IndieGame/client/Assets/Plugins/Animancer/Utilities/Transitions/LinearMixerTransitionAsset.cs

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2024-10-11 10:12:15 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/LinearMixerTransitionAsset
#if !UNITY_EDITOR
[System.Obsolete(Validate.ProOnlyMessage)]
#endif
[CreateAssetMenu(menuName = Strings.MenuPrefix + "Mixer Transition/Linear", order = Strings.AssetMenuOrder + 3)]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(LinearMixerTransitionAsset))]
public class LinearMixerTransitionAsset : AnimancerTransitionAsset<LinearMixerTransition>
{
/// <inheritdoc/>
[Serializable]
public new class UnShared :
UnShared<LinearMixerTransitionAsset, LinearMixerTransition, LinearMixerState>,
LinearMixerState.ITransition
{ }
}
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/LinearMixerTransition
[Serializable]
#if ! UNITY_EDITOR
[System.Obsolete(Validate.ProOnlyMessage)]
#endif
public class LinearMixerTransition : MixerTransition<LinearMixerState, float>,
LinearMixerState.ITransition, ICopyable<LinearMixerTransition>
{
/************************************************************************************************************************/
[SerializeField]
[Tooltip("Should setting the Parameter above the highest threshold increase the Speed of the mixer proportionally?")]
private bool _ExtrapolateSpeed = true;
/// <summary>[<see cref="SerializeField"/>]
/// Should setting the <see cref="MixerState{TParameter}.Parameter"/> above the highest threshold increase the
/// <see cref="AnimancerNode.Speed"/> of the mixer proportionally?
/// </summary>
public ref bool ExtrapolateSpeed => ref _ExtrapolateSpeed;
/************************************************************************************************************************/
/// <summary>
/// Are all <see cref="ManualMixerTransition{TMixer}.Animations"/> assigned and
/// <see cref="MixerTransition{TMixer, TParameter}.Thresholds"/> unique and sorted in ascending order?
/// </summary>
public override bool IsValid
{
get
{
if (!base.IsValid)
return false;
var previous = float.NegativeInfinity;
var thresholds = Thresholds;
for (int i = 0; i < thresholds.Length; i++)
{
var threshold = thresholds[i];
if (threshold < previous)
return false;
else
previous = threshold;
}
return true;
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override LinearMixerState CreateState()
{
State = new LinearMixerState();
InitializeState();
return State;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void Apply(AnimancerState state)
{
base.Apply(state);
State.ExtrapolateSpeed = _ExtrapolateSpeed;
}
/************************************************************************************************************************/
/// <summary>Sorts all states so that their thresholds go from lowest to highest.</summary>
/// <remarks>This method uses Bubble Sort which is inefficient for large numbers of states.</remarks>
public void SortByThresholds()
{
var thresholdCount = Thresholds.Length;
if (thresholdCount <= 1)
return;
var speedCount = Speeds.Length;
var syncCount = SynchronizeChildren.Length;
var previousThreshold = Thresholds[0];
for (int i = 1; i < thresholdCount; i++)
{
var threshold = Thresholds[i];
if (threshold >= previousThreshold)
{
previousThreshold = threshold;
continue;
}
Thresholds.Swap(i, i - 1);
Animations.Swap(i, i - 1);
if (i < speedCount)
Speeds.Swap(i, i - 1);
if (i == syncCount && !SynchronizeChildren[i - 1])
{
var sync = SynchronizeChildren;
Array.Resize(ref sync, ++syncCount);
sync[i - 1] = true;
sync[i] = false;
SynchronizeChildren = sync;
}
else if (i < syncCount)
{
SynchronizeChildren.Swap(i, i - 1);
}
if (i == 1)
{
i = 0;
previousThreshold = float.NegativeInfinity;
}
else
{
i -= 2;
previousThreshold = Thresholds[i];
}
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void CopyFrom(LinearMixerTransition copyFrom)
{
CopyFrom((MixerTransition<LinearMixerState, float>)copyFrom);
if (copyFrom == null)
{
_ExtrapolateSpeed = true;
return;
}
