Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Mixer States/LinearMixerState.cs

329 lines
13 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using System.Text;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>[Pro-Only]
/// An <see cref="AnimancerState"/> which blends an array of other states together using linear interpolation
/// between the specified thresholds.
/// </summary>
/// <remarks>
/// This mixer type is similar to the 1D Blend Type in Mecanim Blend Trees.
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/mixers">Mixers</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/LinearMixerState
///
public class LinearMixerState : MixerState<float>, ICopyable<LinearMixerState>
{
/************************************************************************************************************************/
/// <summary>An <see cref="ITransition{TState}"/> that creates a <see cref="LinearMixerState"/>.</summary>
public new interface ITransition : ITransition<LinearMixerState> { }
/************************************************************************************************************************/
private bool _ExtrapolateSpeed = true;
/// <summary>
/// Should setting the <see cref="MixerState{TParameter}.Parameter"/> above the highest threshold increase the
/// <see cref="AnimancerNode.Speed"/> of this mixer proportionally?
/// </summary>
public bool ExtrapolateSpeed
{
get => _ExtrapolateSpeed;
set
{
if (_ExtrapolateSpeed == value)
return;
_ExtrapolateSpeed = value;
if (!_Playable.IsValid())
return;
var speed = Speed;
var childCount = ChildCount;
if (value && childCount > 0)
{
var threshold = GetThreshold(childCount - 1);
if (Parameter > threshold)
speed *= Parameter / threshold;
}
_Playable.SetSpeed(speed);
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override string GetParameterError(float value)
=> value.IsFinite() ? null : Strings.MustBeFinite;
/************************************************************************************************************************/
/// <inheritdoc/>
public override AnimancerState Clone(AnimancerPlayable root)
{
var clone = new LinearMixerState();
clone.SetNewCloneRoot(root);
((ICopyable<LinearMixerState>)clone).CopyFrom(this);
return clone;
}
/************************************************************************************************************************/
/// <inheritdoc/>
void ICopyable<LinearMixerState>.CopyFrom(LinearMixerState copyFrom)
{
_ExtrapolateSpeed = copyFrom._ExtrapolateSpeed;
((ICopyable<MixerState<float>>)this).CopyFrom(copyFrom);
}
/************************************************************************************************************************/
#if UNITY_ASSERTIONS
/************************************************************************************************************************/
private bool _NeedToCheckThresholdSorting;
/// <summary>
/// Called whenever the thresholds are changed. Indicates that <see cref="AssertThresholdsSorted"/> needs to
/// be called by the next <see cref="ForceRecalculateWeights"/> if UNITY_ASSERTIONS is defined, then calls
/// <see cref="MixerState{TParameter}.OnThresholdsChanged"/>.
/// </summary>
public override void OnThresholdsChanged()
{
_NeedToCheckThresholdSorting = true;
base.OnThresholdsChanged();
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
/// <summary>
/// Throws an <see cref="ArgumentException"/> if the thresholds are not sorted from lowest to highest without
/// any duplicates.
/// </summary>
/// <exception cref="ArgumentException"/>
/// <exception cref="InvalidOperationException">The thresholds have not been initialized.</exception>
public void AssertThresholdsSorted()
{
#if UNITY_ASSERTIONS
_NeedToCheckThresholdSorting = false;
#endif
if (!HasThresholds)
throw new InvalidOperationException("Thresholds have not been initialized");
var previous = float.NegativeInfinity;
var childCount = ChildCount;
for (int i = 0; i < childCount; i++)
{
var state = ChildStates[i];
if (state == null)
continue;
var next = GetThreshold(i);
if (next > previous)
previous = next;
else
throw new ArgumentException(
(next == previous ? "Mixer has multiple identical thresholds." : "Mixer has thresholds out of order.") +
" They must be sorted from lowest to highest with no equal values." +
"\n" + GetDescription());
}
}
/************************************************************************************************************************/
/// <summary>
/// Recalculates the weights of all <see cref="ManualMixerState.ChildStates"/> based on the
/// <see cref="MixerState{TParameter}.Parameter"/> and the thresholds.
