{
#if UNITY_ASSERTIONS
if (animancerEvent.callback == null)
throw new ArgumentNullException($"{nameof(AnimancerEvent)}.{nameof(callback)}", NullCallbackError);
#endif
indexHint = Insert(indexHint, animancerEvent.normalizedTime);
AssertEventUniqueness(indexHint, animancerEvent);
_Events[indexHint] = animancerEvent;
return indexHint;
}
/// <summary>[Pro-Only]
/// Adds the given event to this sequence. The <see cref="Count"/> is increased by one and if required, the
/// <see cref="Capacity"/> is doubled to fit the new event.
/// </summary>
/// <remarks>
/// This methods returns the index at which the event is added, which is determined by its
/// <see cref="normalizedTime"/> to keep the sequence sorted in ascending order. If there are already any
/// events with the same <see cref="normalizedTime"/>, the new event is added immediately after them.
/// </remarks>
/// <seealso cref="OptionalWarning.DuplicateEvent"/>
public int Add(int indexHint, float normalizedTime, Action callback)
=> Add(indexHint, new AnimancerEvent(normalizedTime, callback));
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Adds every event in the `enumerable` to this sequence. The <see cref="Count"/> is increased by one and if
/// required, the <see cref="Capacity"/> is doubled to fit the new event.
/// </summary>
/// <seealso cref="OptionalWarning.DuplicateEvent"/>
public void AddRange(IEnumerable<AnimancerEvent> enumerable)
{
foreach (var item in enumerable)
Add(item);
}
/************************************************************************************************************************/
/// <summary>[Pro-Only] Adds the specified `callback` to the event at the specified `index`.</summary>
/// <seealso cref="OptionalWarning.DuplicateEvent"/>
public void AddCallback(int index, Action callback)
{
ref var animancerEvent = ref _Events[index];
AssertCallbackUniqueness(animancerEvent.callback, callback, $"{nameof(callback)} being added");
animancerEvent.callback += callback;
Version++;
}
/// <summary>[Pro-Only] Adds the specified `callback` to the event with the specified `name`.</summary>
/// <exception cref="ArgumentException">There is no event with the specified `name`.</exception>
/// <seealso cref="IndexOfRequired(string, int)"/>
/// <seealso cref="OptionalWarning.DuplicateEvent"/>
public void AddCallback(string name, Action callback) => AddCallback(IndexOfRequired(name), callback);
/************************************************************************************************************************/
/// <summary>[Pro-Only] Removes the specified `callback` from the event at the specified `index`.</summary>
/// <remarks>
/// If the <see cref="callback"/> would become null, it is instead set to the <see cref="DummyCallback"/>
/// since they are not allowed to be null.
/// </remarks>
public void RemoveCallback(int index, Action callback)
{
ref var animancerEvent = ref _Events[index];
animancerEvent.callback -= callback;
if (animancerEvent.callback == null)
animancerEvent.callback = DummyCallback;
Version++;
}
/// <summary>[Pro-Only] Removes the specified `callback` from the event with the specified `name`.</summary>
/// <remarks>
/// If the <see cref="callback"/> would become null, it is instead set to the <see cref="DummyCallback"/>
/// since they are not allowed to be null.
/// </remarks>
/// <exception cref="ArgumentException">There is no event with the specified `name`.</exception>
/// <seealso cref="IndexOfRequired(string, int)"/>
public void RemoveCallback(string name, Action callback) => RemoveCallback(IndexOfRequired(name), callback);
/************************************************************************************************************************/
/// <summary>[Pro-Only] Replaces the <see cref="callback"/> of the event at the specified `index`.</summary>
/// <exception cref="ArgumentNullException">Use the <see cref="DummyCallback"/> instead of <c>null</c>.</exception>
/// <seealso cref="OptionalWarning.DuplicateEvent"/>
public void SetCallback(int index, Action callback)
{
#if UNITY_ASSERTIONS
if (callback == null)
throw new ArgumentNullException(nameof(callback), NullCallbackError);
#endif
ref var animancerEvent = ref _Events[index];
AssertCallbackUniqueness(animancerEvent.callback, callback, $"{nameof(callback)} being assigned");
animancerEvent.callback = callback;
Version++;
}
/// <summary>[Pro-Only] Replaces the <see cref="callback"/> of the event with the specified `name`.</summary>
/// <exception cref="ArgumentException">There is no event with the specified `name`.</exception>
/// <seealso cref="IndexOfRequired(string, int)"/>
/// <seealso cref="OptionalWarning.DuplicateEvent"/>
public void SetCallback(string name, Action callback) => SetCallback(IndexOfRequired(name), callback);
/************************************************************************************************************************/
/// <summary>[Assert-Conditional]
/// Logs <see cref="OptionalWarning.DuplicateEvent"/> if the `oldCallback` is identical to the
/// `newCallback` or just has the same <see cref="Delegate.Method"/>.
