Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Core/AnimancerState.EventDispatc...

745 lines
33 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer
{
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerState
partial class AnimancerState
{
/************************************************************************************************************************/
/// <summary>The <see cref="IUpdatable"/> that manages the events of this state.</summary>
/// <remarks>
/// This field is null by default, acquires its reference from an <see cref="ObjectPool"/> when accessed, and
/// if it contains no events at the end of an update it releases the reference back to the pool.
/// </remarks>
private EventDispatcher _EventDispatcher;
/************************************************************************************************************************/
/// <summary>
/// A list of <see cref="AnimancerEvent"/>s that will occur while this state plays as well as one that
/// specifically defines when this state ends.
/// </summary>
/// <remarks>
/// Accessing this property will acquire a spare <see cref="AnimancerEvent.Sequence"/> from the
/// <see cref="ObjectPool"/> if none was already assigned. You can use <see cref="HasEvents"/> to check
/// beforehand.
/// <para></para>
/// These events will automatically be cleared by <see cref="Play"/>, <see cref="Stop"/>, and
/// <see cref="OnStartFade"/> (unless <see cref="AutomaticallyClearEvents"/> is disabled).
/// <para></para>
/// <em>Animancer Lite does not allow the use of events in runtime builds, except for
/// <see cref="AnimancerEvent.Sequence.OnEnd"/>.</em>
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/events/animancer">Animancer Events</see>
/// </remarks>
public AnimancerEvent.Sequence Events
{
get
{
EventDispatcher.Acquire(this);
return _EventDispatcher.Events;
}
set
{
if (value != null)
{
EventDispatcher.Acquire(this);
_EventDispatcher.Events = value;
}
else if (_EventDispatcher != null)
{
_EventDispatcher.Events = null;
}
}
}
/************************************************************************************************************************/
/// <summary>Does this state have an <see cref="AnimancerEvent.Sequence"/>?</summary>
/// <remarks>Accessing <see cref="Events"/> would automatically get one from the <see cref="ObjectPool"/>.</remarks>
public bool HasEvents => _EventDispatcher != null && _EventDispatcher.HasEvents;
/************************************************************************************************************************/
/// <summary>
/// Should the <see cref="Events"/> be cleared automatically whenever <see cref="Play"/>, <see cref="Stop"/>,
/// or <see cref="OnStartFade"/> are called? Default true.
/// </summary>
/// <remarks>
/// Disabling this property is not usually recommended since it would allow events to continue being triggered
/// while a state is fading out. For example, if a <em>Flinch</em> animation interrupts an <em>Attack</em>, you
/// probably don't want the <em>Attack</em>'s <em>Hit</em> event to still get triggered while it's fading out.
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/events/animancer#clear-automatically">
/// Clear Automatically</see>
/// </remarks>
public static bool AutomaticallyClearEvents { get; set; } = true;
/************************************************************************************************************************/
#if UNITY_ASSERTIONS
/// <summary>[Assert-Only]
/// Returns <c>null</c> if Animancer Events will work properly on this type of state, or a message explaining
/// why they might not work.
/// </summary>
protected virtual string UnsupportedEventsMessage => null;
#endif
/************************************************************************************************************************/
/// <summary>An <see cref="IUpdatable"/> which triggers events in an <see cref="AnimancerEvent.Sequence"/>.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer/EventDispatcher
///
public class EventDispatcher : Key, IUpdatable
{
/************************************************************************************************************************/
#region Pooling
/************************************************************************************************************************/
/// <summary>
/// If the `state` has no <see cref="EventDispatcher"/>, this method gets one from the
/// <see cref="ObjectPool"/>.