/// </summary>
protected override void ForceRecalculateWeights()
{
WeightsAreDirty = false;
#if UNITY_ASSERTIONS
if (_NeedToCheckThresholdSorting)
AssertThresholdsSorted();
#endif
// Go through all states, figure out how much weight to give those with thresholds adjacent to the
// current parameter value using linear interpolation, and set all others to 0 weight.
var childCount = ChildCount;
if (childCount == 0)
goto ResetExtrapolatedSpeed;
var index = 0;
var previousState = ChildStates[index];
var parameter = Parameter;
var previousThreshold = GetThreshold(index);
if (parameter <= previousThreshold)
{
DisableRemainingStates(index);
if (previousThreshold >= 0)
{
previousState.Weight = 1;
goto ResetExtrapolatedSpeed;
}
}
else
{
while (++index < childCount)
{
var nextState = ChildStates[index];
var nextThreshold = GetThreshold(index);
if (parameter > previousThreshold && parameter <= nextThreshold)
{
var t = (parameter - previousThreshold) / (nextThreshold - previousThreshold);
previousState.Weight = 1 - t;
nextState.Weight = t;
DisableRemainingStates(index);
goto ResetExtrapolatedSpeed;
}
else
{
previousState.Weight = 0;
}
previousState = nextState;
previousThreshold = nextThreshold;
}
}
previousState.Weight = 1;
if (ExtrapolateSpeed)
_Playable.SetSpeed(Speed * (parameter / previousThreshold));
return;
ResetExtrapolatedSpeed:
if (ExtrapolateSpeed && _Playable.IsValid())
_Playable.SetSpeed(Speed);
}
/************************************************************************************************************************/
/// <summary>
/// Assigns the thresholds to be evenly spaced between the specified min and max (inclusive).
/// </summary>
public LinearMixerState AssignLinearThresholds(float min = 0, float max = 1)
{
#if UNITY_ASSERTIONS
if (min >= max)
throw new ArgumentException($"{nameof(min)} must be less than {nameof(max)}");
#endif
var childCount = ChildCount;
var thresholds = new float[childCount];
var increment = (max - min) / (childCount - 1);
for (int i = 0; i < childCount; i++)
{
thresholds[i] =
i < childCount - 1 ?
min + i * increment :// Assign each threshold linearly spaced between the min and max.
max;// and ensure that the last one is exactly at the max (to avoid floating-point error).
}
SetThresholds(thresholds);
return this;
}
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void AppendDetails(StringBuilder text, string separator)
{
text.Append(separator)
.Append($"{nameof(ExtrapolateSpeed)}: ")
.Append(ExtrapolateSpeed);
base.AppendDetails(text, separator);
}
/************************************************************************************************************************/
#region Inspector
/************************************************************************************************************************/
/// <inheritdoc/>
protected override int ParameterCount => 1;
/// <inheritdoc/>
protected override string GetParameterName(int index) => "Parameter";
/// <inheritdoc/>
protected override AnimatorControllerParameterType GetParameterType(int index) => AnimatorControllerParameterType.Float;
/// <inheritdoc/>
protected override object GetParameterValue(int index) => Parameter;
/// <inheritdoc/>
protected override void SetParameterValue(int index, object value) => Parameter = (float)value;
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only] Returns a <see cref="Drawer"/> for this state.</summary>
protected internal override Editor.IAnimancerNodeDrawer CreateDrawer() => new Drawer(this);
/************************************************************************************************************************/
/// <inheritdoc/>
public class Drawer : Drawer<LinearMixerState>
{
/************************************************************************************************************************/
/// <summary>
/// Creates a new <see cref="Drawer"/> to manage the Inspector GUI for the `state`.
/// </summary>
public Drawer(LinearMixerState state) : base(state) { }
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void AddContextMenuFunctions(UnityEditor.GenericMenu menu)
{
base.AddContextMenuFunctions(menu);
menu.AddItem(new GUIContent("Extrapolate Speed"), Target.ExtrapolateSpeed, () =>
{
Target.ExtrapolateSpeed = !Target.ExtrapolateSpeed;
});
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}