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

1498 lines
69 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>
/// A <see cref="PlayableBehaviour"/> which can be used as a substitute for the
/// <see cref="RuntimeAnimatorController"/> normally used to control an <see cref="Animator"/>.
/// </summary>
///
/// <remarks>
/// This class can be used as a custom yield instruction to wait until all animations finish playing.
/// <para></para>
/// The most common way to access this class is via <see cref="AnimancerComponent.Playable"/>.
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing">Playing Animations</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerPlayable
///
public partial class AnimancerPlayable : PlayableBehaviour,
IEnumerator, IPlayableWrapper, IAnimationClipCollection
{
/************************************************************************************************************************/
#region Fields and Properties
/************************************************************************************************************************/
private static float _DefaultFadeDuration = 0.25f;
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only]
/// The namespace that should be used for a class which sets the <see cref="DefaultFadeDuration"/>.
/// </summary>
public const string DefaultFadeDurationNamespace = nameof(Animancer);
/// <summary>[Editor-Only]
/// The name that should be used for a class which sets the <see cref="DefaultFadeDuration"/>.
/// </summary>
public const string DefaultFadeDurationClass = nameof(DefaultFadeDuration);
/// <summary>[Editor-Only]
/// Initializes the <see cref="DefaultFadeDuration"/> (see its example for more information).
/// </summary>
/// <remarks>
/// This method takes about 2 milliseconds if a <see cref="DefaultFadeDuration"/> class exists, or 0 if it
/// doesn't (less than 0.5 rounded off according to a <see cref="System.Diagnostics.Stopwatch"/>).
/// <para></para>
/// The <see cref="DefaultFadeDuration"/> can't simply be stored in the
/// <see cref="Editor.AnimancerSettings"/> because it needs to be initialized before Unity is able to load
/// <see cref="ScriptableObject"/>s.
/// </remarks>
static AnimancerPlayable()
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
// Iterate backwards since it's more likely to be towards the end.
for (int iAssembly = assemblies.Length - 1; iAssembly >= 0; iAssembly--)
{
var type = assemblies[iAssembly].GetType(DefaultFadeDurationNamespace + "." + DefaultFadeDurationClass);
if (type != null)
{
var methods = type.GetMethods(Editor.AnimancerEditorUtilities.StaticBindings);
for (int iMethod = 0; iMethod < methods.Length; iMethod++)
{
var method = methods[iMethod];
if (method.IsDefined(typeof(RuntimeInitializeOnLoadMethodAttribute), false))
{
method.Invoke(null, null);
return;
}
}
}
}
}
#endif
/************************************************************************************************************************/
/// <summary>The fade duration to use if not specified. Default is 0.25.</summary>
/// <exception cref="UnityEngine.Assertions.AssertionException">The value is negative or infinity.</exception>
/// <remarks><em>Animancer Lite doesn't allow this value to be changed in runtime builds (except to 0).</em></remarks>
/// <example>
/// <see cref="Sprite"/> based games often have no use for fading so you could set this value to 0 using the
/// following script so that you don't need to manually set the <see cref="ITransition.FadeDuration"/> of all
/// your transitions.
/// <para></para>
/// To set this value automatically on startup, put the following class into any script:
/// <para></para><code>
/// namespace Animancer
/// {
/// internal static class DefaultFadeDuration
/// {
/// [UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.BeforeSceneLoad)]
/// private static void Initialize() => AnimancerPlayable.DefaultFadeDuration = 0;
/// }
/// }
/// </code>
/// Using that specific namespace (<see cref="DefaultFadeDurationNamespace"/>) and class name
/// (<see cref="DefaultFadeDurationClass"/>) allows Animancer to find and run it immediately in the Unity
/// Editor so that newly created transition fields can start with the correct value (using a
/// <c>[UnityEditor.InitializeOnLoadMethod]</c> attribute would run it too late).
/// </example>
public static float DefaultFadeDuration
{
get => _DefaultFadeDuration;
set
{
AnimancerUtilities.Assert(value >= 0 && value < float.PositiveInfinity,
$"{nameof(AnimancerPlayable)}.{nameof(DefaultFadeDuration)} must not be negative or infinity.");
_DefaultFadeDuration = value;
}
}
/************************************************************************************************************************/
/// <summary>[Internal] The <see cref="PlayableGraph"/> containing this <see cref="AnimancerPlayable"/>.</summary>
internal PlayableGraph _Graph;
/// <summary>[Pro-Only] The <see cref="PlayableGraph"/> containing this <see cref="AnimancerPlayable"/>.</summary>
public PlayableGraph Graph => _Graph;
/// <summary>[Internal] The <see cref="Playable"/> containing this <see cref="AnimancerPlayable"/>.</summary>
internal Playable _RootPlayable;
/// <summary>[Internal] The <see cref="Playable"/> which layers connect to.</summary>
internal Playable _LayerMixer;
/************************************************************************************************************************/
/// <summary>[Internal] The <see cref="Playable"/> which layers connect to.</summary>
Playable IPlayableWrapper.Playable => _LayerMixer;
/// <summary>[Internal] An <see cref="AnimancerPlayable"/> is the root of the graph so it has no parent.</summary>
IPlayableWrapper IPlayableWrapper.Parent => null;
/// <summary>[Internal] The current blend weight of this node which determines how much it affects the final output.</summary>
float IPlayableWrapper.Weight => 1;
/// <summary>[Internal] The <see cref="LayerList.Count"/>.</summary>
int IPlayableWrapper.ChildCount => Layers.Count;
/// <summary>[Internal] Returns the layer at the specified `index`.</summary>
AnimancerNode IPlayableWrapper.GetChild(int index) => Layers[index];
/************************************************************************************************************************/
// These collections can't be readonly because when Unity clones the Template it copies the memory without running the
// field initializers on the new clone so everything would be referencing the same collections.