/// </summary>
internal static void Acquire(AnimancerState state)
{
ref var dispatcher = ref state._EventDispatcher;
if (dispatcher != null)
return;
ObjectPool.Acquire(out dispatcher);
#if UNITY_ASSERTIONS
dispatcher._LoggedEndEventInterrupt = false;
OptionalWarning.UnsupportedEvents.Log(state.UnsupportedEventsMessage, state.Root?.Component);
if (dispatcher._State != null)
Debug.LogError($"{dispatcher} already has a state even though it was in the list of spares.",
state.Root?.Component as Object);
if (dispatcher._Events != null)
Debug.LogError($"{dispatcher} has event sequence even though it was in the list of spares.",
state.Root?.Component as Object);
if (dispatcher._GotEventsFromPool)
Debug.LogError($"{dispatcher} is marked as having pooled events even though it has no events.",
state.Root?.Component as Object);
if (dispatcher._NextEventIndex != RecalculateEventIndex)
Debug.LogError($"{dispatcher} has a {nameof(_NextEventIndex)} even though it was pooled.",
state.Root?.Component as Object);
if (IsInList(dispatcher))
Debug.LogError($"{dispatcher} is currently in a Keyed List even though it was also in the list of spares.",
state.Root?.Component as Object);
#endif
dispatcher._IsLooping = state.IsLooping;
dispatcher._PreviousTime = state.NormalizedTime;
dispatcher._State = state;
state.Root?.RequirePostUpdate(dispatcher);
}
/************************************************************************************************************************/
/// <summary>Returns this <see cref="EventDispatcher"/> to the <see cref="ObjectPool"/>.</summary>
private void Release()
{
if (_State == null)
return;
_State.Root?.CancelPostUpdate(this);
_State._EventDispatcher = null;
_State = null;
Events = null;
ObjectPool.Release(this);
}
/************************************************************************************************************************/
/// <summary>
/// If the <see cref="AnimancerEvent.Sequence"/> was acquired from the <see cref="ObjectPool"/>, this
/// method clears it. Otherwise it simply discards the reference.
/// </summary>
internal static void TryClear(EventDispatcher events)
{
if (events != null)
events.Events = null;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
private AnimancerState _State;
private AnimancerEvent.Sequence _Events;
private bool _GotEventsFromPool;
private bool _IsLooping;
private float _PreviousTime;
private int _NextEventIndex = RecalculateEventIndex;
private int _SequenceVersion;
private bool _WasPlayingForwards;
/// <summary>
/// A special value used by the <see cref="_NextEventIndex"/> to indicate that it needs to be recalculated.
/// </summary>
private const int RecalculateEventIndex = int.MinValue;
/// <summary>
/// This system accounts for external modifications to the sequence, but modifying it while checking which
/// of its events to update is not allowed because it would be impossible to efficiently keep track of
/// which events have been checked/invoked and which still need to be checked.
/// </summary>
private const string SequenceVersionException =
nameof(AnimancerState) + "." + nameof(AnimancerState.Events) + " sequence was modified while iterating through it." +
" Events in a sequence must not modify that sequence.";
/************************************************************************************************************************/
/// <summary>Does this dispatcher have an <see cref="AnimancerEvent.Sequence"/>?</summary>
/// <remarks>Accessing <see cref="Events"/> would automatically get one from the <see cref="ObjectPool"/>.</remarks>
public bool HasEvents => _Events != null;
/************************************************************************************************************************/
/// <summary>The events managed by this dispatcher.</summary>
/// <remarks>If <c>null</c>, a new sequence will be acquired from the <see cref="ObjectPool"/>.</remarks>
internal AnimancerEvent.Sequence Events
{
get
{
if (_Events == null)
{
ObjectPool.Acquire(out _Events);
_GotEventsFromPool = true;
#if UNITY_ASSERTIONS
if (!_Events.IsEmpty)
Debug.LogError(_Events + " is not in its default state even though it was in the list of spares.",
_State?.Root?.Component as Object);
#endif
}
return _Events;
}
set
{
if (_GotEventsFromPool)
{
_Events.Clear();
ObjectPool.Release(_Events);
_GotEventsFromPool = false;
}
_Events = value;
_NextEventIndex = RecalculateEventIndex;
}
}
/************************************************************************************************************************/
void IUpdatable.Update()
{
if (_Events == null || _Events.IsEmpty)
{
Release();
return;
}
var length = _State.Length;
if (length == 0)
{
UpdateZeroLength();
return;
}
var currentTime = _State.Time / length;
if (_PreviousTime == currentTime)
return;
// General events are triggered on the frame when their time passes.
// This happens either once or repeatedly depending on whether the animation is looping or not.
CheckGeneralEvents(currentTime);
if (_Events == null)
{
Release();
return;
}
// End events are triggered every frame after their time passes. This ensures that assigning the event
// after the time has passed will still trigger it rather than leaving it playing indefinitely.
var endEvent = _Events.EndEvent;
if (endEvent.callback != null)
{
if (currentTime > _PreviousTime)// Playing Forwards.
