1062 lines
45 KiB
C#
1062 lines
45 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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namespace Animancer
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{
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/// <summary>
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/// A layer on which animations can play with their states managed independantly of other layers while blending the
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/// output with those layers.
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/// </summary>
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///
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/// <remarks>
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/// This class can be used as a custom yield instruction to wait until all animations finish playing.
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/// <para></para>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/layers">Layers</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerLayer
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///
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public sealed class AnimancerLayer : AnimancerNode, IAnimationClipCollection
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{
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/************************************************************************************************************************/
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#region Fields and Properties
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/************************************************************************************************************************/
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/// <summary>[Internal] Creates a new <see cref="AnimancerLayer"/>.</summary>
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internal AnimancerLayer(AnimancerPlayable root, int index)
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{
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Root = root;
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Index = index;
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CreatePlayable();
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if (ApplyParentAnimatorIK)
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_ApplyAnimatorIK = root.ApplyAnimatorIK;
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if (ApplyParentFootIK)
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_ApplyFootIK = root.ApplyFootIK;
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}
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/************************************************************************************************************************/
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/// <summary>Creates and assigns the <see cref="AnimationMixerPlayable"/> managed by this layer.</summary>
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protected override void CreatePlayable(out Playable playable)
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=> playable = AnimationMixerPlayable.Create(Root._Graph);
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/************************************************************************************************************************/
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/// <summary>A layer is its own root.</summary>
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public override AnimancerLayer Layer => this;
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/// <summary>The <see cref="AnimancerNode.Root"/> receives the output of the <see cref="Playable"/>.</summary>
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public override IPlayableWrapper Parent => Root;
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/// <summary>Indicates whether child playables should stay connected to this layer at all times.</summary>
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public override bool KeepChildrenConnected => Root.KeepChildrenConnected;
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/************************************************************************************************************************/
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/// <summary>All of the animation states connected to this layer.</summary>
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private readonly List<AnimancerState> States = new List<AnimancerState>();
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/************************************************************************************************************************/
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private AnimancerState _CurrentState;
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/// <summary>The state of the animation currently being played.</summary>
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/// <remarks>
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/// Specifically, this is the state that was most recently started using any of the Play or CrossFade methods
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/// on this layer. States controlled individually via methods in the <see cref="AnimancerState"/> itself will
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/// not register in this property.
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/// <para></para>
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/// Each time this property changes, the <see cref="CommandCount"/> is incremented.
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/// </remarks>
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public AnimancerState CurrentState
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{
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get => _CurrentState;
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private set
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{
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_CurrentState = value;
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CommandCount++;
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}
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}
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/// <summary>
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/// The number of times the <see cref="CurrentState"/> has changed. By storing this value and later comparing
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/// the stored value to the current value, you can determine whether the state has been changed since then,
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/// even it has changed back to the same state.
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/// </summary>
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public int CommandCount { get; private set; }
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#if UNITY_EDITOR
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/// <summary>[Editor-Only] [Internal] Increases the <see cref="CommandCount"/> by 1.</summary>
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internal void IncrementCommandCount() => CommandCount++;
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#endif
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/************************************************************************************************************************/
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/// <summary>[Pro-Only]
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/// Determines whether this layer is set to additive blending. Otherwise it will override any earlier layers.
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/// </summary>
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public bool IsAdditive
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{
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get => Root.Layers.IsAdditive(Index);
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set => Root.Layers.SetAdditive(Index, value);
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}
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/************************************************************************************************************************/
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/// <summary>[Pro-Only]
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/// Sets an <see cref="AvatarMask"/> to determine which bones this layer will affect.
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/// </summary>
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public void SetMask(AvatarMask mask)
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{
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Root.Layers.SetMask(Index, mask);
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}
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#if UNITY_ASSERTIONS
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/// <summary>[Assert-Only] The <see cref="AvatarMask"/> that determines which bones this layer will affect.</summary>
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internal AvatarMask _Mask;
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#endif
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/************************************************************************************************************************/
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/// <summary>
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/// The average velocity of the root motion of all currently playing animations, taking their current
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/// <see cref="AnimancerNode.Weight"/> into account.