/************************************************************************************************************************/
/// <summary>The <see cref="AnimancerLayer"/>s which each manage their own set of animations.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/layers">Layers</see>
/// </remarks>
public LayerList Layers { get; private set; }
/// <summary>The <see cref="AnimancerState"/>s managed by this playable.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/states">States</see>
/// </remarks>
public StateDictionary States { get; private set; }
/// <summary>All of the nodes that need to be updated.</summary>
private Key.KeyedList<IUpdatable> _PreUpdatables;
/// <summary>All of the objects that need to be updated early.</summary>
private Key.KeyedList<IUpdatable> _PostUpdatables;
/// <summary>A <see cref="PlayableBehaviour"/> that updates the <see cref="_PostUpdatables"/>.</summary>
private PostUpdate _PostUpdate;
/************************************************************************************************************************/
/// <summary>The component that is playing this <see cref="AnimancerPlayable"/>.</summary>
public IAnimancerComponent Component { get; private set; }
/************************************************************************************************************************/
/// <summary>
/// The number of times the <see cref="AnimancerLayer.CurrentState"/> has changed on layer 0. By storing this
/// value and later comparing the stored value to the current value, you can determine whether the state has
/// been changed since then, even it has changed back to the same state.
/// </summary>
public int CommandCount => Layers[0].CommandCount;
/************************************************************************************************************************/
/// <summary>Determines what time source is used to update the <see cref="PlayableGraph"/>.</summary>
public DirectorUpdateMode UpdateMode
{
get => _Graph.GetTimeUpdateMode();
set => _Graph.SetTimeUpdateMode(value);
}
/************************************************************************************************************************/
private float _Speed = 1;
/// <summary>How fast the <see cref="AnimancerState.Time"/> of all animations is advancing every frame.</summary>
///
/// <remarks>
/// 1 is the normal speed.
/// <para></para>
/// A negative value will play the animations backwards.
/// <para></para>
/// Setting this value to 0 would pause all animations, but calling <see cref="PauseGraph"/> is more efficient.
/// <para></para>
/// <em>Animancer Lite does not allow this value to be changed in runtime builds.</em>
/// </remarks>
///
/// <example><code>
/// void SetSpeed(AnimancerComponent animancer)
/// {
/// animancer.Playable.Speed = 1;// Normal speed.
/// animancer.Playable.Speed = 2;// Double speed.
/// animancer.Playable.Speed = 0.5f;// Half speed.
/// animancer.Playable.Speed = -1;// Normal speed playing backwards.
/// }
/// </code></example>
public float Speed
{
get => _Speed;
set => _LayerMixer.SetSpeed(_Speed = value);
}
/************************************************************************************************************************/
private bool _KeepChildrenConnected;
/// <summary>
/// Should playables stay connected to the graph at all times?
/// Otherwise they will be disconnected when their <see cref="AnimancerNode.Weight"/> is 0.
/// </summary>
///
/// <remarks>
/// Humanoid Rigs default this value to <c>false</c> so that playables will be disconnected from the graph
/// while they are at 0 weight which stops it from evaluating them every frame.
/// <para></para>
/// Generic Rigs default this value to <c>true</c> because they do not always animate the same standard set of
/// values so every connection change has a higher performance cost than with Humanoid Rigs which is generally
/// more significant than the gains for having fewer playables connected at a time.
/// <para></para>
/// The default is set by <see cref="CreateOutput(Animator, IAnimancerComponent)"/>.
/// </remarks>
///
/// <example><code>
/// [SerializeField]
/// private AnimancerComponent _Animancer;
///
/// public void Initialize()
/// {
/// _Animancer.Playable.KeepChildrenConnected = true;
/// }
/// </code></example>
public bool KeepChildrenConnected
{
get => _KeepChildrenConnected;
set
{
if (_KeepChildrenConnected == value)
return;
_KeepChildrenConnected = value;
if (value)
{
_PostUpdate.IsConnected = true;
for (int i = Layers.Count - 1; i >= 0; i--)
Layers.GetLayer(i).ConnectAllChildrenToGraph();
}
else
{
for (int i = Layers.Count - 1; i >= 0; i--)
Layers.GetLayer(i).DisconnectWeightlessChildrenFromGraph();
}
}
}
/************************************************************************************************************************/
private bool _SkipFirstFade;
/// <summary>
/// Normally the first animation on the Base Layer should not fade in because there is nothing fading out. But
/// sometimes that is undesirable, such as if the <see cref="Animator.runtimeAnimatorController"/> is assigned
/// since Animancer can blend with that.
/// </summary>
/// <remarks>
/// Setting this value to false ensures that the <see cref="AnimationLayerMixerPlayable"/> has at least two
/// inputs because it ignores the <see cref="AnimancerNode.Weight"/> of the layer when there is only one.
/// </remarks>
public bool SkipFirstFade
{
get => _SkipFirstFade;
set
{
_SkipFirstFade = value;
if (!value && Layers.Count < 2)
{
Layers.Count = 1;
_LayerMixer.SetInputCount(2);
}
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Initialization
/************************************************************************************************************************/
/// <summary>
/// Creates a new <see cref="PlayableGraph"/> containing an <see cref="AnimancerPlayable"/>.