/// </summary>
[System.Diagnostics.Conditional(Strings.Assertions)]
private static void AssertCallbackUniqueness(Action oldCallback, Action newCallback, string target)
{
#if UNITY_ASSERTIONS
if (oldCallback == DummyCallback ||
OptionalWarning.DuplicateEvent.IsDisabled())
return;
if (oldCallback == newCallback)
{
OptionalWarning.DuplicateEvent.Log($"The {target}" +
" is identical to an existing event in the sequence" +
" which may mean that it is being unintentionally added multiple times." +
$" If the {nameof(AnimancerEvent)}.{nameof(Sequence)} is owned by a Transition then it will not" +
" be cleared each time it is played so the events should only be initialized once on startup." +
$" See the documentation for more information: {Strings.DocsURLs.ClearAutomatically}");
}
else if (oldCallback?.Method == newCallback?.Method)
{
OptionalWarning.DuplicateEvent.Log($"The {target}" +
" is identical to an existing event in the sequence except for the target object." +
" This often happens when a Transition is shared by multiple objects," +
" in which case it can be avoided by giving each object its own" +
$" {nameof(AnimancerEvent)}.{nameof(Sequence)} as explained in the documentation:" +
$" {Strings.DocsURLs.SharedEventSequences}");
}
#endif
}
/// <summary>[Assert-Conditional]
/// Logs <see cref="OptionalWarning.DuplicateEvent"/> if the event at the specified `index` is identical to
/// the `newEvent`.
/// </summary>
[System.Diagnostics.Conditional(Strings.Assertions)]
private void AssertEventUniqueness(int index, AnimancerEvent newEvent)
{
#if UNITY_ASSERTIONS
if (OptionalWarning.DuplicateEvent.IsDisabled() || index == 0)
return;
var previousEvent = _Events[index - 1];
if (previousEvent.normalizedTime != newEvent.normalizedTime)
return;
AssertCallbackUniqueness(previousEvent.callback, newEvent.callback, $"{nameof(AnimancerEvent)} being added");
#endif
}
/************************************************************************************************************************/
/// <summary>[Pro-Only] Sets the <see cref="normalizedTime"/> of the event at the specified `index`.</summary>
/// <remarks>
/// If multiple events have the same <see cref="normalizedTime"/>, this method will avoid re-arranging them
/// where calling <see cref="Remove(int)"/> then <see cref="Add(AnimancerEvent)"/> would always re-add the
/// moved event as the last one with that time.
/// </remarks>
public int SetNormalizedTime(int index, float normalizedTime)
{
#if UNITY_ASSERTIONS
if (!normalizedTime.IsFinite())
throw new ArgumentOutOfRangeException(nameof(normalizedTime), normalizedTime,
$"{nameof(normalizedTime)} {Strings.MustBeFinite}");
#endif
var animancerEvent = _Events[index];
if (animancerEvent.normalizedTime == normalizedTime)
return index;
var moveTo = index;
if (animancerEvent.normalizedTime < normalizedTime)
{
while (moveTo < Count - 1)
{
if (_Events[moveTo + 1].normalizedTime >= normalizedTime)
break;
else
moveTo++;
}
}
else
{
while (moveTo > 0)
{
if (_Events[moveTo - 1].normalizedTime <= normalizedTime)
break;
else
moveTo--;
}
}
if (index != moveTo)
{
var name = GetName(index);
Remove(index);
index = moveTo;
Insert(index);
if (!string.IsNullOrEmpty(name))
SetName(index, name);
}
animancerEvent.normalizedTime = normalizedTime;
_Events[index] = animancerEvent;
Version++;
return index;
}
/// <summary>[Pro-Only] Sets the <see cref="normalizedTime"/> of the event with the specified `name`.</summary>
/// <remarks>
/// If multiple events have the same <see cref="normalizedTime"/>, this method will avoid re-arranging them
/// where calling <see cref="Remove(int)"/> then <see cref="Add(AnimancerEvent)"/> would always re-add the
/// moved event as the last one with that time.