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/// </summary>
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public Vector3 AverageVelocity
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{
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get
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{
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var velocity = default(Vector3);
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for (int i = States.Count - 1; i >= 0; i--)
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{
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var state = States[i];
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velocity += state.AverageVelocity * state.Weight;
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}
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return velocity;
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Child States
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override int ChildCount => States.Count;
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/// <summary>Returns the state connected to the specified `index` as a child of this layer.</summary>
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/// <remarks>This method is identical to <see cref="this[int]"/>.</remarks>
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public override AnimancerState GetChild(int index) => States[index];
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/// <summary>Returns the state connected to the specified `index` as a child of this layer.</summary>
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/// <remarks>This indexer is identical to <see cref="GetChild(int)"/>.</remarks>
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public AnimancerState this[int index] => States[index];
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/************************************************************************************************************************/
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/// <summary>Adds a new port and uses <see cref="AnimancerState.SetParent"/> to connect the `state` to it.</summary>
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public void AddChild(AnimancerState state)
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{
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if (state.Parent == this)
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return;
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// Set the root before expanding the States list in case it throws an exception.
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state.SetRoot(Root);
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var index = States.Count;
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States.Add(null);// OnAddChild will assign the state.
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_Playable.SetInputCount(index + 1);
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state.SetParent(this, index);
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}
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/************************************************************************************************************************/
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/// <summary>Connects the `state` to this layer at its <see cref="AnimancerNode.Index"/>.</summary>
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protected internal override void OnAddChild(AnimancerState state) => OnAddChild(States, state);
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/************************************************************************************************************************/
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/// <summary>Disconnects the `state` from this layer at its <see cref="AnimancerNode.Index"/>.</summary>
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protected internal override void OnRemoveChild(AnimancerState state)
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{
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var index = state.Index;
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Validate.AssertCanRemoveChild(state, States, States.Count);
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if (_Playable.GetInput(index).IsValid())
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Root._Graph.Disconnect(_Playable, index);
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// Swap the last state into the place of the one that was just removed.
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var last = States.Count - 1;
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if (index < last)
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{
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state = States[last];
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state.DisconnectFromGraph();
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States[index] = state;
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state.Index = index;
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if (state.Weight != 0 || Root.KeepChildrenConnected)
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state.ConnectToGraph();
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}
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States.RemoveAt(last);
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_Playable.SetInputCount(last);
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override FastEnumerator<AnimancerState> GetEnumerator()
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=> new FastEnumerator<AnimancerState>(States);
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Create State
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/************************************************************************************************************************/
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/// <summary>Creates and returns a new <see cref="ClipState"/> to play the `clip`.</summary>
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/// <remarks>
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/// <see cref="AnimancerPlayable.GetKey"/> is used to determine the <see cref="AnimancerState.Key"/>.
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/// </remarks>
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public ClipState CreateState(AnimationClip clip)
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=> CreateState(Root.GetKey(clip), clip);
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/// <summary>
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/// Creates and returns a new <see cref="ClipState"/> to play the `clip` and registers it with the `key`.
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/// </summary>
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public ClipState CreateState(object key, AnimationClip clip)
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{
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var state = new ClipState(clip)
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{
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_Key = key,
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};
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AddChild(state);
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return state;
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}
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/************************************************************************************************************************/
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/// <summary>Returns a state registered with the `key` and attached to this layer or null if none exist.</summary>
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/// <exception cref="ArgumentNullException">The `key` is null.</exception>
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/// <remarks>
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/// If a state is registered with the `key` but on a different layer, this method will use that state as the
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/// key and try to look up another state with it. This allows it to associate multiple states with the same
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/// original key.
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/// </remarks>
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public AnimancerState GetState(ref object key)
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{
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if (key == null)
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throw new ArgumentNullException(nameof(key));
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// Check through any states backwards in the key chain.
