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

559 lines
22 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using Animancer.Units;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace Animancer
{
/// <summary>Plays a single <see cref="AnimationClip"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/component-types">Component Types</see>
/// </remarks>
/// <example>
/// <see href="https://kybernetik.com.au/animancer/docs/examples/fine-control/solo-animation">Solo Animation</see>
/// </example>
/// https://kybernetik.com.au/animancer/api/Animancer/SoloAnimation
///
[AddComponentMenu(Strings.MenuPrefix + "Solo Animation")]
[DefaultExecutionOrder(DefaultExecutionOrder)]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(SoloAnimation))]
public class SoloAnimation : MonoBehaviour, IAnimationClipSource
{
/************************************************************************************************************************/
#region Fields and Properties
/************************************************************************************************************************/
/// <summary>Initialize before anything else tries to use this component.</summary>
public const int DefaultExecutionOrder = -5000;
/************************************************************************************************************************/
[SerializeField, Tooltip("The Animator component which this script controls")]
private Animator _Animator;
/// <summary>[<see cref="SerializeField"/>]
/// The <see cref="UnityEngine.Animator"/> component which this script controls.
/// </summary>
/// <remarks>
/// If you need to set this value at runtime you are likely better off using a proper
/// <see cref="AnimancerComponent"/>.
/// </remarks>
public Animator Animator
{
get => _Animator;
set
{
_Animator = value;
if (IsInitialized)
Play();
}
}
/************************************************************************************************************************/
[SerializeField, Tooltip("The animation that will be played")]
private AnimationClip _Clip;
/// <summary>[<see cref="SerializeField"/>] The <see cref="AnimationClip"/> that will be played.</summary>
/// <remarks>
/// If you need to set this value at runtime you are likely better off using a proper
/// <see cref="AnimancerComponent"/>.
/// </remarks>
public AnimationClip Clip
{
get => _Clip;
set
{
_Clip = value;
if (IsInitialized)
Play();
}
}
/************************************************************************************************************************/
/// <summary>
/// If true, disabling this object will stop and rewind the animation. Otherwise it will simply be paused
/// and will resume from its current state when it is re-enabled.
/// </summary>
/// <remarks>
/// The default value is true.
/// <para></para>
/// This property wraps <see cref="Animator.keepAnimatorControllerStateOnDisable"/> and inverts its value.
/// The value is serialized by the <see cref="UnityEngine.Animator"/>.
/// </remarks>
public bool StopOnDisable
{
#if UNITY_2022_2_OR_NEWER
get => !_Animator.keepAnimatorStateOnDisable;
set => _Animator.keepAnimatorStateOnDisable = !value;
#else
get => !_Animator.keepAnimatorControllerStateOnDisable;
set => _Animator.keepAnimatorControllerStateOnDisable = !value;
#endif
}
/************************************************************************************************************************/
/// <summary>The <see cref="PlayableGraph"/> being used to play the <see cref="Clip"/>.</summary>
private PlayableGraph _Graph;
/// <summary>The <see cref="AnimationClipPlayable"/> being used to play the <see cref="Clip"/>.</summary>
private AnimationClipPlayable _Playable;
/************************************************************************************************************************/
private bool _IsPlaying;
/// <summary>Is the animation playing (true) or paused (false)?</summary>
public bool IsPlaying
{
get => _IsPlaying;
set
{
_IsPlaying = value;
if (value)
{
if (!IsInitialized)
Play();
else
_Graph.Play();
}
else
{
if (IsInitialized)
_Graph.Stop();
}
}
}
/************************************************************************************************************************/
[SerializeField, Multiplier, Tooltip("The speed at which the animation plays (default 1)")]
private float _Speed = 1;
/// <summary>[<see cref="SerializeField"/>] The speed at which the animation is playing (default 1).</summary>
/// <exception cref="ArgumentException">This component is not yet <see cref="IsInitialized"/>.</exception>
public float Speed
{
get => _Speed;
set
{
_Speed = value;
_Playable.SetSpeed(value);
IsPlaying = value != 0;
}
}
/************************************************************************************************************************/
[SerializeField, Tooltip("Determines whether Foot IK will be applied to the model (if it is Humanoid)")]
private bool _FootIK;
/// <summary>[<see cref="SerializeField"/>] Should Foot IK will be applied to the model (if it is Humanoid)?</summary>
/// <remarks>
/// The developers of Unity have stated that they believe it looks better with this enabled, but more often
/// than not it just makes the legs end up in a slightly different pose to what the animator intended.
/// </remarks>
/// <exception cref="ArgumentException">This component is not yet <see cref="IsInitialized"/>.</exception>
public bool FootIK
{
get => _FootIK;
set
{
_FootIK = value;
_Playable.SetApplyFootIK(value);
}
}
/************************************************************************************************************************/
/// <summary>The number of seconds that have passed since the start of the animation.</summary>
/// <exception cref="ArgumentException">This component is not yet <see cref="IsInitialized"/>.</exception>
public float Time
{
get => (float)_Playable.GetTime();
set
{
// We need to call SetTime twice to ensure that animation events aren't triggered incorrectly.
