Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Core/AnimancerPlayable.StateDict...

493 lines
23 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
{
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerPlayable
///
partial class AnimancerPlayable
{
/// <summary>A dictionary of <see cref="AnimancerState"/>s mapped to their <see cref="AnimancerState.Key"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/states">States</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/StateDictionary
///
public class StateDictionary : IEnumerable<AnimancerState>, IAnimationClipCollection
{
/************************************************************************************************************************/
/// <summary>The <see cref="AnimancerPlayable"/> at the root of the graph.</summary>
private readonly AnimancerPlayable Root;
/************************************************************************************************************************/
/// <summary>The <see cref="IEqualityComparer{T}"/> used by every new <see cref="StateDictionary"/>.</summary>
/// <remarks>
/// By default, this will use <see cref="FastComparer.Instance"/>.
/// <para></para>
/// Setting it to <see cref="FastReferenceComparer.Instance"/> would make it slightly faster, but would
/// not work for value types such as enums.
/// <para></para>
/// Changing this value will not affect existing instances.
/// </remarks>
public static IEqualityComparer<object> EqualityComparer { get; set; } = FastComparer.Instance;
/// <summary><see cref="AnimancerState.Key"/> mapped to <see cref="AnimancerState"/>.</summary>
private readonly Dictionary<object, AnimancerState>
States = new Dictionary<object, AnimancerState>(EqualityComparer);
/************************************************************************************************************************/
/// <summary>[Internal] Creates a new <see cref="StateDictionary"/>.</summary>
internal StateDictionary(AnimancerPlayable root) => Root = root;
/************************************************************************************************************************/
/// <summary>The number of states that have been registered with a <see cref="AnimancerState.Key"/>.</summary>
public int Count => States.Count;
/************************************************************************************************************************/
#region Create
/************************************************************************************************************************/
/// <summary>Creates and returns a new <see cref="ClipState"/> to play the `clip`.</summary>
/// <remarks>
/// To create a state on a specific layer, use <c>animancer.Layers[x].CreateState(clip)</c> instead.
/// <para></para>
/// <see cref="GetKey"/> is used to determine the <see cref="AnimancerState.Key"/>.
/// </remarks>
public ClipState Create(AnimationClip clip)
=> Create(Root.GetKey(clip), clip);
/// <summary>
/// Creates and returns a new <see cref="ClipState"/> to play the `clip` and registers it with the `key`.
/// </summary>
/// <remarks>
/// To create a state on a specific layer, use <c>animancer.Layers[x].CreateState(key, clip)</c> instead.
/// </remarks>
public ClipState Create(object key, AnimationClip clip)
{
var state = new ClipState(clip);
state.SetRoot(Root);
state._Key = key;
Register(state);
return state;
}
/************************************************************************************************************************/
/// <summary>Calls <see cref="GetOrCreate(AnimationClip, bool)"/> for each of the specified clips.</summary>
public void CreateIfNew(AnimationClip clip0, AnimationClip clip1)
{
GetOrCreate(clip0);
GetOrCreate(clip1);
}
/// <summary>Calls <see cref="GetOrCreate(AnimationClip, bool)"/> for each of the specified clips.</summary>
public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2)
{
GetOrCreate(clip0);
GetOrCreate(clip1);
GetOrCreate(clip2);
}
/// <summary>Calls <see cref="GetOrCreate(AnimationClip, bool)"/> for each of the specified clips.</summary>
public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, AnimationClip clip3)
{
GetOrCreate(clip0);
GetOrCreate(clip1);
GetOrCreate(clip2);
GetOrCreate(clip3);
}
/// <summary>Calls <see cref="GetOrCreate(AnimationClip, bool)"/> for each of the specified `clips`.</summary>
public void CreateIfNew(params AnimationClip[] clips)
{
if (clips == null)
return;
var count = clips.Length;
for (int i = 0; i < count; i++)
{
var clip = clips[i];
if (clip != null)
GetOrCreate(clip);
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Access
/************************************************************************************************************************/
/// <summary>
/// The <see cref="AnimancerLayer.CurrentState"/> on layer 0.
/// <para></para>
/// Specifically, this is the state that was most recently started using any of the Play methods on that layer.
/// States controlled individually via methods in the <see cref="AnimancerState"/> itself will not register in
/// this property.
/// </summary>
public AnimancerState Current => Root.Layers[0].CurrentState;
/************************************************************************************************************************/
/// <summary>Calls <see cref="GetKey"/> then returns the state registered with that key.</summary>
/// <exception cref="ArgumentNullException">The key is null.</exception>
/// <exception cref="KeyNotFoundException">No state is registered with the key.</exception>
public AnimancerState this[AnimationClip clip] => States[Root.GetKey(clip)];
/// <summary>Returns the state registered with the <see cref="IHasKey.Key"/>.</summary>
/// <exception cref="ArgumentNullException">The `key` is null.</exception>
/// <exception cref="KeyNotFoundException">No state is registered with the `key`.</exception>
public AnimancerState this[IHasKey hasKey] => States[hasKey.Key];
/// <summary>Returns the state registered with the `key`.</summary>
/// <exception cref="ArgumentNullException">The `key` is null.</exception>
/// <exception cref="KeyNotFoundException">No state is registered with the `key`.</exception>
public AnimancerState this[object key] => States[key];
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="GetKey"/> then passes the key to
/// <see cref="TryGet(object, out AnimancerState)"/> and returns the result.