{
var eventTime = float.IsNaN(endEvent.normalizedTime)
? 1
: endEvent.normalizedTime;
if (currentTime > eventTime)
{
ValidateBeforeEndEvent();
endEvent.Invoke(_State);
ValidateAfterEndEvent(endEvent.callback);
}
}
else// Playing Backwards.
{
var eventTime = float.IsNaN(endEvent.normalizedTime)
? 0
: endEvent.normalizedTime;
if (currentTime < eventTime)
{
ValidateBeforeEndEvent();
endEvent.Invoke(_State);
ValidateAfterEndEvent(endEvent.callback);
}
}
}
// Store the current time as the previous for the next frame unless OnTimeChanged was called.
if (_NextEventIndex != RecalculateEventIndex)
_PreviousTime = currentTime;
}
/************************************************************************************************************************/
#region End Event Validation
/************************************************************************************************************************/
#if UNITY_ASSERTIONS
private bool _LoggedEndEventInterrupt;
private static AnimancerLayer _BeforeEndLayer;
private static int _BeforeEndCommandCount;
#endif
/************************************************************************************************************************/
/// <summary>[Assert-Conditional]
/// Called after the <see cref="AnimancerEvent.Sequence.EndEvent"/> is triggered to log a warning if the
/// <see cref="_State"/> was not interrupted or the `callback` contains multiple calls to the same method.
/// </summary>
/// <remarks>
/// It would be better if we could validate the callback when it is assigned to get a useful stack trace,
/// but that is unfortunately not possible since <see cref="AnimancerEvent.Sequence.EndEvent"/> needs to be
/// a field for efficiency.
/// </remarks>
[System.Diagnostics.Conditional(Strings.Assertions)]
private void ValidateBeforeEndEvent()
{
#if UNITY_ASSERTIONS
_BeforeEndLayer = _State.Layer;
_BeforeEndCommandCount = _BeforeEndLayer.CommandCount;
#endif
}
/************************************************************************************************************************/
/// <summary>[Assert-Conditional]
/// Called after the <see cref="AnimancerEvent.Sequence.EndEvent"/> is triggered to log a warning if the
/// <see cref="_State"/> was not interrupted or the `callback` contains multiple calls to the same method.
/// </summary>
/// <remarks>
/// It would be better if we could validate the callback when it is assigned to get a useful stack trace,
/// but that is unfortunately not possible since <see cref="AnimancerEvent.Sequence.EndEvent"/> needs to be
/// a field for efficiency.
/// </remarks>
[System.Diagnostics.Conditional(Strings.Assertions)]
private void ValidateAfterEndEvent(Action callback)
{
#if UNITY_ASSERTIONS
if (ShouldLogEndEventInterrupt(callback))
{
_LoggedEndEventInterrupt = true;
if (OptionalWarning.EndEventInterrupt.IsEnabled())
OptionalWarning.EndEventInterrupt.Log(
"An End Event did not actually end the animation:" +
$"\n• State: {_State}" +
$"\n• Callback: {callback.Method.DeclaringType.Name}.{callback.Method.Name}" +
"\n\nEnd Events are triggered every frame after their time has passed," +
" so if that is not desired behaviour then it might be necessary to explicitly set the" +
$" state.{nameof(AnimancerState.Events)}.{nameof(AnimancerEvent.Sequence.OnEnd)} = null" +
" or simply use a regular event instead.",
_State.Root?.Component);
}
if (OptionalWarning.DuplicateEvent.IsDisabled())
return;
if (!AnimancerUtilities.TryGetInvocationListNonAlloc(callback, out var delegates) ||
delegates == null)
return;
var count = delegates.Length;
for (int iA = 0; iA < count; iA++)
{
var a = delegates[iA];
for (int iB = iA + 1; iB < count; iB++)
{
var b = delegates[iB];
if (a == b)
{
OptionalWarning.DuplicateEvent.Log(
$"The {nameof(AnimancerEvent)}.{nameof(AnimancerEvent.Sequence)}.{nameof(AnimancerEvent.Sequence.OnEnd)}" +
" callback being invoked contains multiple identical delegates which may mean" +
" that they are being unintentionally added multiple times." +
$"\n• State: {_State}" +
$"\n• Method: {a.Method.Name}",
_State.Root?.Component);
}
else if (a?.Method == b?.Method)
{
OptionalWarning.DuplicateEvent.Log(
$"The {nameof(AnimancerEvent)}.{nameof(AnimancerEvent.Sequence)}.{nameof(AnimancerEvent.Sequence.OnEnd)}" +
" callback being invoked contains multiple delegates using the same method with different targets." +
" 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(AnimancerEvent.Sequence)} as explained in the documentation:" +
$" {Strings.DocsURLs.SharedEventSequences}" +
$"\n• State: {_State}" +
$"\n• Method: {a.Method.Name}",
_State.Root?.Component);
}
}
}
#endif
}
/************************************************************************************************************************/
#if UNITY_ASSERTIONS
/// <summary>Should <see cref="OptionalWarning.EndEventInterrupt"/> be logged?</summary>
private bool ShouldLogEndEventInterrupt(Action callback)
{
if (_LoggedEndEventInterrupt ||
_Events == null ||
_Events.OnEnd != callback)
return false;
var layer = _State.Layer;
if (_BeforeEndLayer != layer ||
_BeforeEndCommandCount != layer.CommandCount ||
!_State.Root.IsGraphPlaying ||
!_State.IsPlaying)
return false;
var speed = _State.EffectiveSpeed;
if (speed > 0)
{
return _State.NormalizedTime > _State.NormalizedEndTime;
}
else if (speed < 0)
{
return _State.NormalizedTime < _State.NormalizedEndTime;
}
else return false;// Speed 0.
