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