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var earlierKey = key;
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while (earlierKey is AnimancerState keyState)
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{
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if (keyState.Parent == this)// If the state is on this layer, return it.
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{
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key = keyState.Key;
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return keyState;
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}
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else if (keyState.Parent == null)// If the state is on no layer, attach it to this one and return it.
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{
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key = keyState.Key;
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AddChild(keyState);
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return keyState;
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}
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else// Otherwise the state is on a different layer.
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{
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earlierKey = keyState.Key;
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}
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}
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while (true)
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{
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// If no state is registered with the key, return null.
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if (!Root.States.TryGet(key, out var state))
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return null;
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if (state.Parent == this)// If the state is on this layer, return it.
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{
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return state;
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}
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else if (state.Parent == null)// If the state is on no layer, attach it to this one and return it.
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{
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AddChild(state);
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return state;
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}
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else// Otherwise the state is on a different layer.
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{
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// Use it as the key and try to look up the next state in a chain.
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key = state;
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}
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
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/// <para></para>
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/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
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/// </summary>
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public void CreateIfNew(AnimationClip clip0, AnimationClip clip1)
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{
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GetOrCreateState(clip0);
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GetOrCreateState(clip1);
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}
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/// <summary>
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/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
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/// <para></para>
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/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
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/// </summary>
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public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2)
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{
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GetOrCreateState(clip0);
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GetOrCreateState(clip1);
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GetOrCreateState(clip2);
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}
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/// <summary>
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/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
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/// <para></para>
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/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
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/// </summary>
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public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, AnimationClip clip3)
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{
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GetOrCreateState(clip0);
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GetOrCreateState(clip1);
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GetOrCreateState(clip2);
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GetOrCreateState(clip3);
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}
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/// <summary>
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/// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips.
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/// <para></para>
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/// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>.
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/// </summary>
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public void CreateIfNew(params AnimationClip[] clips)
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{
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if (clips == null)
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return;
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var count = clips.Length;
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for (int i = 0; i < count; i++)
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{
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var clip = clips[i];
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if (clip != null)
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GetOrCreateState(clip);
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Calls <see cref="AnimancerPlayable.GetKey"/> and returns the state registered with that key or
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/// creates one if it doesn't exist.
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/// <para></para>
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/// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip`
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/// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while
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/// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to
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/// performance to use with caution.
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/// </summary>
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/// <exception cref="ArgumentException"/>
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public AnimancerState GetOrCreateState(AnimationClip clip, bool allowSetClip = false)
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{
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return GetOrCreateState(Root.GetKey(clip), clip, allowSetClip);
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}
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/// <summary>
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/// Returns the state registered with the <see cref="IHasKey.Key"/> if there is one. Otherwise
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/// this method uses <see cref="ITransition.CreateState"/> to create a new one and registers it with
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/// that key before returning it.
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/// </summary>
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public AnimancerState GetOrCreateState(ITransition transition)
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{
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var key = transition.Key;
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var state = GetState(ref key);
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if (state == null)
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{
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state = transition.CreateState();
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state.Key = key;
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AddChild(state);
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}
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return state;
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}
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/// <summary>Returns the state registered with the `key` or creates one if it doesn't exist.</summary>
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/// <exception cref="ArgumentException"/>
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/// <exception cref="ArgumentNullException">The `key` is null.</exception>
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/// <remarks>
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/// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip`
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/// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while
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/// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to
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/// performance to use with caution.
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/// <para></para>
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/// See also: <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(object, AnimationClip, bool)"/>.
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/// </remarks>
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public AnimancerState GetOrCreateState(object key, AnimationClip clip, bool allowSetClip = false)
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{
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var state = GetState(ref key);
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if (state == null)
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return CreateState(key, clip);
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// If a state exists but has the wrong clip, either change it or complain.