/// </remarks>
/// <exception cref="ArgumentException">There is no event with the specified `name`.</exception>
/// <seealso cref="IndexOfRequired(string, int)"/>
public int SetNormalizedTime(string name, float normalizedTime)
=> SetNormalizedTime(IndexOfRequired(name), normalizedTime);
/// <summary>[Pro-Only] Sets the <see cref="normalizedTime"/> of the matching `animancerEvent`.</summary>
/// <remarks>
/// If multiple events have the same <see cref="normalizedTime"/>, this method will avoid re-arranging them
/// where calling <see cref="Remove(int)"/> then <see cref="Add(AnimancerEvent)"/> would always re-add the
/// moved event as the last one with that time.
/// </remarks>
/// <exception cref="ArgumentException">There is no event matching the `animancerEvent`.</exception>
/// <seealso cref="IndexOfRequired(AnimancerEvent)"/>
public int SetNormalizedTime(AnimancerEvent animancerEvent, float normalizedTime)
=> SetNormalizedTime(IndexOfRequired(animancerEvent), normalizedTime);
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Determines the index where a new event with the specified `normalizedTime` should be added in order to
/// keep this sequence sorted, increases the <see cref="Count"/> by one, doubles the <see cref="Capacity"/>
/// if required, moves any existing events to open up the chosen index, and returns that index.
/// <para></para>
/// This overload starts searching for the desired index from the end of the sequence, using the assumption
/// that elements will usually be added in order.
/// </summary>
private int Insert(float normalizedTime)
{
var index = Count;
while (index > 0 && _Events[index - 1].normalizedTime > normalizedTime)
index--;
Insert(index);
return index;
}
/// <summary>[Pro-Only]
/// Determines the index where a new event with the specified `normalizedTime` should be added in order to
/// keep this sequence sorted, increases the <see cref="Count"/> by one, doubles the <see cref="Capacity"/>
/// if required, moves any existing events to open up the chosen index, and returns that index.
/// <para></para>
/// This overload starts searching for the desired index from the `hint`.
/// </summary>
private int Insert(int indexHint, float normalizedTime)
{
if (Count == 0)
{
Count = 0;
}
else
{
if (indexHint >= Count)
indexHint = Count - 1;
if (_Events[indexHint].normalizedTime > normalizedTime)
{
while (indexHint > 0 && _Events[indexHint - 1].normalizedTime > normalizedTime)
indexHint--;
}
else
{
while (indexHint < Count && _Events[indexHint].normalizedTime <= normalizedTime)
indexHint++;
}
}
Insert(indexHint);
return indexHint;
}
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Increases the <see cref="Count"/> by one, doubles the <see cref="Capacity"/> if required, and moves any
/// existing events to open up the `index`.
/// </summary>
private void Insert(int index)
{
AnimancerUtilities.Assert((uint)index <= (uint)Count, IndexOutOfRangeError);
var capacity = _Events.Length;
if (Count == capacity)
{
if (capacity == 0)
{
capacity = DefaultCapacity;
_Events = new AnimancerEvent[DefaultCapacity];
}
else
{
capacity *= 2;
if (capacity < DefaultCapacity)
capacity = DefaultCapacity;
var events = new AnimancerEvent[capacity];
Array.Copy(_Events, 0, events, 0, index);
if (Count > index)
Array.Copy(_Events, index, events, index + 1, Count - index);
_Events = events;
}
}
else if (Count > index)
{
Array.Copy(_Events, index, _Events, index + 1, Count - index);
}
if (_Names != null)
{
if (_Names.Length < capacity)
{
var names = new string[capacity];
Array.Copy(_Names, 0, names, 0, Math.Min(_Names.Length, index));
if (index <= Count &&
index < _Names.Length)
Array.Copy(_Names, index, names, index + 1, Count - index);
_Names = names;
}
else
{
if (Count > index)
Array.Copy(_Names, index, _Names, index + 1, Count - index);
_Names[index] = null;
}
}
Count++;
Version++;
}
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Removes the event at the specified `index` from this sequence by decrementing the <see cref="Count"/>
/// and copying all events after the removed one down one place.