/// </summary>
public bool TryGet(AnimationClip clip, out AnimancerState state)
{
if (clip == null)
{
state = null;
return false;
}
return TryGet(Root.GetKey(clip), out state);
}
/// <summary>
/// Passes the <see cref="IHasKey.Key"/> into <see cref="TryGet(object, out AnimancerState)"/>
/// and returns the result.
/// </summary>
public bool TryGet(IHasKey hasKey, out AnimancerState state)
{
if (hasKey == null)
{
state = null;
return false;
}
return TryGet(hasKey.Key, out state);
}
/// <summary>
/// If a `state` is registered with the `key`, this method outputs it and returns true. Otherwise the
/// `state` is set to null and this method returns false.
/// </summary>
public bool TryGet(object key, out AnimancerState state)
{
if (key == null)
{
state = null;
return false;
}
return States.TryGetValue(key, out state);
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="GetKey"/> and returns the state which registered with that key or creates one if it
/// doesn't exist.
/// <para></para>
/// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip`
/// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while
/// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to
/// performance so use with caution.
/// </summary>
/// <exception cref="ArgumentException"/>
public AnimancerState GetOrCreate(AnimationClip clip, bool allowSetClip = false)
=> GetOrCreate(Root.GetKey(clip), clip, allowSetClip);
/// <summary>
/// Returns the state registered with the `transition`s <see cref="IHasKey.Key"/> if there is one. Otherwise
/// this method uses <see cref="ITransition.CreateState"/> to create a new one and registers it with
/// that key before returning it.
/// </summary>
public AnimancerState GetOrCreate(ITransition transition)
{
var key = transition.Key;
if (!TryGet(key, out var state))
{
state = transition.CreateState();
state.SetRoot(Root);
state._Key = key;
Register(state);
}
return state;
}
/// <summary>
/// Returns the state which registered with the `key` or creates one if it doesn't exist.
/// <para></para>
/// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip`
/// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while
/// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to
/// performance to use with caution.
/// </summary>
/// <exception cref="ArgumentException"/>
/// <remarks>See also: <see cref="AnimancerLayer.GetOrCreateState(object, AnimationClip, bool)"/></remarks>
public AnimancerState GetOrCreate(object key, AnimationClip clip, bool allowSetClip = false)
{
if (TryGet(key, out var state))
{
// If a state exists with the 'key' but has the wrong clip, either change it or complain.
if (!ReferenceEquals(state.Clip, clip))
{
if (allowSetClip)
{
state.Clip = clip;
}
else
{
throw new ArgumentException(GetClipMismatchError(key, state.Clip, clip));
}
}
}
else
{
state = Create(key, clip);
}
return state;
}
/************************************************************************************************************************/
/// <summary>Returns an error message explaining that a state already exists with the specified `key`.</summary>
public static string GetClipMismatchError(object key, AnimationClip oldClip, AnimationClip newClip)
=> $"A state already exists using the specified '{nameof(key)}', but has a different {nameof(AnimationClip)}:" +
$"\n• Key: {key}" +
$"\n• Old Clip: {oldClip}" +
$"\n• New Clip: {newClip}";
/************************************************************************************************************************/
/// <summary>[Internal]
/// Registers the `state` in this dictionary so the <see cref="AnimancerState.Key"/> can be used to get it
/// later on using any of the lookup methods such as <see cref="this[object]"/> or
/// <see cref="TryGet(object, out AnimancerState)"/>.
/// </summary>
/// <remarks>Does nothing if the <see cref="AnimancerState.Key"/> is <c>null</c>.</remarks>
internal void Register(AnimancerState state)
{
var key = state._Key;
if (key != null)
{
#if UNITY_ASSERTIONS
if (state.Root != Root)
throw new ArgumentException(
$"{nameof(StateDictionary)} cannot register a state with a different {nameof(Root)}: " + state);
#endif
States.Add(key, state);
}
}
/// <summary>[Internal] Removes the `state` from this dictionary (the opposite of <see cref="Register"/>).</summary>
internal void Unregister(AnimancerState state)
{
var key = state._Key;
if (key != null)
States.Remove(key);
}
/************************************************************************************************************************/
#region Enumeration
/************************************************************************************************************************/
// IEnumerable for 'foreach' statements.
