IndieGame/client/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionSequence.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 System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <inheritdoc/>
/// <summary>A group of <see cref="ClipTransition"/>s which play one after the other.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer/ClipTransitionSequence
///
[Serializable]
public class ClipTransitionSequence : ClipTransition,
ISerializationCallbackReceiver, ICopyable<ClipTransitionSequence>
{
/************************************************************************************************************************/
[DrawAfterEvents]
[SerializeField]
[Tooltip("The other transitions to play in order after the first one.")]
private ClipTransition[] _Others = Array.Empty<ClipTransition>();
/// <summary>[<see cref="SerializeField"/>] The transitions to play in order after the first one.</summary>
public ref ClipTransition[] Others => ref _Others;
/// <summary>The last of the <see cref="Others"/> (or <c>this</c> if there are none).</summary>
public ClipTransition LastTransition => _Others.Length > 0 ? _Others[_Others.Length - 1] : this;
/************************************************************************************************************************/
/// <inheritdoc/>
void ISerializationCallbackReceiver.OnBeforeSerialize() { }
/// <inheritdoc/>
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
if (_Others.Length <= 1)
return;
// Assign each of the other end events, but this first one will be set by Apply.
var previous = _Others[0];
for (int i = 1; i < _Others.Length; i++)
{
var next = _Others[i];
previous.Events.OnEnd = () => AnimancerEvent.CurrentState.Layer.Play(next);
previous = next;
}
}
/************************************************************************************************************************/
private Action _OnEnd;
/// <inheritdoc/>
public override void Apply(AnimancerState state)
{
// If an end event is assigned other than the one to play the next transition,
// replace it and move it to be the end event of the last transition instead.
if (_Others.Length > 0)
{
if (_OnEnd == null)
_OnEnd = () => AnimancerEvent.CurrentState.Layer.Play(_Others[0]);
var onEnd = Events.OnEnd;
if (onEnd != _OnEnd)
{
Events.OnEnd = _OnEnd;
onEnd -= _OnEnd;
_Others[_Others.Length - 1].Events.OnEnd = onEnd;
}
}
base.Apply(state);
}
/************************************************************************************************************************/
/// <summary>Is everything in this sequence valid?</summary>
public override bool IsValid
{
get
{
if (!base.IsValid)
return false;
for (int i = 0; i < _Others.Length; i++)
if (!_Others[i].IsValid)
return false;
return true;
}
}
/************************************************************************************************************************/
/// <summary>Is the last animation in this sequence looping?</summary>
public override bool IsLooping => _Others.Length > 0 ? LastTransition.IsLooping : base.IsLooping;
/************************************************************************************************************************/
/// <inheritdoc/>
public override float Length
{
get
{
var length = base.Length;
for (int i = 0; i < _Others.Length; i++)
length += _Others[i].Length;
return length;
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override float MaximumDuration
{
get
{
var value = base.MaximumDuration;
for (int i = 0; i < _Others.Length; i++)
value += _Others[i].MaximumDuration;
return value;
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override float AverageAngularSpeed
{
get
{
var speed = base.AverageAngularSpeed;
if (_Others.Length == 0)
return speed;
var duration = base.MaximumDuration;
speed *= duration;
for (int i = 0; i < _Others.Length; i++)
{
var other = _Others[i];
var otherSpeed = other.AverageAngularSpeed;
var otherDuration = other.MaximumDuration;
speed += otherSpeed * otherDuration;
duration += otherDuration;
}
return speed / duration;
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override Vector3 AverageVelocity
{
get
{
var velocity = base.AverageVelocity;
if (_Others.Length == 0)
return velocity;
var duration = base.MaximumDuration;
velocity *= duration;
for (int i = 0; i < _Others.Length; i++)
{
var other = _Others[i];
var otherVelocity = other.AverageVelocity;
var otherDuration = other.MaximumDuration;
velocity += otherVelocity * otherDuration;
duration += otherDuration;
}
return velocity / duration;
}
}
/************************************************************************************************************************/
/// <summary>Adds the <see cref="ClipTransition.Clip"/> of everything in this sequence to the collection.</summary>
public override void GatherAnimationClips(ICollection<AnimationClip> clips)
{
base.GatherAnimationClips(clips);
for (int i = 0; i < _Others.Length; i++)
_Others[i].GatherAnimationClips(clips);
}
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void CopyFrom(ClipTransitionSequence copyFrom)
{
CopyFrom((ClipTransition)copyFrom);
if (copyFrom == null)
{
_Others = Array.Empty<ClipTransition>();
return;
}
AnimancerUtilities.CopyExactArray(copyFrom._Others, ref _Others);
}
/************************************************************************************************************************/
#region Events
/************************************************************************************************************************/
/// <summary>The <see cref="AnimancerEvent.Sequence.EndEvent"/> of the last transition in this sequence.</summary>
public AnimancerEvent EndEvent
{
get => LastTransition.Events.EndEvent;
set => LastTransition.Events.EndEvent = value;
}
/************************************************************************************************************************/
/// <summary>Adds an event at the specified time relative to the entire sequence.</summary>
public void AddEvent(float time, bool normalized, Action callback)
{
// Convert time to Seconds.
if (normalized)
time *= Length;
if (TryAddEvent(this, base.Length, ref time, callback))
return;
for (int i = 0; i < _Others.Length - 1; i++)
{
var other = _Others[i];
if (TryAddEvent(other, other.Length, ref time, callback))
return;
}
AddEvent(LastTransition, time, callback);
}
/// <summary>
/// Tries to add the `callback` as an event to the `transition` if the `time` is within the `length` and
/// returns true if successful. Otherwise subtracts the `length` from the `time` and returns false so it can be
/// tried in the next transition in the sequence.
/// </summary>
private static bool TryAddEvent(ClipTransition transition, float length, ref float time, Action callback)
{
if (time > length)
{
time -= length;
return false;
}
AddEvent(transition, time, callback);
return true;
}
/// <summary>
/// Adds the `callback` as an event to the `transition` at the specified `time` (in seconds, starting from the
/// <see cref="ClipTransition.NormalizedStartTime"/>).
/// </summary>
private static void AddEvent(ClipTransition transition, float time, Action callback)
{
var start = transition.NormalizedStartTime;
if (float.IsNaN(start))
start = AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(start);
time /= transition.Clip.length * (1 - start);
time += start;
transition.Events.Add(time, callback);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}