/// <para></para>
/// The caller is responsible for calling <see cref="DestroyGraph()"/> on the returned object, except in Edit Mode
/// where it will be called automatically.
/// <para></para>
/// Consider calling <see cref="SetNextGraphName"/> before this method to give it a name.
/// </summary>
public static AnimancerPlayable Create()
{
#if UNITY_EDITOR
var name = _NextGraphName;
_NextGraphName = null;
var graph = name != null ?
PlayableGraph.Create(name) :
PlayableGraph.Create();
#else
var graph = PlayableGraph.Create();
#endif
return Create(graph);
}
/************************************************************************************************************************/
/// <summary>
/// Since <see cref="ScriptPlayable{T}.Create(PlayableGraph, int)"/> needs to clone an existing instance, we
/// keep a static template to avoid allocating an extra garbage one every time. This is why the fields are
/// assigned in <see cref="OnPlayableCreate"/> rather than being readonly with field initializers.
/// </summary>
private static readonly AnimancerPlayable Template = new AnimancerPlayable();
/// <summary>Creates an <see cref="AnimancerPlayable"/> in an existing <see cref="PlayableGraph"/>.</summary>
public static AnimancerPlayable Create(PlayableGraph graph)
=> Create(graph, Template);
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerPlayable"/> in an existing <see cref="PlayableGraph"/>.</summary>
/// <example>
/// When inheriting from <see cref="AnimancerPlayable"/>, it is recommended to give your class a field like the
/// following to use as the `template` for this method:
/// <code>
/// private static readonly MyAnimancerPlayable Template = new MyAnimancerPlayable();
/// </code></example>
protected static T Create<T>(PlayableGraph graph, T template)
where T : AnimancerPlayable, new()
=> ScriptPlayable<T>.Create(graph, template, 2)
.GetBehaviour();
/************************************************************************************************************************/
/// <summary>[Internal] Called by Unity when it creates this <see cref="AnimancerPlayable"/>.</summary>
public override void OnPlayableCreate(Playable playable)
{
_RootPlayable = playable;
_Graph = playable.GetGraph();
_PostUpdatables = new Key.KeyedList<IUpdatable>();
_PreUpdatables = new Key.KeyedList<IUpdatable>();
_PostUpdate = PostUpdate.Create(this);
Layers = new LayerList(this, out _LayerMixer);
States = new StateDictionary(this);
playable.SetInputWeight(0, 1);
#if UNITY_EDITOR
RegisterInstance();
#endif
}
/************************************************************************************************************************/
#if UNITY_EDITOR
private static string _NextGraphName;
#endif
/// <summary>[Editor-Conditional]
/// Sets the display name for the next <see cref="Create()"/> call to give its <see cref="PlayableGraph"/>.
/// </summary>
/// <remarks>
/// Having this method separate from <see cref="Create()"/> allows the
/// <see cref="System.Diagnostics.ConditionalAttribute"/> to compile it out of runtime builds which would
/// otherwise require #ifs on the caller side.
/// </remarks>
[System.Diagnostics.Conditional(Strings.UnityEditor)]
public static void SetNextGraphName(string name)
{
#if UNITY_EDITOR
_NextGraphName = name;
#endif
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only] Returns "AnimancerPlayable (Graph Name)".</summary>
public override string ToString()
=> $"{nameof(AnimancerPlayable)} ({(_Graph.IsValid() ? _Graph.GetEditorName() : "Graph Not Initialized")})";
#endif
/************************************************************************************************************************/
/// <summary>
/// Outputs the <see cref="PlayableOutput"/> connected to the <see cref="AnimancerPlayable"/> and returns true
/// if it was found. Otherwise returns false.
/// </summary>
public bool TryGetOutput(out PlayableOutput output)
{
var outputCount = _Graph.GetOutputCount();
for (int i = 0; i < outputCount; i++)
{
output = _Graph.GetOutput(i);
if (output.GetSourcePlayable().Equals(_RootPlayable))
return true;
}
output = default;
return false;
}
/************************************************************************************************************************/
/// <summary>
/// Plays this playable on the <see cref="IAnimancerComponent.Animator"/> and sets the
/// <see cref="Component"/>.
/// </summary>
public void CreateOutput(IAnimancerComponent animancer)
=> CreateOutput(animancer.Animator, animancer);
/// <summary>Plays this playable on the specified `animator` and sets the <see cref="Component"/>.</summary>
public void CreateOutput(Animator animator, IAnimancerComponent animancer)
{
#if UNITY_ASSERTIONS
if (animator == null)
throw new ArgumentNullException(nameof(animator),
$"An {nameof(Animator)} component is required to play animations.");
#if UNITY_EDITOR
if (UnityEditor.EditorUtility.IsPersistent(animator))
throw new ArgumentException(
$"The specified {nameof(Animator)} component is a prefab which means it cannot play animations.",
nameof(animator));
#endif
if (animancer != null)
{
Debug.Assert(animancer.IsPlayableInitialized && animancer.Playable == this,
$"{nameof(CreateOutput)} was called on an {nameof(AnimancerPlayable)} which does not match the" +
$" {nameof(IAnimancerComponent)}.{nameof(IAnimancerComponent.Playable)}.");
Debug.Assert(animator == animancer.Animator,
$"{nameof(CreateOutput)} was called with an {nameof(Animator)} which does not match the" +
$" {nameof(IAnimancerComponent)}.{nameof(IAnimancerComponent.Animator)}.");
}
if (TryGetOutput(out var output))
{
Debug.LogWarning(
$"A {nameof(PlayableGraph)} output is already connected to the {nameof(AnimancerPlayable)}." +
$" The old output should be destroyed using `animancerComponent.Playable.DestroyOutput();`" +
$" before calling {nameof(CreateOutput)}.", animator);
}
#endif
Component = animancer;
var isHumanoid = animator.isHuman;
// Generic Rigs get better performance by keeping children connected but Humanoids don't.