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if (!ReferenceEquals(state.Clip, clip))
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{
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if (allowSetClip)
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{
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state.Clip = clip;
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}
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else
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{
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throw new ArgumentException(
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AnimancerPlayable.StateDictionary.GetClipMismatchError(key, state.Clip, clip));
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}
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}
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return state;
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}
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/// <summary>Returns the `state` if it's a child of this layer. Otherwise makes a clone of it.</summary>
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public AnimancerState GetOrCreateState(AnimancerState state)
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{
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if (state.Parent == this)
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return state;
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if (state.Parent == null)
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{
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AddChild(state);
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return state;
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}
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var key = state.Key;
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if (key == null)
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key = state;
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var stateOnThisLayer = GetState(ref key);
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if (stateOnThisLayer == null)
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{
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stateOnThisLayer = state.Clone(Root);
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stateOnThisLayer.Key = key;
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AddChild(stateOnThisLayer);
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}
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return stateOnThisLayer;
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}
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/************************************************************************************************************************/
|
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/// <summary>
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/// The maximum <see cref="AnimancerNode.Weight"/> that <see cref="GetOrCreateWeightlessState"/> will treat as
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/// being weightless. Default = 0.1.
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/// </summary>
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/// <remarks>This allows states with very small weights to be reused instead of needing to create new ones.</remarks>
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public static float WeightlessThreshold { get; set; } = 0.1f;
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/// <summary>
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/// The maximum number of duplicate states that can be created for a single clip when trying to get a
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/// weightless state. Exceeding this limit will cause it to just use the state with the lowest weight.
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/// Default = 3.
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/// </summary>
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public static int MaxCloneCount { get; private set; } = 3;
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/// <summary>
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/// If the `state`'s <see cref="AnimancerNode.Weight"/> is not currently low, this method finds or creates a
|
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/// copy of it which is low. he returned <see cref="AnimancerState.Time"/> is also set to 0.
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/// </summary>
|
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/// <remarks>
|
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/// If this method would exceed the <see cref="MaxCloneCount"/>, it returns the clone with the lowest weight.
|
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/// <para></para>
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/// "Low" weight is defined as less than or equal to the <see cref="WeightlessThreshold"/>.
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/// <para></para>
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/// The <see href="https://kybernetik.com.au/animancer/docs/manual/blending/fading/modes">Fade Modes</see> page
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/// explains why clones are created.
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/// </remarks>
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public AnimancerState GetOrCreateWeightlessState(AnimancerState state)
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{
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if (state.Parent == null)
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{
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state.Weight = 0;
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goto GotState;
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}
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if (state.Parent == this &&
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state.Weight <= WeightlessThreshold)
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goto GotState;
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float lowestWeight = float.PositiveInfinity;
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AnimancerState lowestWeightState = null;
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int cloneCount = 0;
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// Use any earlier state that is weightless.
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var keyState = state;
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while (true)
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{
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keyState = keyState.Key as AnimancerState;
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if (keyState == null)
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{
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break;
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}
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else if (keyState.Parent == this)
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{
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if (keyState.Weight <= WeightlessThreshold)
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{
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state = keyState;
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goto GotState;
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}
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else if (lowestWeight > keyState.Weight)
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{
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lowestWeight = keyState.Weight;
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lowestWeightState = keyState;
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}
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}
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else if (keyState.Parent == null)
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{
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AddChild(keyState);
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goto GotState;
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}
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|
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cloneCount++;
|
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}
|
|
|
|
if (state.Parent == this)
|
|
{
|
|
lowestWeight = state.Weight;
|
|
lowestWeightState = state;
|
|
}
|
|
|
|
keyState = state;
|
|
|
|
// If that state is not at low weight, get or create another state registered using the previous state as a key.
|
|
// Keep going through states in this manner until you find one at low weight.