/************************************************************************************************************************/
/// <summary>Returns an enumerator that will iterate through all registered states.</summary>
public Dictionary<object, AnimancerState>.ValueCollection.Enumerator GetEnumerator()
=> States.Values.GetEnumerator();
/// <inheritdoc/>
IEnumerator<AnimancerState> IEnumerable<AnimancerState>.GetEnumerator()
=> GetEnumerator();
/// <inheritdoc/>
IEnumerator IEnumerable.GetEnumerator()
=> GetEnumerator();
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipCollection"/>]
/// Adds all the animations of states with a <see cref="AnimancerState.Key"/> to the `clips`.
/// </summary>
public void GatherAnimationClips(ICollection<AnimationClip> clips)
{
foreach (var state in States.Values)
clips.GatherFromSource(state);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Destroy
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="AnimancerState.Destroy"/> on the state associated with the `clip` (if any).
/// Returns true if the state existed.
/// </summary>
public bool Destroy(AnimationClip clip)
{
if (clip == null)
return false;
return Destroy(Root.GetKey(clip));
}
/// <summary>
/// Calls <see cref="AnimancerState.Destroy"/> on the state associated with the <see cref="IHasKey.Key"/>
/// (if any). Returns true if the state existed.
/// </summary>
public bool Destroy(IHasKey hasKey)
{
if (hasKey == null)
return false;
return Destroy(hasKey.Key);
}
/// <summary>
/// Calls <see cref="AnimancerState.Destroy"/> on the state associated with the `key` (if any).
/// Returns true if the state existed.
/// </summary>
public bool Destroy(object key)
{
if (!TryGet(key, out var state))
return false;
state.Destroy();
return true;
}
/************************************************************************************************************************/
/// <summary>Calls <see cref="Destroy(AnimationClip)"/> on each of the `clips`.</summary>
public void DestroyAll(IList<AnimationClip> clips)
{
if (clips == null)
return;
for (int i = clips.Count - 1; i >= 0; i--)
Destroy(clips[i]);
}
/// <summary>Calls <see cref="Destroy(AnimationClip)"/> on each of the `clips`.</summary>
public void DestroyAll(IEnumerable<AnimationClip> clips)
{
if (clips == null)
return;
foreach (var clip in clips)
Destroy(clip);
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="Destroy(AnimationClip)"/> on all states gathered by
/// <see cref="IAnimationClipSource.GetAnimationClips"/>.
/// </summary>
public void DestroyAll(IAnimationClipSource source)
{
if (source == null)
return;
var clips = ObjectPool.AcquireList<AnimationClip>();
source.GetAnimationClips(clips);
DestroyAll(clips);
ObjectPool.Release(clips);
}
/// <summary>
/// Calls <see cref="Destroy(AnimationClip)"/> on all states gathered by
/// <see cref="IAnimationClipCollection.GatherAnimationClips"/>.
/// </summary>
public void DestroyAll(IAnimationClipCollection source)
{
if (source == null)
return;
var clips = ObjectPool.AcquireSet<AnimationClip>();
source.GatherAnimationClips(clips);
DestroyAll(clips);
ObjectPool.Release(clips);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Key Error Methods
#if UNITY_EDITOR
/************************************************************************************************************************/
// These are overloads of other methods that take a System.Object key to ensure the user doesn't try to use an
// AnimancerState as a key, since the whole point of a key is to identify a state in the first place.
/************************************************************************************************************************/
/// <summary>[Warning]
/// You should not use an <see cref="AnimancerState"/> as a key.
/// The whole point of a key is to identify a state in the first place.
/// </summary>
[Obsolete("You should not use an AnimancerState as a key. The whole point of a key is to identify a state in the first place.", true)]
public AnimancerState this[AnimancerState key] => key;
/// <summary>[Warning]
/// You should not use an <see cref="AnimancerState"/> as a key.
/// The whole point of a key is to identify a state in the first place.
/// </summary>
[Obsolete("You should not use an AnimancerState as a key. The whole point of a key is to identify a state in the first place.", true)]
public bool TryGet(AnimancerState key, out AnimancerState state)
{
state = key;
return true;
}
/// <summary>[Warning]
/// You should not use an <see cref="AnimancerState"/> as a key.
/// The whole point of a key is to identify a state in the first place.
/// </summary>
[Obsolete("You should not use an AnimancerState as a key. The whole point of a key is to identify a state in the first place.", true)]
public AnimancerState GetOrCreate(AnimancerState key, AnimationClip clip) => key;
/// <summary>[Warning]
/// You should not use an <see cref="AnimancerState"/> as a key.
/// Just call <see cref="AnimancerState.Destroy"/>.
/// </summary>
[Obsolete("You should not use an AnimancerState as a key. Just call AnimancerState.Destroy.", true)]
public bool Destroy(AnimancerState key)
{
key.Destroy();
return true;
}
/************************************************************************************************************************/
#endif
#endregion
/************************************************************************************************************************/
}
}
}