_Playable.SetTime(value);
_Playable.SetTime(value);
IsPlaying = true;
}
}
/// <summary>
/// The <see cref="Time"/> of this state as a portion of the <see cref="AnimationClip.length"/>, meaning the
/// value goes from 0 to 1 as it plays from start to end, regardless of how long that actually takes.
/// </summary>
/// <remarks>
/// This value will continue increasing after the animation passes the end of its length and it will either
/// freeze in place or start again from the beginning according to whether it is looping or not.
/// <para></para>
/// The fractional part of the value (<c>NormalizedTime % 1</c>) is the percentage (0-1) of progress in the
/// current loop while the integer part (<c>(int)NormalizedTime</c>) is the number of times the animation has
/// been looped.
/// </remarks>
/// <exception cref="ArgumentException">This component is not yet <see cref="IsInitialized"/>.</exception>
public float NormalizedTime
{
get => Time / _Clip.length;
set => Time = value * _Clip.length;
}
/************************************************************************************************************************/
/// <summary>Indicates whether the <see cref="PlayableGraph"/> is valid.</summary>
public bool IsInitialized => _Graph.IsValid();
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
[SerializeField, Tooltip("Should the " + nameof(Clip) + " be automatically applied to the object in Edit Mode?")]
private bool _ApplyInEditMode;
/// <summary>[Editor-Only] Should the <see cref="Clip"/> be automatically applied to the object in Edit Mode?</summary>
public ref bool ApplyInEditMode => ref _ApplyInEditMode;
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Tries to find an <see cref="UnityEngine.Animator"/> component on this <see cref="GameObject"/> or its
/// children or parents (in that order).
/// </summary>
/// <remarks>
/// Called by the Unity Editor when this component is first added (in Edit Mode) and whenever the Reset command
/// is executed from its context menu.
/// </remarks>
protected virtual void Reset()
{
gameObject.GetComponentInParentOrChildren(ref _Animator);
}
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Applies the <see cref="Speed"/>, <see cref="FootIK"/>, and <see cref="ApplyInEditMode"/>.
/// </summary>
/// <remarks>Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector.</remarks>
protected virtual void OnValidate()
{
if (IsInitialized)
{
Speed = Speed;
FootIK = FootIK;
}
else if (_ApplyInEditMode && enabled)
{
_Clip.EditModeSampleAnimation(_Animator);
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
/// <summary>Plays the <see cref="Clip"/>.</summary>
public void Play() => Play(_Clip);
/// <summary>Plays the `clip`.</summary>
public void Play(AnimationClip clip)
{
if (clip == null || _Animator == null)
return;
if (_Graph.IsValid())
_Graph.Destroy();
_Playable = AnimationPlayableUtilities.PlayClip(_Animator, clip, out _Graph);
_Playable.SetSpeed(_Speed);
if (!_FootIK)
_Playable.SetApplyFootIK(false);
if (!clip.isLooping)
_Playable.SetDuration(clip.length);
_IsPlaying = true;
}
/************************************************************************************************************************/
/// <summary>Plays the <see cref="Clip"/> on the target <see cref="Animator"/>.</summary>
protected virtual void OnEnable()
{
IsPlaying = true;
}
/************************************************************************************************************************/
/// <summary>
/// Checks if the animation is done so it can pause the <see cref="PlayableGraph"/> to improve performance.
/// </summary>
protected virtual void Update()
{
if (!IsPlaying)
return;
if (_Graph.IsDone())
{
IsPlaying = false;
}
else if (_Speed < 0 && Time <= 0)
{
IsPlaying = false;
Time = 0;
}
}
/************************************************************************************************************************/
/// <summary>Ensures that the <see cref="_Graph"/> is properly cleaned up.</summary>
protected virtual void OnDisable()
{
IsPlaying = false;
if (IsInitialized && StopOnDisable)
{
// Call SetTime twice to ensure that animation events aren't triggered incorrectly.