|
|
while (true)
|
|
{
|
|
var key = (object)state;
|
|
if (!Root.States.TryGet(key, out state))
|
|
{
|
|
if (cloneCount >= MaxCloneCount && lowestWeightState != null)
|
|
{
|
|
state = lowestWeightState;
|
|
goto GotState;
|
|
}
|
|
else
|
|
{
|
|
#if UNITY_ASSERTIONS
|
|
var cloneTimer = OptionalWarning.CloneComplexState.IsEnabled() && !(keyState is ClipState)
|
|
? SimpleTimer.Start()
|
|
: default;
|
|
#endif
|
|
|
|
state = keyState.Clone(Root);
|
|
state.SetDebugName($"[{cloneCount + 1}] {keyState}");
|
|
state.Weight = 0;
|
|
state._Key = key;
|
|
Root.States.Register(state);
|
|
AddChild(state);
|
|
|
|
#if UNITY_ASSERTIONS
|
|
if (cloneTimer.Stop())
|
|
{
|
|
OptionalWarning.CloneComplexState.Log(
|
|
$"A {keyState.GetType().Name} was cloned in {cloneTimer.total * 1000} milliseconds." +
|
|
$" This performance cost may be notable and complex states generally have parameters" +
|
|
$" that need to be controlled which may result in undesired behaviour if your scripts" +
|
|
$" are only expecting to have one state to control so you may wish to avoid cloning." +
|
|
$"\n\nThe Fade Modes page explains why clones are created: {Strings.DocsURLs.FadeModes}",
|
|
Root?.Component);
|
|
}
|
|
#endif
|
|
|
|
goto GotState;
|
|
}
|
|
}
|
|
else if (state.Parent == this)
|
|
{
|
|
if (state.Weight <= WeightlessThreshold)
|
|
{
|
|
goto GotState;
|
|
}
|
|
else if (lowestWeight > state.Weight)
|
|
{
|
|
lowestWeight = state.Weight;
|
|
lowestWeightState = state;
|
|
}
|
|
}
|
|
else if (state.Parent == null)
|
|
{
|
|
AddChild(state);
|
|
goto GotState;
|
|
}
|
|
|
|
cloneCount++;
|
|
}
|
|
|
|
GotState:
|
|
|
|
state.TimeD = 0;
|
|
|
|
return state;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>Destroys all states connected to this layer.</summary>
|
|
/// <remarks>This operation cannot be undone.</remarks>
|
|
public void DestroyStates()
|
|
{
|
|
for (int i = States.Count - 1; i >= 0; i--)
|
|
{
|
|
States[i].Destroy();
|
|
}
|
|
|
|
States.Clear();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
#endregion
|
|
/************************************************************************************************************************/
|
|
#region Play Management
|
|
/************************************************************************************************************************/
|
|
|
|
/// <inheritdoc/>
|
|
protected internal override void OnStartFade()
|
|
{
|
|
for (int i = States.Count - 1; i >= 0; i--)
|
|
States[i].OnStartFade();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
// Play Immediately.
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>Stops all other animations on this layer, plays the `clip`, and returns its state.</summary>
|
|
/// <remarks>
|
|
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
|
|
/// To restart it from the beginning you can use <c>...Play(clip).Time = 0;</c>.
|
|
/// <para></para>
|
|
/// This method is safe to call repeatedly without checking whether the `clip` was already playing.
|
|
/// </remarks>
|
|
public AnimancerState Play(AnimationClip clip)
|
|
=> Play(GetOrCreateState(clip));
|
|
|
|
/// <summary>Stops all other animations on the same layer, plays the `state`, and returns it.</summary>
|
|
/// <remarks>
|
|
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
|
|
/// To restart it from the beginning you can use <c>...Play(state).Time = 0;</c>.
|
|
/// <para></para>
|
|
/// This method is safe to call repeatedly without checking whether the `state` was already playing.
|
|
/// </remarks>
|
|
/// <exception cref="InvalidOperationException">
|
|
/// The <see cref="AnimancerState.Parent"/> is another state (likely a <see cref="ManualMixerState"/>).
|
|
/// It must be either null or a layer.