}
#endif
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
/// <summary>Notifies this dispatcher that the target's <see cref="Time"/> has changed.</summary>
internal void OnTimeChanged()
{
_PreviousTime = _State.NormalizedTime;
_NextEventIndex = RecalculateEventIndex;
}
/************************************************************************************************************************/
/// <summary>If the state has zero length, trigger its end event every frame.</summary>
private void UpdateZeroLength()
{
var speed = _State.EffectiveSpeed;
if (speed == 0)
return;
if (_Events.Count > 0)
{
var sequenceVersion = _Events.Version;
int playDirectionInt;
if (speed < 0)
{
playDirectionInt = -1;
if (_NextEventIndex == RecalculateEventIndex ||
_SequenceVersion != sequenceVersion ||
_WasPlayingForwards)
{
_NextEventIndex = Events.Count - 1;
_SequenceVersion = sequenceVersion;
_WasPlayingForwards = false;
}
}
else
{
playDirectionInt = 1;
if (_NextEventIndex == RecalculateEventIndex ||
_SequenceVersion != sequenceVersion ||
!_WasPlayingForwards)
{
_NextEventIndex = 0;
_SequenceVersion = sequenceVersion;
_WasPlayingForwards = true;
}
}
if (!InvokeAllEvents(1, playDirectionInt))
return;
}
var endEvent = _Events.EndEvent;
if (endEvent.callback != null)
endEvent.Invoke(_State);
}
/************************************************************************************************************************/
private void CheckGeneralEvents(float currentTime)
{
var count = _Events.Count;
if (count == 0)
{
_NextEventIndex = 0;
return;
}
ValidateNextEventIndex(ref currentTime, out var playDirectionFloat, out var playDirectionInt);
if (_IsLooping)// Looping.
{
var animancerEvent = _Events[_NextEventIndex];
var eventTime = animancerEvent.normalizedTime * playDirectionFloat;
var loopDelta = GetLoopDelta(_PreviousTime, currentTime, eventTime);
if (loopDelta == 0)
return;
// For each additional loop, invoke all events without needing to check their times.
if (!InvokeAllEvents(loopDelta - 1, playDirectionInt))
return;
var loopStartIndex = _NextEventIndex;
Invoke:
animancerEvent.Invoke(_State);
if (!NextEventLooped(playDirectionInt) ||
_NextEventIndex == loopStartIndex)
return;
animancerEvent = _Events[_NextEventIndex];
eventTime = animancerEvent.normalizedTime * playDirectionFloat;
if (loopDelta == GetLoopDelta(_PreviousTime, currentTime, eventTime))
goto Invoke;
}
else// Non-Looping.
{
while ((uint)_NextEventIndex < (uint)count)
{
var animancerEvent = _Events[_NextEventIndex];
var eventTime = animancerEvent.normalizedTime * playDirectionFloat;
if (currentTime <= eventTime)
return;
animancerEvent.Invoke(_State);
if (!NextEvent(playDirectionInt))
return;
}
}
}
/************************************************************************************************************************/
private void ValidateNextEventIndex(ref float currentTime,
out float playDirectionFloat, out int playDirectionInt)
{
var sequenceVersion = _Events.Version;
if (currentTime < _PreviousTime)// Playing Backwards.