KeepChildrenConnected = !isHumanoid;
// Generic Rigs can blend with an underlying Animator Controller but Humanoids can't.
SkipFirstFade = isHumanoid || animator.runtimeAnimatorController == null;
#pragma warning disable CS0618 // Type or member is obsolete.
// Unity 2022 marked this method as [Obsolete] even though it's the only way to use Animate Physics mode.
AnimationPlayableUtilities.Play(animator, _RootPlayable, _Graph);
#pragma warning restore CS0618 // Type or member is obsolete.
_IsGraphPlaying = true;
}
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Inserts a `playable` after the root of the <see cref="Graph"/> so that it can modify the final output.
/// </summary>
/// <remarks>It can be removed using <see cref="AnimancerUtilities.RemovePlayable"/>.</remarks>
public void InsertOutputPlayable(Playable playable)
{
var output = _Graph.GetOutput(0);
_Graph.Connect(output.GetSourcePlayable(), 0, playable, 0);
playable.SetInputWeight(0, 1);
output.SetSourcePlayable(playable);
}
/// <summary>[Pro-Only]
/// Inserts an animation job after the root of the <see cref="Graph"/> so that it can modify the final output.
/// </summary>
/// <remarks>
/// It can can be removed by passing the returned value into <see cref="AnimancerUtilities.RemovePlayable"/>.
/// </remarks>
public AnimationScriptPlayable InsertOutputJob<T>(T data) where T : struct, IAnimationJob
{
var playable = AnimationScriptPlayable.Create(_Graph, data, 1);
var output = _Graph.GetOutput(0);
_Graph.Connect(output.GetSourcePlayable(), 0, playable, 0);
playable.SetInputWeight(0, 1);
output.SetSourcePlayable(playable);
return playable;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Cleanup
/************************************************************************************************************************/
/// <summary>Is this <see cref="AnimancerPlayable"/> currently usable (not destroyed)?</summary>
public bool IsValid => _Graph.IsValid();
/************************************************************************************************************************/
/// <summary>Destroys the <see cref="Graph"/>. This operation cannot be undone.</summary>
public void DestroyGraph()
{
if (_Graph.IsValid())
_Graph.Destroy();
}
/************************************************************************************************************************/
/// <summary>
/// Destroys the <see cref="PlayableOutput"/> connected to this <see cref="AnimancerPlayable"/> and returns
/// true if it was found. Otherwise returns false.
/// </summary>
public bool DestroyOutput()
{
if (TryGetOutput(out var output))
{
_Graph.DestroyOutput(output);
return true;
}
else return false;
}
/************************************************************************************************************************/
/// <summary>Cleans up the resources managed by this <see cref="AnimancerPlayable"/>.</summary>
public override void OnPlayableDestroy(Playable playable)
{
var previous = Current;
Current = this;
DisposeAll();
GC.SuppressFinalize(this);
// No need to destroy every layer and state individually because destroying the graph will do so anyway.
Layers = null;
States = null;
Current = previous;
}
/************************************************************************************************************************/
private List<IDisposable> _Disposables;
/// <summary>A list of objects that need to be disposed when this <see cref="AnimancerPlayable"/> is destroyed.</summary>
/// <remarks>This list is primarily used to dispose native arrays used in Animation Jobs.</remarks>
public List<IDisposable> Disposables => _Disposables ?? (_Disposables = new List<IDisposable>());
/************************************************************************************************************************/
/// <summary>Calls <see cref="IDisposable.Dispose"/> on all the <see cref="Disposables"/>.</summary>
~AnimancerPlayable() => DisposeAll();
/// <summary>Calls <see cref="IDisposable.Dispose"/> on all the <see cref="Disposables"/>.</summary>
private void DisposeAll()
{
if (_Disposables == null)
return;
var i = _Disposables.Count;
DisposeNext:
try
{
while (--i >= 0)
{
_Disposables[i].Dispose();
}
_Disposables.Clear();
_Disposables = null;
}
catch (Exception exception)
{
Debug.LogException(exception, Component as Object);
goto DisposeNext;
}
}
/************************************************************************************************************************/
#region Inverse Kinematics
// These fields are stored here but accessed via the LayerList.
/************************************************************************************************************************/
private bool _ApplyAnimatorIK;
/// <inheritdoc/>
public bool ApplyAnimatorIK
{
get => _ApplyAnimatorIK;
set
{
_ApplyAnimatorIK = value;
for (int i = Layers.Count - 1; i >= 0; i--)
Layers.GetLayer(i).ApplyAnimatorIK = value;
}
}
/************************************************************************************************************************/
private bool _ApplyFootIK;
/// <inheritdoc/>
public bool ApplyFootIK
{
get => _ApplyFootIK;
set
{
_ApplyFootIK = value;
for (int i = Layers.Count - 1; i >= 0; i--)
Layers.GetLayer(i).ApplyFootIK = value;
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Playing
/************************************************************************************************************************/
/// <summary>Calls <see cref="IAnimancerComponent.GetKey"/> on the <see cref="Component"/>.</summary>
/// <remarks>If the <see cref="Component"/> is null, this method returns the `clip` itself.</remarks>
public object GetKey(AnimationClip clip) => Component != null ? Component.GetKey(clip) : clip;
/************************************************************************************************************************/
// Play Immediately.