|
|
/// </exception>
|
|
public AnimancerState Play(AnimancerState state)
|
|
{
|
|
#if UNITY_ASSERTIONS
|
|
if (state.Parent is AnimancerState)
|
|
throw new InvalidOperationException(
|
|
$"A layer can't Play a state which is the child of another state." +
|
|
$"\n- State: {state}" +
|
|
$"\n- Parent: {state.Parent}" +
|
|
$"\n- Layer: {this}");
|
|
#endif
|
|
|
|
if (Weight == 0 && TargetWeight == 0)
|
|
Weight = 1;
|
|
|
|
state = GetOrCreateState(state);
|
|
|
|
CurrentState = state;
|
|
|
|
state.Play();
|
|
|
|
for (int i = States.Count - 1; i >= 0; i--)
|
|
{
|
|
var otherState = States[i];
|
|
if (otherState != state)
|
|
otherState.Stop();
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
// Cross Fade.
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Starts fading in the `clip` over the course of the `fadeDuration` while fading out all others in the same
|
|
/// layer. Returns its state.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
|
/// method will allow it to complete the existing fade rather than starting a slower one.
|
|
/// <para></para>
|
|
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
|
|
/// and simply <see cref="AnimancerState.Play"/> the `state`.
|
|
/// <para></para>
|
|
/// This method is safe to call repeatedly without checking whether the `state` was already playing.
|
|
/// <para></para>
|
|
/// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
|
|
/// </remarks>
|
|
public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = default)
|
|
=> Play(GetOrCreateState(clip), fadeDuration, mode);
|
|
|
|
/// <summary>
|
|
/// Starts fading in the `state` over the course of the `fadeDuration` while fading out all others in this
|
|
/// layer. Returns the `state`.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
|
/// method will allow it to complete the existing fade rather than starting a slower one.
|
|
/// <para></para>
|
|
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
|
|
/// and simply <see cref="AnimancerState.Play"/> the `state`.
|
|
/// <para></para>
|
|
/// This method is safe to call repeatedly without checking whether the `state` was already playing.
|
|
/// <para></para>
|
|
/// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
|
|
/// </remarks>
|
|
public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = default)
|
|
{
|
|
// Skip the fade if:
|
|
if (fadeDuration <= 0 ||// There is no duration.
|
|
(Root.SkipFirstFade && Index == 0 && Weight == 0))// Or this is Layer 0 and it has no weight.
|
|
{
|
|
Weight = 1;
|
|
state = Play(state);
|
|
|
|
if (mode == FadeMode.FromStart || mode == FadeMode.NormalizedFromStart)
|
|
state.TimeD = 0;
|
|
|
|
return state;
|
|
}
|
|
|
|
EvaluateFadeMode(mode, ref state, ref fadeDuration, out var layerFadeDuration);
|
|
|
|
StartFade(1, layerFadeDuration);
|
|
if (Weight == 0)
|
|
return Play(state);
|
|
|
|
state = GetOrCreateState(state);
|
|
|
|
CurrentState = state;
|
|
|
|
// If the state is already playing or will finish fading in faster than this new fade,
|
|
// continue the existing fade but still pretend it was restarted.
|
|
if (state.IsPlaying && state.TargetWeight == 1 &&
|
|
(state.Weight == 1 || state.FadeSpeed * fadeDuration > Math.Abs(1 - state.Weight)))
|
|
{
|
|
OnStartFade();
|
|
}
|
|
else// Otherwise fade in the target state and fade out all others.
|
|
{
|
|
state.IsPlaying = true;
|
|
state.StartFade(1, fadeDuration);
|
|
|
|
for (int i = States.Count - 1; i >= 0; i--)
|
|
{
|
|
var otherState = States[i];
|
|
if (otherState != state)
|
|
otherState.StartFade(0, fadeDuration);
|
|
}
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
// Transition.