_Playable.SetTime(0);
_Playable.SetTime(0);
}
}
/************************************************************************************************************************/
/// <summary>Ensures that the <see cref="PlayableGraph"/> is properly cleaned up.</summary>
protected virtual void OnDestroy()
{
if (IsInitialized)
_Graph.Destroy();
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only] Ensures that the <see cref="PlayableGraph"/> is destroyed.</summary>
~SoloAnimation()
{
UnityEditor.EditorApplication.delayCall += OnDestroy;
}
#endif
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipSource"/>] Adds the <see cref="Clip"/> to the list.</summary>
public void GetAnimationClips(List<AnimationClip> clips)
{
if (_Clip != null)
clips.Add(_Clip);
}
/************************************************************************************************************************/
}
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
namespace Animancer.Editor
{
/// <summary>[Editor-Only] A custom Inspector for <see cref="SoloAnimation"/>.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer.Editor/SoloAnimationEditor
///
[UnityEditor.CustomEditor(typeof(SoloAnimation)), UnityEditor.CanEditMultipleObjects]
public class SoloAnimationEditor : UnityEditor.Editor
{
/************************************************************************************************************************/
/// <summary>The animator referenced by each target.</summary>
[NonSerialized]
private Animator[] _Animators;
/// <summary>A <see cref="UnityEditor.SerializedObject"/> encapsulating the <see cref="_Animators"/>.</summary>
[NonSerialized]
private UnityEditor.SerializedObject _SerializedAnimator;
/// <summary>The <see cref="Animator.keepAnimatorControllerStateOnDisable"/> property.</summary>
[NonSerialized]
private UnityEditor.SerializedProperty _KeepStateOnDisable;
/************************************************************************************************************************/
/// <inheritdoc/>
public override void OnInspectorGUI()
{
DoSerializedFieldsGUI();
RefreshSerializedAnimator();
DoStopOnDisableGUI();
DoRuntimeDetailsGUI();
}
/************************************************************************************************************************/
/// <summary>Draws the target's serialized fields.</summary>
private void DoSerializedFieldsGUI()
{
serializedObject.Update();
var property = serializedObject.GetIterator();
property.NextVisible(true);
if (property.name != "m_Script")
UnityEditor.EditorGUILayout.PropertyField(property, true);
while (property.NextVisible(false))
{
UnityEditor.EditorGUILayout.PropertyField(property, true);
}
serializedObject.ApplyModifiedProperties();
}
/************************************************************************************************************************/
/// <summary>Ensures that the cached references relating to the target's <see cref="Animator"/> are correct.</summary>
private void RefreshSerializedAnimator()
{
var targets = this.targets;
AnimancerUtilities.SetLength(ref _Animators, targets.Length);
var dirty = false;
var hasAll = true;
for (int i = 0; i < _Animators.Length; i++)
{
var animator = (targets[i] as SoloAnimation).Animator;
if (_Animators[i] != animator)
{
_Animators[i] = animator;
dirty = true;
}
if (animator == null)
hasAll = false;
}
if (!dirty)
return;
OnDisable();
if (!hasAll)
return;
_SerializedAnimator = new UnityEditor.SerializedObject(_Animators);
_KeepStateOnDisable = _SerializedAnimator.FindProperty("m_KeepAnimatorControllerStateOnDisable");
}
/************************************************************************************************************************/
/// <summary>
/// Draws a toggle inverted from the <see cref="Animator.keepAnimatorControllerStateOnDisable"/> field.
/// </summary>
private void DoStopOnDisableGUI()
{
var area = AnimancerGUI.LayoutSingleLineRect();
using (ObjectPool.Disposable.AcquireContent(out var label, "Stop On Disable",
"If true, disabling this object will stop and rewind all animations." +
" Otherwise they will simply be paused and will resume from their current states when it is re-enabled."))
{
if (_KeepStateOnDisable != null)
{
_KeepStateOnDisable.serializedObject.Update();
var content = UnityEditor.EditorGUI.BeginProperty(area, label, _KeepStateOnDisable);
_KeepStateOnDisable.boolValue = !UnityEditor.EditorGUI.Toggle(area, content, !_KeepStateOnDisable.boolValue);
UnityEditor.EditorGUI.EndProperty();
_KeepStateOnDisable.serializedObject.ApplyModifiedProperties();
}
else
{
using (new UnityEditor.EditorGUI.DisabledScope(true))
UnityEditor.EditorGUI.Toggle(area, label, false);
}
}
}
/************************************************************************************************************************/
/// <summary>Draws the target's runtime details.</summary>
private void DoRuntimeDetailsGUI()
{
if (!UnityEditor.EditorApplication.isPlaying ||
targets.Length != 1)
return;
AnimancerGUI.BeginVerticalBox(GUI.skin.box);
var target = (SoloAnimation)this.target;
if (!target.IsInitialized)
{
GUILayout.Label("Not Initialized");
}
else
{
UnityEditor.EditorGUI.BeginChangeCheck();
var isPlaying = UnityEditor.EditorGUILayout.Toggle("Is Playing", target.IsPlaying);
if (UnityEditor.EditorGUI.EndChangeCheck())
target.IsPlaying = isPlaying;
UnityEditor.EditorGUI.BeginChangeCheck();
var time = UnityEditor.EditorGUILayout.FloatField("Time", target.Time);
if (UnityEditor.EditorGUI.EndChangeCheck())
target.Time = time;
time = AnimancerUtilities.Wrap01(target.NormalizedTime);
if (time == 0 && target.Time != 0)
time = 1;
UnityEditor.EditorGUI.BeginChangeCheck();
time = UnityEditor.EditorGUILayout.Slider("Normalized Time", time, 0, 1);
if (UnityEditor.EditorGUI.EndChangeCheck())
target.NormalizedTime = time;
}
AnimancerGUI.EndVerticalBox(GUI.skin.box);
Repaint();
}
/************************************************************************************************************************/
/// <summary>Cleans up cached references relating to the target's <see cref="Animator"/>.</summary>
protected virtual void OnDisable()
{
if (_SerializedAnimator != null)
{
_SerializedAnimator.Dispose();
_SerializedAnimator = null;
_KeepStateOnDisable = null;
}
}
/************************************************************************************************************************/
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/