/************************************************************************************************************************/
/// <summary>Stops all other animations on the same 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(States.GetOrCreate(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>
public AnimancerState Play(AnimancerState state)
=> GetLocalLayer(state).Play(state);
/************************************************************************************************************************/
// Cross Fade.
/************************************************************************************************************************/
/// <summary>
/// Starts fading in the `clip` while fading out all other states in the same layer over the course of the
/// `fadeDuration`. 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(States.GetOrCreate(clip), fadeDuration, mode);
/// <summary>
/// Starts fading in the `state` while fading out all others in the same layer over the course of the
/// `fadeDuration`. 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)
{
return GetLocalLayer(state).Play(state, fadeDuration, mode);
}
/************************************************************************************************************************/
// 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 = States.GetOrCreate(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"/>.
/// If you wish to force it back to the start, 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>
/// <exception cref="ArgumentNullException">The `key` is null.</exception>
public AnimancerState TryPlay(object key)
=> 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>
/// <exception cref="ArgumentNullException">The `key` is null.</exception>
public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = default)
=> States.TryGet(key, out var state) ? Play(state, fadeDuration, mode) : null;
/************************************************************************************************************************/
/// <summary>
/// Returns the <see cref="AnimancerNode.Layer"/> if the <see cref="AnimancerNode.Root"/> is this.
/// Otherwise returns the first layer in this graph.
/// </summary>
private AnimancerLayer GetLocalLayer(AnimancerState state)
{
if (state.Root == this)
{
var layer = state.Layer;
if (layer != null)
return layer;
}
return Layers[0];
}
/************************************************************************************************************************/
/// <summary>
/// Gets the state registered with the <see cref="IHasKey.Key"/>, stops and rewinds it to the start, then
/// returns it.
/// </summary>
public AnimancerState Stop(IHasKey hasKey) => Stop(hasKey.Key);
/// <summary>
/// Calls <see cref="AnimancerState.Stop"/> on the state registered with the `key` to stop it from playing and
/// rewind it to the start.
/// </summary>
public AnimancerState Stop(object key)
{
if (States.TryGet(key, out var state))
state.Stop();
return state;
}
/// <summary>
/// Calls <see cref="AnimancerState.Stop"/> on all animations to stop them from playing and rewind them to the
/// start.
/// </summary>
public void Stop()
{
for (int i = Layers.Count - 1; i >= 0; i--)
Layers.GetLayer(i).Stop();
}
/************************************************************************************************************************/
/// <summary>Is a state registered with the <see cref="IHasKey.Key"/> and currently playing?</summary>
public bool IsPlaying(IHasKey hasKey) => IsPlaying(hasKey.Key);
/// <summary>Is a state registered with the `key` and currently playing?</summary>
public bool IsPlaying(object key) => States.TryGet(key, out var state) && state.IsPlaying;
/// <summary>Is least one animation being played?</summary>
public bool IsPlaying()
{
if (!_IsGraphPlaying)
return false;
for (int i = Layers.Count - 1; i >= 0; i--)
{
if (Layers.GetLayer(i).IsAnyStatePlaying())
return true;
}
return false;
}
/************************************************************************************************************************/
/// <summary>
/// Returns true if the `clip` is currently being played by at least one state in the specified layer.
/// <para></para>
/// This method is inefficient because it searches through every state to find any that are playing the `clip`,
/// unlike <see cref="IsPlaying(object)"/> which only checks the state registered using the specified key.
/// </summary>
public bool IsPlayingClip(AnimationClip clip)
{
if (!_IsGraphPlaying)
return false;
for (int i = Layers.Count - 1; i >= 0; i--)
if (Layers.GetLayer(i).IsPlayingClip(clip))
return true;
return false;
}
/************************************************************************************************************************/
/// <summary>Calculates the total <see cref="AnimancerNode.Weight"/> of all states in all layers.</summary>
public float GetTotalWeight()
{
float weight = 0;
for (int i = Layers.Count - 1; i >= 0; i--)
weight += Layers.GetLayer(i).GetTotalWeight();
return weight;
}
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipCollection"/>] Gathers all the animations in all layers.</summary>
public void GatherAnimationClips(ICollection<AnimationClip> clips) => Layers.GatherAnimationClips(clips);
/************************************************************************************************************************/
// IEnumerator for yielding in a coroutine to wait until animations have stopped.
/************************************************************************************************************************/
/// <summary>Are any animations playing?</summary>
/// <remarks>This allows this object to be used as a custom yield instruction.</remarks>
bool IEnumerator.MoveNext()
{
for (int i = Layers.Count - 1; i >= 0; i--)
if (Layers.GetLayer(i).IsPlayingAndNotEnding())
return true;
return false;
}
/// <summary>Returns null.</summary>
object IEnumerator.Current => null;
/// <summary>Does nothing.</summary>
void IEnumerator.Reset() { }
/************************************************************************************************************************/
#region Key Error Methods
#if UNITY_EDITOR
/************************************************************************************************************************/
// These are overloads of other methods that take a System.Object key to ensure the user doesn't try to use an
// AnimancerState as a key, since the whole point of a key is to identify a state in the first place.
/************************************************************************************************************************/
/// <summary>[Warning]
/// You should not use an <see cref="AnimancerState"/> as a key.
/// Just call <see cref="AnimancerState.Stop"/>.
/// </summary>
[Obsolete("You should not use an AnimancerState as a key. Just call AnimancerState.Stop().", true)]
public AnimancerState Stop(AnimancerState key)
{
key.Stop();
return key;
}
/// <summary>[Warning]
/// You should not use an <see cref="AnimancerState"/> as a key.