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Creates a state for the `transition` if it didn't already exist, then calls
|
|
/// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
|
|
/// depending on the <see cref="ITransition.FadeDuration"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method is safe to call repeatedly without checking whether the `transition` was already playing.
|
|
/// </remarks>
|
|
public AnimancerState Play(ITransition transition)
|
|
=> Play(transition, transition.FadeDuration, transition.FadeMode);
|
|
|
|
/// <summary>
|
|
/// Creates a state for the `transition` if it didn't already exist, then calls
|
|
/// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
|
|
/// depending on the <see cref="ITransition.FadeDuration"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method is safe to call repeatedly without checking whether the `transition` was already playing.
|
|
/// </remarks>
|
|
public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = default)
|
|
{
|
|
var state = GetOrCreateState(transition);
|
|
state = Play(state, fadeDuration, mode);
|
|
transition.Apply(state);
|
|
return state;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
// Try Play.
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Stops all other animations on the same layer, plays the animation registered with the `key`, and returns
|
|
/// that state. Or if no state is registered with that `key`, this method does nothing and returns null.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
|
|
/// To restart it from the beginning you can simply set the returned state's time to 0.
|
|
/// <para></para>
|
|
/// This method is safe to call repeatedly without checking whether the animation was already playing.
|
|
/// </remarks>
|
|
public AnimancerState TryPlay(object key)
|
|
=> Root.States.TryGet(key, out var state) ? Play(state) : null;
|
|
|
|
/// <summary>
|
|
/// Starts fading in the animation registered with the `key` while fading out all others in the same layer
|
|
/// over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does
|
|
/// nothing and returns null.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
|
|
/// method will allow it to complete the existing fade rather than starting a slower one.
|
|
/// <para></para>
|
|
/// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
|
|
/// and simply <see cref="AnimancerState.Play"/> the `state`.
|
|
/// <para></para>
|
|
/// This method is safe to call repeatedly without checking whether the animation was already playing.
|
|
/// <para></para>
|
|
/// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
|
|
/// </remarks>
|
|
public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = default)
|
|
=> Root.States.TryGet(key, out var state) ? Play(state, fadeDuration, mode) : null;
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>Manipulates the other parameters according to the `mode`.</summary>
|
|
/// <exception cref="ArgumentException">
|
|
/// The <see cref="AnimancerState.Clip"/> is null when using <see cref="FadeMode.FromStart"/> or
|
|
/// <see cref="FadeMode.NormalizedFromStart"/>.
|
|
/// </exception>
|
|
private void EvaluateFadeMode(FadeMode mode, ref AnimancerState state, ref float fadeDuration, out float layerFadeDuration)
|
|
{
|
|
layerFadeDuration = fadeDuration;
|
|
|
|
switch (mode)
|
|
{
|
|
case FadeMode.FixedSpeed:
|
|
fadeDuration *= Math.Abs(1 - state.Weight);
|
|
layerFadeDuration *= Math.Abs(1 - Weight);
|
|
break;
|
|
|
|
case FadeMode.FixedDuration:
|
|
break;
|
|
|
|
case FadeMode.FromStart:
|
|
state = GetOrCreateWeightlessState(state);
|
|
break;
|
|
|
|
case FadeMode.NormalizedSpeed:
|
|
{
|
|
var length = state.Length;
|
|
fadeDuration *= Math.Abs(1 - state.Weight) * length;
|
|
layerFadeDuration *= Math.Abs(1 - Weight) * length;
|
|
}
|
|
break;
|
|
|
|
case FadeMode.NormalizedDuration:
|
|
{
|
|
var length = state.Length;
|
|
fadeDuration *= length;
|
|
layerFadeDuration *= length;
|
|
}
|
|
break;
|
|
|
|
case FadeMode.NormalizedFromStart:
|
|
{
|
|
state = GetOrCreateWeightlessState(state);
|
|
|
|
var length = state.Length;
|
|
fadeDuration *= length;
|
|
layerFadeDuration *= length;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
throw AnimancerUtilities.CreateUnsupportedArgumentException(mode);
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
// Stopping
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Sets <see cref="AnimancerNode.Weight"/> = 0 and calls <see cref="AnimancerState.Stop"/> on all animations
|
|
/// to stop them from playing and rewind them to the start.
