Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Interfaces/ICharacterRoot.cs

200 lines
8.8 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using UnityEngine;
namespace Animancer
{
/// <summary>
/// Interface for components to indicate which <see cref="GameObject"/> is the root of a character when
/// <see cref="Editor.AnimancerEditorUtilities.FindRoot(GameObject)"/> is called.
/// </summary>
/// https://kybernetik.com.au/animancer/api/Animancer/ICharacterRoot
///
public interface ICharacterRoot
{
/************************************************************************************************************************/
#pragma warning disable IDE1006 // Naming Styles.
/************************************************************************************************************************/
/// <summary>
/// The <see cref="Transform"/> to search for <see cref="AnimationClip"/>s beneath.
/// </summary>
///
/// <example>
/// Implementing this interface in a <see cref="MonoBehaviour"/> will automatically inherit this property so
/// you do not need to do anything else:
/// <para></para><code>
/// public class MyComponent : MonoBehaviour, IAnimancerRoot
/// {
/// }
/// </code>
/// But if you want to have your script point to a different object as the root, you can explicitly implement
/// this property:
/// <para></para><code>
/// public class MyComponent : MonoBehaviour, IAnimancerRoot
/// {
/// Transform IAnimancerRoot.transform => ???;
/// }
/// </code></example>
Transform transform { get; }
/************************************************************************************************************************/
#pragma warning restore IDE1006 // Naming Styles.
/************************************************************************************************************************/
}
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
namespace Animancer.Editor
{
/// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerEditorUtilities
partial class AnimancerEditorUtilities
{
/************************************************************************************************************************/
/// <summary>Takes a `gameObject` and returns the root <see cref="Transform"/> of the character it is part of.</summary>
///
/// <remarks>
/// This method first searches all parents for an <see cref="ICharacterRoot"/>. If it finds one, it returns the
/// <see cref="ICharacterRoot.transform"/>.
/// <para></para>
/// Otherwise, if the object is part of a prefab then it returns the root of that prefab instance.
/// <para></para>
/// Otherwise, it counts the number of Animators in the children of the `gameObject` then does
/// the same for each parent. If it finds a parent with a different number of child Animators, it
/// assumes that object is the parent of multiple characters and returns the previous parent as the root.
/// </remarks>
///
/// <example>
/// <h2>Simple Hierarchy</h2>
/// <code>
/// - Character - Rigidbody, etc.
/// - Model - Animator, AnimancerComponent
/// - States - Various components which reference the AnimationClips they will play
/// </code>
/// Passing the <c>Model</c> into this method will return the <c>Character</c> because it has the same
/// number of Animator components in its children.
///
/// <h2>Shared Hierarchy</h2>
/// <code>
/// - Characters - Empty object used to group all characters
/// - Character - Rigidbody, etc.
/// - Model - Animator, AnimancerComponent
/// - States - Various components which reference the AnimationClips they will play
/// - Another Character
/// - Model
/// - States
/// </code>
/// <list type="bullet">
/// <item><c>Model</c> has one Animator and no more in its children.</item>
/// <item>And <c>Character</c> has one Animator in its children (the same one).</item>
/// <item>But <c>Characters</c> has two Animators in its children (one on each character).</item>
/// </list>
/// So it picks the <c>Character</c> as the root.
///
/// <h2>Complex Hierarchy</h2>
/// <code>
/// - Character - Rigidbody, etc.
/// - Model - Animator, AnimancerComponent
/// - States - Various components which reference the AnimationClips they will play
/// - Another Model - Animator (maybe the character is holding a gun which has a reload animation)
/// </code>
/// In this case, the automatic system would see that the <c>Character</c> already has more child
/// <see cref="Animator"/>s than the selected <c>Model</c> so it would only return the <c>Model</c> itself.
/// This can be fixed by making any of the scripts on the <c>Character</c> implement <see cref="ICharacterRoot"/>
/// to tell the system which object you want it to use as the root.
/// </example>
public static Transform FindRoot(GameObject gameObject)
{
var root = gameObject.GetComponentInParent<ICharacterRoot>();
if (root != null)
return root.transform;
#if UNITY_EDITOR
var path = UnityEditor.AssetDatabase.GetAssetPath(gameObject);
if (!string.IsNullOrEmpty(path))
return gameObject.transform.root;
var status = UnityEditor.PrefabUtility.GetPrefabInstanceStatus(gameObject);
if (status != UnityEditor.PrefabInstanceStatus.NotAPrefab)
{
gameObject = UnityEditor.PrefabUtility.GetOutermostPrefabInstanceRoot(gameObject);
return gameObject.transform;
}
#endif
var animators = ObjectPool.AcquireList<Animator>();
gameObject.GetComponentsInChildren(true, animators);
var animatorCount = animators.Count;
var parent = gameObject.transform;
while (parent.parent != null)
{
animators.Clear();
parent.parent.GetComponentsInChildren(true, animators);
if (animatorCount == 0)
animatorCount = animators.Count;
else if (animatorCount != animators.Count)
break;
parent = parent.parent;
}
ObjectPool.Release(animators);
return parent;
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="FindRoot(GameObject)"/> if the specified `obj` is a <see cref="GameObject"/> or
/// <see cref="Component"/>.
/// </summary>
public static Transform FindRoot(Object obj)
{
if (obj is ICharacterRoot iRoot)
return iRoot.transform;
return TryGetGameObject(obj, out var gameObject) ? FindRoot(gameObject) : null;
}
/************************************************************************************************************************/
/// <summary>Outputs the <see cref="GameObject"/> assignated with the `obj` and returns true if it exists.</summary>
/// <remarks>
/// If the `obj` is a <see cref="GameObject"/> it is used as the result.
/// <para></para>
/// Or if the `obj` is a <see cref="Component"/> then its <see cref="Component.gameObject"/> is used as the result.
/// </remarks>
public static bool TryGetGameObject(Object obj, out GameObject gameObject)
{
if (obj is GameObject go)
{
gameObject = go;
return true;
}
if (obj is Component component)
{
gameObject = component.gameObject;
return true;
}
gameObject = null;
return false;
}
/************************************************************************************************************************/
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/