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

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2024-10-11 10:12:15 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using Animancer.Units;
using System;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>
/// A serializable <see cref="ITransition"/> which can create a particular type of <see cref="AnimancerState"/>
/// when passed into <see cref="AnimancerPlayable.Play(ITransition)"/>.
/// </summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerTransition_1
///
[Serializable]
public abstract class AnimancerTransition<TState> :
ITransition<TState>, ITransitionDetailed, ITransitionWithEvents, ICopyable<AnimancerTransition<TState>>
where TState : AnimancerState
{
/************************************************************************************************************************/
[SerializeField]
[Tooltip(Strings.Tooltips.FadeDuration)]
[AnimationTime(AnimationTimeAttribute.Units.Seconds, Rule = Validate.Value.IsNotNegative)]
[DefaultFadeValue]
private float _FadeDuration = AnimancerPlayable.DefaultFadeDuration;
/// <inheritdoc/>
/// <remarks>[<see cref="SerializeField"/>]</remarks>
/// <exception cref="ArgumentOutOfRangeException">Thrown when setting the value to a negative number.</exception>
public float FadeDuration
{
get => _FadeDuration;
set
{
if (value < 0)
throw new ArgumentOutOfRangeException(nameof(value), $"{nameof(FadeDuration)} must not be negative");
_FadeDuration = value;
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
/// <remarks>Returns <c>false</c> unless overridden.</remarks>
public virtual bool IsLooping => false;
/// <inheritdoc/>
public virtual float NormalizedStartTime
{
get => float.NaN;
set { }
}
/// <inheritdoc/>
/// <remarks>Returns <c>1</c> unless overridden.</remarks>
public virtual float Speed
{
get => 1;
set { }
}
/// <inheritdoc/>
public abstract float MaximumDuration { get; }
/************************************************************************************************************************/
[SerializeField, Tooltip(Strings.ProOnlyTag + "Events which will be triggered as the animation plays")]
private AnimancerEvent.Sequence.Serializable _Events;
/// <inheritdoc/>
/// <remarks>This property returns the <see cref="AnimancerEvent.Sequence.Serializable.Events"/>.</remarks>
/// <exception cref="NullReferenceException">
/// <see cref="SerializedEvents"/> is null. If this transition was created in code (using the <c>new</c>
/// keyword rather than being deserialized by Unity) you will need to null-check and/or assign a new
/// sequence to the <see cref="SerializedEvents"/> before accessing this property.
/// </exception>
public AnimancerEvent.Sequence Events
{
get
{
if (_Events == null)
_Events = new AnimancerEvent.Sequence.Serializable();
return _Events.Events;
}
}
/// <inheritdoc/>
public ref AnimancerEvent.Sequence.Serializable SerializedEvents => ref _Events;
/************************************************************************************************************************/
/// <summary>
/// The state that was created by this object. Specifically, this is the state that was most recently
/// passed into <see cref="Apply"/> (usually by <see cref="AnimancerPlayable.Play(ITransition)"/>).
/// <para></para>
/// You can use <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(ITransition)"/> or
/// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/> to get or create the state for a
/// specific object.
/// <para></para>
/// <see cref="State"/> is simply a shorthand for casting this to <typeparamref name="TState"/>.
/// </summary>
public AnimancerState BaseState { get; private set; }
/************************************************************************************************************************/
private TState _State;
/// <summary>
/// The state that was created by this object. Specifically, this is the state that was most recently
/// passed into <see cref="Apply"/> (usually by <see cref="AnimancerPlayable.Play(ITransition)"/>).
/// </summary>
///
/// <remarks>
/// You can use <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(ITransition)"/> or
/// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/> to get or create the state for a
/// specific object.
/// <para></para>
/// This property is shorthand for casting the <see cref="BaseState"/> to <typeparamref name="TState"/>.
/// </remarks>
///
/// <exception cref="InvalidCastException">
/// The <see cref="BaseState"/> is not actually a <typeparamref name="TState"/>. This should only
/// happen if a different type of state was created by something else and registered using the
/// <see cref="Key"/>, causing this <see cref="AnimancerPlayable.Play(ITransition)"/> to pass that
/// state into <see cref="Apply"/> instead of calling <see cref="CreateState"/> to make the correct type of
/// state.
/// </exception>
public TState State
{
get
{
if (_State == null)
_State = (TState)BaseState;
return _State;
}
protected set
{
BaseState = _State = value;
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
/// <remarks>Returns <c>true</c> unless overridden.</remarks>
public virtual bool IsValid => true;
/// <summary>The <see cref="AnimancerState.Key"/> which the created state will be registered with.</summary>
/// <remarks>Returns <c>this</c> unless overridden.</remarks>
public virtual object Key => this;
/// <inheritdoc/>
/// <remarks>Returns <see cref="FadeMode.FixedSpeed"/> unless overridden.</remarks>
public virtual FadeMode FadeMode => FadeMode.FixedSpeed;
/// <inheritdoc/>
public abstract TState CreateState();
/// <inheritdoc/>
AnimancerState ITransition.CreateState() => CreateState();
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void Apply(AnimancerState state)
{
state.Events = _Events;
#if UNITY_ASSERTIONS
if (state.HasEvents)
state.Events.SetShouldNotModifyReason("it was created by a Transition." +
$"\n\nTransitions give the played {nameof(AnimancerState)} a reference to their Events," +
$" meaning that any modifications to the state.Events will also affect the transition.Events" +
$" and persist when that Transition is played in the future. This is a common source of logic bugs" +
$" so when a Transition is played it marks its Events as no longer expecting to be modified.");
#endif
BaseState = state;
if (_State != state)
_State = null;
}
/************************************************************************************************************************/
/// <summary>The <see cref="AnimancerState.MainObject"/> that the created state will have.</summary>
public virtual Object MainObject { get; }
/// <summary>The display name of this transition.</summary>
public virtual string Name
{
get
{
var mainObject = MainObject;
return mainObject != null ? mainObject.name : null;
}
}
/// <summary>Returns the <see cref="Name"/> and type of this transition.</summary>
public override string ToString()
{
var type = GetType().FullName;
var name = Name;
if (name != null)
return $"{name} ({type})";
else
return type;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void CopyFrom(AnimancerTransition<TState> copyFrom)
{
if (copyFrom == null)
{
_FadeDuration = AnimancerPlayable.DefaultFadeDuration;
_Events = default;
return;
}
_FadeDuration = copyFrom._FadeDuration;
_Events = copyFrom._Events.Clone();
}
/************************************************************************************************************************/
/// <summary>Applies the given details to the `state`.</summary>
public static void ApplyDetails(AnimancerState state, float speed, float normalizedStartTime)
{
if (!float.IsNaN(speed))
state.Speed = speed;
if (!float.IsNaN(normalizedStartTime))
state.NormalizedTime = normalizedStartTime;
else if (state.Weight == 0)
state.NormalizedTime = AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(speed);
}
/************************************************************************************************************************/
}
}