/// Just check <see cref="AnimancerState.IsPlaying"/>.
/// </summary>
[Obsolete("You should not use an AnimancerState as a key. Just check AnimancerState.IsPlaying.", true)]
public bool IsPlaying(AnimancerState key) => key.IsPlaying;
/************************************************************************************************************************/
#endif
#endregion
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Evaluation
/************************************************************************************************************************/
private bool _IsGraphPlaying = true;
/// <summary>Indicates whether the <see cref="PlayableGraph"/> is currently playing.</summary>
public bool IsGraphPlaying
{
get => _IsGraphPlaying;
set
{
if (value)
UnpauseGraph();
else
PauseGraph();
}
}
/// <summary>
/// Resumes playing the <see cref="PlayableGraph"/> if <see cref="PauseGraph"/> was called previously.
/// </summary>
public void UnpauseGraph()
{
if (!_IsGraphPlaying)
{
_Graph.Play();
_IsGraphPlaying = true;
#if UNITY_EDITOR
// In Edit Mode, unpausing the graph does not work properly unless we force it to change.
if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
Evaluate(Time.maximumDeltaTime);
#endif
}
}
/// <summary>
/// Freezes the <see cref="PlayableGraph"/> at its current state.
/// <para></para>
/// If you call this method, you are responsible for calling <see cref="UnpauseGraph"/> to resume playing.
/// </summary>
public void PauseGraph()
{
if (_IsGraphPlaying)
{
_Graph.Stop();
_IsGraphPlaying = false;
}
}
/************************************************************************************************************************/
/// <summary>
/// Evaluates all of the currently playing animations to apply their states to the animated objects.
/// </summary>
public void Evaluate() => _Graph.Evaluate();
/// <summary>
/// Advances all currently playing animations by the specified amount of time (in seconds) and evaluates the
/// graph to apply their states to the animated objects.
/// </summary>
public void Evaluate(float deltaTime) => _Graph.Evaluate(deltaTime);
/************************************************************************************************************************/
/// <summary>Returns a detailed descrption of all currently playing states and other registered states.</summary>
public string GetDescription()
{
var text = ObjectPool.AcquireStringBuilder();
AppendDescription(text);
return text.ReleaseToString();
}
/// <summary>Appends a detailed descrption of all currently playing states and other registered states.</summary>
public void AppendDescription(StringBuilder text)
{
text.Append($"{nameof(AnimancerPlayable)} (")
.Append(Component)
.Append(") Layer Count: ")
.Append(Layers.Count);
const string separator = "\n ";
AnimancerNode.AppendIKDetails(text, separator, this);
var count = Layers.Count;
for (int i = 0; i < count; i++)
{
text.Append(separator);
Layers[i].AppendDescription(text, separator);
}
text.AppendLine();
AppendInternalDetails(text, Strings.Indent, Strings.Indent + Strings.Indent);
}
/// <summary>Appends all registered <see cref="IUpdatable"/>s and <see cref="IDisposable"/>s.</summary>
public void AppendInternalDetails(StringBuilder text, string sectionPrefix, string itemPrefix)
{
AppendAll(text, sectionPrefix, itemPrefix, _PreUpdatables, "Pre Updatables");
text.AppendLine();
AppendAll(text, sectionPrefix, itemPrefix, _PostUpdatables, "Post Updatables");
text.AppendLine();
AppendAll(text, sectionPrefix, itemPrefix, _Disposables, "Disposables");
}
private static void AppendAll(StringBuilder text, string sectionPrefix, string itemPrefix, ICollection collection, string name)
{
var count = collection != null ? collection.Count : 0;
text.Append(sectionPrefix).Append(name).Append(": ").Append(count);
if (collection != null)
{
foreach (var item in collection)
{
text.AppendLine().Append(itemPrefix).Append(item);
}
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Update
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Adds the `updatable` to the list that need to be updated before the playables if it was not there already.
/// </summary>
/// <remarks>
/// This method is safe to call at any time, even during an update.
/// <para></para>
/// The execution order is non-deterministic. Specifically, the most recently added will be updated first and
/// <see cref="CancelPreUpdate"/> will change the order by swapping the last one into the place of the removed
/// object.
/// </remarks>
public void RequirePreUpdate(IUpdatable updatable)
{
#if UNITY_ASSERTIONS
if (updatable is AnimancerNode node)
{
Validate.AssertPlayable(node);
Validate.AssertRoot(node, this);
}
#endif
_PreUpdatables.AddNew(updatable);
}
/************************************************************************************************************************/
/// <summary>[Pro-Only]
/// Adds the `updatable` to the list that need to be updated after the playables if it was not there already.
/// </summary>
/// <remarks>
/// This method is safe to call at any time, even during an update.
/// <para></para>
/// The execution order is non-deterministic. Specifically, the most recently added will be updated first and
/// <see cref="CancelPostUpdate"/> will change the order by swapping the last one into the place of the removed
/// object.
/// </remarks>
public void RequirePostUpdate(IUpdatable updatable)
{
#if UNITY_ASSERTIONS
if (updatable is AnimancerNode node)
{
Validate.AssertPlayable(node);
Validate.AssertRoot(node, this);
}
#endif
_PostUpdatables.AddNew(updatable);
}
/************************************************************************************************************************/
/// <summary>Removes the `updatable` from the `updatables`.</summary>
/// <remarks>
/// This method is safe to call at any time, even during an update.