/// </summary>
public void Remove(int index)
{
AnimancerUtilities.Assert((uint)index < (uint)Count, IndexOutOfRangeError);
Count--;
if (index < Count)
{
Array.Copy(_Events, index + 1, _Events, index, Count - index);
if (_Names != null)
{
var nameCount = Mathf.Min(Count + 1, _Names.Length);
if (index + 1 < nameCount)
Array.Copy(_Names, index + 1, _Names, index, nameCount - index - 1);
_Names[nameCount - 1] = default;
}
}
else if (_Names != null && index < _Names.Length)
{
_Names[index] = default;
}
_Events[Count] = default;
Version++;
}
/// <summary>[Pro-Only]
/// Removes the event with the specified `name` from this sequence by decrementing the <see cref="Count"/>
/// and copying all events after the removed one down one place. Returns true if the event was found and
/// removed.
/// </summary>
public bool Remove(string name)
{
var index = IndexOf(name);
if (index >= 0)
{
Remove(index);
return true;
}
else return false;
}
/// <summary>[Pro-Only]
/// Removes the `animancerEvent` from this sequence by decrementing the <see cref="Count"/> and copying all
/// events after the removed one down one place. Returns true if the event was found and removed.
/// </summary>
public bool Remove(AnimancerEvent animancerEvent)
{
var index = IndexOf(animancerEvent);
if (index >= 0)
{
Remove(index);
return true;
}
else return false;
}
/************************************************************************************************************************/
/// <summary>Removes all events, including the <see cref="EndEvent"/>.</summary>
public void Clear()
{
if (_Names != null)
Array.Clear(_Names, 0, _Names.Length);
Array.Clear(_Events, 0, Count);
Count = 0;
Version++;
_EndEvent = new AnimancerEvent(float.NaN, null);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Copying
/************************************************************************************************************************/
/// <inheritdoc/>
public void CopyFrom(Sequence copyFrom)
{
if (copyFrom == null)
{
if (_Names != null)
Array.Clear(_Names, 0, _Names.Length);
Array.Clear(_Events, 0, Count);
Count = 0;
Capacity = 0;
_EndEvent = default;
return;
}
AnimancerUtilities.CopyExactArray(copyFrom._Names, ref _Names);
var sourceCount = copyFrom.Count;
if (Count > sourceCount)
Array.Clear(_Events, Count, sourceCount - Count);
else if (_Events.Length < sourceCount)
Capacity = sourceCount;
Count = sourceCount;
Array.Copy(copyFrom._Events, 0, _Events, 0, sourceCount);
_EndEvent = copyFrom._EndEvent;
}
/************************************************************************************************************************/
/// <summary>[Pro-Only] Copies the <see cref="AnimationClip.events"/> into this <see cref="Sequence"/>.</summary>
/// <remarks>
/// The <see cref="callback"/> of the new events will be empty and can be set by
/// <see cref="SetCallback(string, Action)"/>.
/// <para></para>
/// If you are going to play the `animation`, consider disabling <see cref="Animator.fireEvents"/> so that
/// the events copied by this method are not triggered as <see cref="AnimationEvent"/>s. Otherwise they
/// would still trigger in addition to the <see cref="AnimancerEvent"/>s copied here.
/// </remarks>
public void AddAllEvents(AnimationClip animation)
{
if (animation == null)
return;
var length = animation.length;
var animationEvents = animation.events;
Capacity += animationEvents.Length;
var index = -1;
for (int i = 0; i < animationEvents.Length; i++)
{
var animationEvent = animationEvents[i];
index = Add(index + 1, new AnimancerEvent(animationEvent.time / length, DummyCallback));
SetName(index, animationEvent.functionName);
}
}
/************************************************************************************************************************/
/// <summary>[<see cref="ICollection{T}"/>] [Pro-Only]
/// Copies all the events from this sequence into the `array`, starting at the `index`.
/// </summary>
public void CopyTo(AnimancerEvent[] array, int index)
{
Array.Copy(_Events, 0, array, index, Count);
}
/************************************************************************************************************************/
/// <summary>Are all events in this sequence identical to the ones in the `other` sequence?</summary>
public bool ContentsAreEqual(Sequence other)
{
if (_EndEvent != other._EndEvent)
return false;
if (Count != other.Count)
return false;
for (int i = Count - 1; i >= 0; i--)
if (this[i] != other[i])
return false;
return true;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}
}