{
var previousTime = _PreviousTime;
_PreviousTime = -previousTime;
currentTime = -currentTime;
playDirectionFloat = -1;
playDirectionInt = -1;
if (_NextEventIndex == RecalculateEventIndex ||
_SequenceVersion != sequenceVersion ||
_WasPlayingForwards)
{
_NextEventIndex = _Events.Count - 1;
_SequenceVersion = sequenceVersion;
_WasPlayingForwards = false;
if (_IsLooping)
previousTime = AnimancerUtilities.Wrap01(previousTime);
while (_Events[_NextEventIndex].normalizedTime > previousTime)
{
_NextEventIndex--;
if (_NextEventIndex < 0)
{
if (_IsLooping)
_NextEventIndex = _Events.Count - 1;
break;
}
}
_Events.AssertNormalizedTimes(_State, _IsLooping);
}
}
else// Playing Forwards.
{
playDirectionFloat = 1;
playDirectionInt = 1;
if (_NextEventIndex == RecalculateEventIndex ||
_SequenceVersion != sequenceVersion ||
!_WasPlayingForwards)
{
_NextEventIndex = 0;
_SequenceVersion = sequenceVersion;
_WasPlayingForwards = true;
var previousTime = _PreviousTime;
if (_IsLooping)
previousTime = AnimancerUtilities.Wrap01(previousTime);
var max = _Events.Count - 1;
while (_Events[_NextEventIndex].normalizedTime < previousTime)
{
_NextEventIndex++;
if (_NextEventIndex > max)
{
if (_IsLooping)
_NextEventIndex = 0;
break;
}
}
_Events.AssertNormalizedTimes(_State, _IsLooping);
}
}
// This method could be slightly optimised for playback direction changes by using the current index
// as the starting point instead of iterating from the edge of the sequence, but that would make it
// significantly more complex for something that shouldn't happen very often and would only matter if
// there are lots of events (in which case the optimisation would be tiny compared to the cost of
// actually invoking all those events and running the rest of the application).
}
/************************************************************************************************************************/
/// <summary>
/// Calculates the number of times an event at `eventTime` should be invoked when the
/// <see cref="NormalizedTime"/> goes from `previousTime` to `nextTime` on a looping animation.
/// </summary>
private static int GetLoopDelta(float previousTime, float nextTime, float eventTime)
{
previousTime -= eventTime;
nextTime -= eventTime;
var previousLoopCount = Mathf.FloorToInt(previousTime);
var nextLoopCount = Mathf.FloorToInt(nextTime);
var loopCount = nextLoopCount - previousLoopCount;
// Previous time must be inclusive.
// And next time must be exclusive.
// So if the previous time is exactly on a looped increment of the event time, count one more.
// And if the next time is exactly on a looped increment of the event time, count one less.
if (previousTime == previousLoopCount)
loopCount++;
if (nextTime == nextLoopCount)
loopCount--;
return loopCount;
}
/************************************************************************************************************************/
private bool InvokeAllEvents(int count, int playDirectionInt)
{
var loopStartIndex = _NextEventIndex;
while (count-- > 0)
{
do
{
_Events[_NextEventIndex].Invoke(_State);
if (!NextEventLooped(playDirectionInt))
return false;
}
while (_NextEventIndex != loopStartIndex);
}
return true;
}
/************************************************************************************************************************/
private bool NextEvent(int playDirectionInt)
{
if (_NextEventIndex == RecalculateEventIndex)
return false;
if (_Events.Version != _SequenceVersion)
throw new InvalidOperationException(SequenceVersionException);
_NextEventIndex += playDirectionInt;
return true;
}
/************************************************************************************************************************/
private bool NextEventLooped(int playDirectionInt)
{
if (!NextEvent(playDirectionInt))
return false;
var count = _Events.Count;
if (_NextEventIndex >= count)
_NextEventIndex = 0;
else if (_NextEventIndex < 0)
_NextEventIndex = count - 1;
return true;
}
/************************************************************************************************************************/
/// <summary>Returns "<see cref="EventDispatcher"/> (Target State)".</summary>
public override string ToString()
{
return _State != null ?
$"{nameof(EventDispatcher)} ({_State})" :
$"{nameof(EventDispatcher)} (No Target State)";
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
}
}