/// <para></para>
/// The last element is swapped into the place of the one being removed so that the rest of them do not need to
/// be moved down one place to fill the gap. This is more efficient, but means that the update order can change.
/// </remarks>
private void CancelUpdate(Key.KeyedList<IUpdatable> updatables, IUpdatable updatable)
{
var index = updatables.IndexOf(updatable);
if (index < 0)
return;
updatables.RemoveAtSwap(index);
if (_CurrentUpdatable < index && updatables == _CurrentUpdatables)
_CurrentUpdatable--;
}
/// <summary>Removes the `updatable` from the list of objects that need to be updated before the playables.</summary>
/// <remarks>
/// This method is safe to call at any time, even during an update.
/// <para></para>
/// The last element is swapped into the place of the one being removed so that the rest of them do not need to
/// be moved down one place to fill the gap. This is more efficient, but means that the update order can change.
/// </remarks>
public void CancelPreUpdate(IUpdatable updatable) => CancelUpdate(_PreUpdatables, updatable);
/// <summary>Removes the `updatable` from the list of objects that need to be updated after the playebles.</summary>
/// <remarks>
/// This method is safe to call at any time, even during an update.
/// <para></para>
/// The last element is swapped into the place of the one being removed so that the rest of them do not need to
/// be moved down one place to fill the gap. This is more efficient, but means that the update order can change.
/// </remarks>
public void CancelPostUpdate(IUpdatable updatable) => CancelUpdate(_PostUpdatables, updatable);
/************************************************************************************************************************/
/// <summary>The number of objects that have been registered by <see cref="RequirePreUpdate"/>.</summary>
public int PreUpdatableCount => _PreUpdatables.Count;
/// <summary>The number of objects that have been registered by <see cref="RequirePostUpdate"/>.</summary>
public int PostUpdatableCount => _PostUpdatables.Count;
/************************************************************************************************************************/
/// <summary>Returns the object registered by <see cref="RequirePreUpdate"/> at the specified `index`.</summary>
public IUpdatable GetPreUpdatable(int index) => _PreUpdatables[index];
/// <summary>Returns the object registered by <see cref="RequirePostUpdate"/> at the specified `index`.</summary>
public IUpdatable GetPostUpdatable(int index) => _PostUpdatables[index];
/************************************************************************************************************************/
/// <summary>The object currently executing <see cref="PrepareFrame"/>.</summary>
public static AnimancerPlayable Current { get; private set; }
/// <summary>The current <see cref="FrameData.deltaTime"/>.</summary>
/// <remarks>After <see cref="PrepareFrame"/>, this property will be left at its most recent value.</remarks>
public static float DeltaTime { get; private set; }
/// <summary>The current <see cref="FrameData.frameId"/>.</summary>
/// <remarks>
/// After <see cref="PrepareFrame"/>, this property will be left at its most recent value.
/// <para></para>
/// <see cref="AnimancerState.Time"/> uses this value to determine whether it has accessed the playable's time
/// since it was last updated in order to cache its value.
/// </remarks>
public ulong FrameID { get; private set; }
/// <summary>The list <see cref="IUpdatable"/>s currently being updated.</summary>
private static Key.KeyedList<IUpdatable> _CurrentUpdatables;
/// <summary>The index of the <see cref="IUpdatable"/> currently being updated.</summary>
private static int _CurrentUpdatable = -1;
/************************************************************************************************************************/
/// <summary>[Internal]
/// Calls <see cref="IUpdatable.Update"/> on everything registered using <see cref="RequirePreUpdate"/>.
/// </summary>
/// <remarks>
/// Called by the <see cref="PlayableGraph"/> before the rest of the <see cref="Playable"/>s are evaluated.
/// </remarks>
public override void PrepareFrame(Playable playable, FrameData info)
{
#if UNITY_ASSERTIONS
if (OptionalWarning.AnimatorSpeed.IsEnabled() && Component != null)
{
var animator = Component.Animator;
if (animator != null &&
animator.speed != 1 &&
animator.runtimeAnimatorController == null)
{
animator.speed = 1;
OptionalWarning.AnimatorSpeed.Log(
$"{nameof(Animator)}.{nameof(Animator.speed)} does not affect {nameof(Animancer)}." +
$" Use {nameof(AnimancerPlayable)}.{nameof(Speed)} instead.", animator);
}
}
#endif
UpdateAll(_PreUpdatables, info.deltaTime * info.effectiveParentSpeed);
if (!_KeepChildrenConnected)
_PostUpdate.IsConnected = _PostUpdatables.Count != 0;
// Any time before or during this method will still have all Playables at their time from last frame, so we
// don't want them to think their time is dirty until we are done.
FrameID = info.frameId;
}
/************************************************************************************************************************/
/// <summary>Calls <see cref="IUpdatable.Update"/> on each of the updatables`.</summary>
private void UpdateAll(Key.KeyedList<IUpdatable> updatables, float deltaTime)
{
var previous = Current;
Current = this;
var previousUpdatables = _CurrentUpdatables;
_CurrentUpdatables = updatables;
DeltaTime = deltaTime;
var previousUpdatable = _CurrentUpdatable;
_CurrentUpdatable = updatables.Count;
ContinueNodeLoop:
try
{
while (--_CurrentUpdatable >= 0)
{
updatables[_CurrentUpdatable].Update();
}
}
catch (Exception exception)
{
Debug.LogException(exception, Component as Object);
goto ContinueNodeLoop;
}
_CurrentUpdatable = previousUpdatable;
_CurrentUpdatables = previousUpdatables;
Current = previous;
}
/************************************************************************************************************************/
#region Post Update
/************************************************************************************************************************/
/// <summary>Indicates whether the internal <see cref="PostUpdate"/> is currently executing.</summary>
public static bool IsRunningPostUpdate(AnimancerPlayable animancer) => _CurrentUpdatables == animancer._PostUpdatables;
/************************************************************************************************************************/
/// <summary>
/// A <see cref="PlayableBehaviour"/> which connects to a later port than the main layer mixer so that its
/// <see cref="PrepareFrame"/> method gets called after all other playables are updated in order to call
/// <see cref="IUpdatable.Update"/> on the <see cref="_PostUpdatables"/>.