|
|
/// </summary>
|
|
public override void Stop()
|
|
{
|
|
base.Stop();
|
|
|
|
CurrentState = null;
|
|
|
|
for (int i = States.Count - 1; i >= 0; i--)
|
|
States[i].Stop();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
// Checking
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Returns true if the `clip` is currently being played by at least one state.
|
|
/// </summary>
|
|
public bool IsPlayingClip(AnimationClip clip)
|
|
{
|
|
for (int i = States.Count - 1; i >= 0; i--)
|
|
{
|
|
var state = States[i];
|
|
if (state.Clip == clip && state.IsPlaying)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if at least one animation is being played.
|
|
/// </summary>
|
|
public bool IsAnyStatePlaying()
|
|
{
|
|
for (int i = States.Count - 1; i >= 0; i--)
|
|
if (States[i].IsPlaying)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the <see cref="CurrentState"/> is playing and hasn't yet reached its end.
|
|
/// <para></para>
|
|
/// This method is called by <see cref="IEnumerator.MoveNext"/> so this object can be used as a custom yield
|
|
/// instruction to wait until it finishes.
|
|
/// </summary>
|
|
public override bool IsPlayingAndNotEnding()
|
|
=> _CurrentState != null && _CurrentState.IsPlayingAndNotEnding();
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Calculates the total <see cref="AnimancerNode.Weight"/> of all states in this layer.
|
|
/// </summary>
|
|
public float GetTotalWeight()
|
|
{
|
|
float weight = 0;
|
|
|
|
for (int i = States.Count - 1; i >= 0; i--)
|
|
{
|
|
weight += States[i].Weight;
|
|
}
|
|
|
|
return weight;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
#endregion
|
|
/************************************************************************************************************************/
|
|
#region Inverse Kinematics
|
|
/************************************************************************************************************************/
|
|
|
|
private bool _ApplyAnimatorIK;
|
|
|
|
/// <inheritdoc/>
|
|
public override bool ApplyAnimatorIK
|
|
{
|
|
get => _ApplyAnimatorIK;
|
|
set => base.ApplyAnimatorIK = _ApplyAnimatorIK = value;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
private bool _ApplyFootIK;
|
|
|
|
/// <inheritdoc/>
|
|
public override bool ApplyFootIK
|
|
{
|
|
get => _ApplyFootIK;
|
|
set => base.ApplyFootIK = _ApplyFootIK = value;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
#endregion
|
|
/************************************************************************************************************************/
|
|
#region Inspector
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>[<see cref="IAnimationClipCollection"/>]
|
|
/// Gathers all the animations in this layer.
|
|
/// </summary>
|
|
public void GatherAnimationClips(ICollection<AnimationClip> clips) => clips.GatherFromSource(States);
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>The Inspector display name of this layer.</summary>
|
|
public override string ToString()
|
|
{
|
|
#if UNITY_ASSERTIONS
|
|
if (string.IsNullOrEmpty(DebugName))
|
|
{
|
|
if (_Mask != null)
|
|
return _Mask.name;
|
|
|
|
SetDebugName(Index == 0 ? "Base Layer" : "Layer " + Index);
|
|
}
|
|
|
|
return base.ToString();
|
|
#else
|
|
return "Layer " + Index;
|
|
#endif
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <inheritdoc/>
|
|
protected override void AppendDetails(StringBuilder text, string separator)
|
|
{
|
|
base.AppendDetails(text, separator);
|
|
|
|
text.Append(separator).Append($"{nameof(CurrentState)}: ").Append(CurrentState);
|
|
text.Append(separator).Append($"{nameof(CommandCount)}: ").Append(CommandCount);
|
|
text.Append(separator).Append($"{nameof(IsAdditive)}: ").Append(IsAdditive);
|
|
|
|
#if UNITY_ASSERTIONS
|
|
text.Append(separator).Append($"{nameof(AvatarMask)}: ").Append(AnimancerUtilities.ToStringOrNull(_Mask));
|
|
#endif
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
#endregion
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|
|
|