_ExtrapolateSpeed = copyFrom._ExtrapolateSpeed;
}
/************************************************************************************************************************/
#region Drawer
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <inheritdoc/>
[UnityEditor.CustomPropertyDrawer(typeof(LinearMixerTransition), true)]
public class Drawer : MixerTransitionDrawer
{
/************************************************************************************************************************/
private static GUIContent _SortingErrorContent;
private static GUIStyle _SortingErrorStyle;
/// <inheritdoc/>
protected override void DoThresholdGUI(Rect area, int index)
{
var color = GUI.color;
if (index > 0)
{
var previousThreshold = CurrentThresholds.GetArrayElementAtIndex(index - 1);
var currentThreshold = CurrentThresholds.GetArrayElementAtIndex(index);
if (previousThreshold.floatValue >= currentThreshold.floatValue)
{
if (_SortingErrorContent == null)
_SortingErrorContent = new GUIContent(Editor.AnimancerGUI.LoadIcon("console.erroricon.sml"))
{
tooltip = "Linear Mixer Thresholds must always be unique and sorted in ascending order (click to sort)"
};
if (_SortingErrorStyle == null)
_SortingErrorStyle = new GUIStyle(GUI.skin.label)
{
padding = new RectOffset(),
};
var iconArea = Editor.AnimancerGUI.StealFromRight(ref area, area.height, Editor.AnimancerGUI.StandardSpacing);
if (GUI.Button(iconArea, _SortingErrorContent, _SortingErrorStyle))
{
Editor.Serialization.RecordUndo(Context.Property);
((LinearMixerTransition)Context.Transition).SortByThresholds();
}
GUI.color = Editor.AnimancerGUI.ErrorFieldColor;
}
}
base.DoThresholdGUI(area, index);
GUI.color = color;
}
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void AddThresholdFunctionsToMenu(UnityEditor.GenericMenu menu)
{
const string EvenlySpaced = "Evenly Spaced";
var count = CurrentThresholds.arraySize;
if (count <= 1)
{
menu.AddDisabledItem(new GUIContent(EvenlySpaced));
}
else
{
var first = CurrentThresholds.GetArrayElementAtIndex(0).floatValue;
var last = CurrentThresholds.GetArrayElementAtIndex(count - 1).floatValue;
if (last == first)
last++;
AddPropertyModifierFunction(menu, $"{EvenlySpaced} ({first} to {last})", (_) =>
{
for (int i = 0; i < count; i++)
{
CurrentThresholds.GetArrayElementAtIndex(i).floatValue = Mathf.Lerp(first, last, i / (float)(count - 1));
}
});
}
AddCalculateThresholdsFunction(menu, "From Speed",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.magnitude : float.NaN);
AddCalculateThresholdsFunction(menu, "From Velocity X",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.x : float.NaN);
AddCalculateThresholdsFunction(menu, "From Velocity Y",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.y : float.NaN);
AddCalculateThresholdsFunction(menu, "From Velocity Z",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.z : float.NaN);
AddCalculateThresholdsFunction(menu, "From Angular Speed (Rad)",
(state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed : float.NaN);
AddCalculateThresholdsFunction(menu, "From Angular Speed (Deg)",
(state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed * Mathf.Rad2Deg : float.NaN);
}
/************************************************************************************************************************/
private void AddCalculateThresholdsFunction(UnityEditor.GenericMenu menu, string label,
Func<Object, float, float> calculateThreshold)
{
AddPropertyModifierFunction(menu, label, (property) =>
{
var count = CurrentAnimations.arraySize;
for (int i = 0; i < count; i++)
{
var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue;
if (state == null)
continue;
var threshold = CurrentThresholds.GetArrayElementAtIndex(i);
var value = calculateThreshold(state, threshold.floatValue);
if (!float.IsNaN(value))
threshold.floatValue = value;
}
});
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endif
#endregion
/************************************************************************************************************************/
}
}