/// </summary>
private class PostUpdate : PlayableBehaviour
{
/************************************************************************************************************************/
/// <summary>See <see cref="AnimancerPlayable.Template"/>.</summary>
private static readonly PostUpdate Template = new PostUpdate();
/// <summary>The <see cref="AnimancerPlayable"/> this behaviour is connected to.</summary>
private AnimancerPlayable _Root;
/// <summary>The underlying <see cref="Playable"/> of this behaviour.</summary>
private Playable _Playable;
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="PostUpdate"/> for the `root`.</summary>
public static PostUpdate Create(AnimancerPlayable root)
{
var instance = ScriptPlayable<PostUpdate>.Create(root._Graph, Template, 0)
.GetBehaviour();
instance._Root = root;
return instance;
}
/************************************************************************************************************************/
/// <summary>[Internal] Called by Unity when it creates this <see cref="AnimancerPlayable"/>.</summary>
public override void OnPlayableCreate(Playable playable) => _Playable = playable;
/************************************************************************************************************************/
private bool _IsConnected;
/// <summary>
/// Indicates whether this behaviour is connected to the <see cref="PlayableGraph"/> and thus, whether it
/// will receive <see cref="PrepareFrame"/> calls.
/// </summary>
public bool IsConnected
{
get => _IsConnected;
set
{
if (value)
{
if (!_IsConnected)
{
_IsConnected = true;
_Root._Graph.Connect(_Playable, 0, _Root._RootPlayable, 1);
}
}
else
{
if (_IsConnected)
{
_IsConnected = false;
_Root._Graph.Disconnect(_Root._RootPlayable, 1);
}
}
}
}
/************************************************************************************************************************/
/// <summary>[Internal]
/// Calls <see cref="IUpdatable.Update"/> on everything registered using <see cref="RequirePostUpdate"/>.
/// </summary>
/// <remarks>
/// Called by the <see cref="PlayableGraph"/> after the rest of the <see cref="Playable"/>s are evaluated.
/// </remarks>
public override void PrepareFrame(Playable playable, FrameData info)
{
_Root.UpdateAll(_Root._PostUpdatables, info.deltaTime * info.effectiveParentSpeed);
// Ideally we would be able to update the dirty nodes here instead of in the early update so that they
// can respond immediately to the effects of the post update.
// However, doing that with KeepChildrenConnected == false causes problems where states that aren't
// connected early (before they update) don't affect the output even though weight changes do apply. So
// in the first frame when cross fading to a new animation it will lower the weight of the previous
// state a bit without the corresponding increase to the new animation's weight having any effect,
// giving a total weight less than 1 and thus an incorrect output.
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Editor
#if UNITY_EDITOR
/************************************************************************************************************************/
private static List<AnimancerPlayable> _AllInstances;
/// <summary>[Editor-Only]
/// Registers this object in the list of things that need to be cleaned up in Edit Mode.
/// </summary>
private void RegisterInstance()
{
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
return;
if (_AllInstances == null)
{
_AllInstances = new List<AnimancerPlayable>();
UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += () =>
{
for (int i = _AllInstances.Count - 1; i >= 0; i--)
{
var playable = _AllInstances[i];
if (playable.IsValid)
playable.DestroyGraph();
}
_AllInstances.Clear();
};
}
else// Clear out any old instances.
{
for (int i = _AllInstances.Count - 1; i >= 0; i--)
{
var playable = _AllInstances[i];
if (!playable.ShouldStayAlive())
{
if (playable.IsValid)
playable.DestroyGraph();
_AllInstances.RemoveAt(i);
}
}
}
_AllInstances.Add(this);
}
/************************************************************************************************************************/
/// <summary>Should this playable should stay alive instead of being destroyed?</summary>
private bool ShouldStayAlive()
{
if (!IsValid)
return false;
if (Component == null)
return true;
if (Component is Object obj && obj == null)
return false;
if (Component.Animator == null)
return false;
return true;
}
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Returns true if the `initial` mode was <see cref="AnimatorUpdateMode.AnimatePhysics"/> and the `current`
/// has changed to another mode or if the `initial` mode was something else and the `current` has changed to
/// <see cref="AnimatorUpdateMode.AnimatePhysics"/>.
/// </summary>
public static bool HasChangedToOrFromAnimatePhysics(AnimatorUpdateMode? initial, AnimatorUpdateMode current)
{
if (initial == null)
return false;
#if UNITY_2023_1_OR_NEWER
var wasAnimatePhysics = initial.Value == AnimatorUpdateMode.Fixed;
var isAnimatePhysics = current == AnimatorUpdateMode.Fixed;
#else
var wasAnimatePhysics = initial.Value == AnimatorUpdateMode.AnimatePhysics;
var isAnimatePhysics = current == AnimatorUpdateMode.AnimatePhysics;
#endif
return wasAnimatePhysics != isAnimatePhysics;
}
/************************************************************************************************************************/
#endif
#endregion
/************************************************************************************************************************/
}
}