319 lines
14 KiB
C#
319 lines
14 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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namespace Animancer
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{
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/// <summary>A set of up/right/down/left animations with diagonals as well.</summary>
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/// <remarks>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">Directional Animation Sets</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalAnimationSet8
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///
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[CreateAssetMenu(menuName = Strings.MenuPrefix + "Directional Animation Set/8 Directions", order = Strings.AssetMenuOrder + 11)]
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[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(DirectionalAnimationSet8))]
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public class DirectionalAnimationSet8 : DirectionalAnimationSet
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{
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/************************************************************************************************************************/
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[SerializeField]
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private AnimationClip _UpRight;
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/// <summary>[<see cref="SerializeField"/>] The animation facing diagonally up-right ~(0.7, 0.7).</summary>
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/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
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public AnimationClip UpRight
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{
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get => _UpRight;
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set
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{
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AssertCanSetClips();
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_UpRight = value;
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AnimancerUtilities.SetDirty(this);
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}
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}
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/************************************************************************************************************************/
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[SerializeField]
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private AnimationClip _DownRight;
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/// <summary>[<see cref="SerializeField"/>] The animation facing diagonally down-right ~(0.7, -0.7).</summary>
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/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
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public AnimationClip DownRight
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{
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get => _DownRight;
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set
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{
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AssertCanSetClips();
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_DownRight = value;
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AnimancerUtilities.SetDirty(this);
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}
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}
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/************************************************************************************************************************/
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[SerializeField]
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private AnimationClip _DownLeft;
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/// <summary>[<see cref="SerializeField"/>] The animation facing diagonally down-left ~(-0.7, -0.7).</summary>
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/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
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public AnimationClip DownLeft
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{
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get => _DownLeft;
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set
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{
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AssertCanSetClips();
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_DownLeft = value;
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AnimancerUtilities.SetDirty(this);
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}
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}
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/************************************************************************************************************************/
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[SerializeField]
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private AnimationClip _UpLeft;
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/// <summary>[<see cref="SerializeField"/>] The animation facing diagonally up-left ~(-0.7, 0.7).</summary>
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/// <exception cref="ArgumentException"><see cref="AllowSetClips"/> was not called before setting this value.</exception>
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public AnimationClip UpLeft
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{
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get => _UpLeft;
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set
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{
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AssertCanSetClips();
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_UpLeft = value;
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AnimancerUtilities.SetDirty(this);
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}
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}
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/************************************************************************************************************************/
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/// <summary>Returns the animation closest to the specified `direction`.</summary>
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public override AnimationClip GetClip(Vector2 direction)
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{
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var angle = Mathf.Atan2(direction.y, direction.x);
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var octant = Mathf.RoundToInt(8 * angle / (2 * Mathf.PI) + 8) % 8;
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switch (octant)
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{
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case 0: return Right;
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case 1: return _UpRight;
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case 2: return Up;
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case 3: return _UpLeft;
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case 4: return Left;
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case 5: return _DownLeft;
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case 6: return Down;
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case 7: return _DownRight;
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default: throw new ArgumentOutOfRangeException("Invalid octant");
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}
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}
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/************************************************************************************************************************/
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#region Directions
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/************************************************************************************************************************/
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/// <summary>Constants for each of the diagonal directions.</summary>
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/// <remarks>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">Directional Animation Sets</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/Diagonals
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///
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public static class Diagonals
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{
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/************************************************************************************************************************/
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/// <summary>1 / (Square Root of 2).</summary>
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public const float OneOverSqrt2 = 0.70710678118f;
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/// <summary>A vector with a magnitude of 1 pointing up to the right.</summary>
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/// <remarks>The value is approximately (0.7, 0.7).</remarks>
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public static Vector2 UpRight => new Vector2(OneOverSqrt2, OneOverSqrt2);
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/// <summary>A vector with a magnitude of 1 pointing down to the right.</summary>
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/// <remarks>The value is approximately (0.7, -0.7).</remarks>
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public static Vector2 DownRight => new Vector2(OneOverSqrt2, -OneOverSqrt2);
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/// <summary>A vector with a magnitude of 1 pointing down to the left.</summary>
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/// <remarks>The value is approximately (-0.7, -0.7).</remarks>
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public static Vector2 DownLeft => new Vector2(-OneOverSqrt2, -OneOverSqrt2);
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/// <summary>A vector with a magnitude of 1 pointing up to the left.</summary>
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/// <remarks>The value is approximately (-0.707, 0.707).</remarks>
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public static Vector2 UpLeft => new Vector2(-OneOverSqrt2, OneOverSqrt2);
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/************************************************************************************************************************/
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}
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/************************************************************************************************************************/
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public override int ClipCount => 8;
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/************************************************************************************************************************/
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/// <summary>Up, Right, Down, Left, or their diagonals.</summary>
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/// <remarks>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">Directional Animation Sets</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/Direction
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///
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public new enum Direction
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{
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/// <summary><see cref="Vector2.up"/>.</summary>
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Up,
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/// <summary><see cref="Vector2.right"/>.</summary>
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Right,
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/// <summary><see cref="Vector2.down"/>.</summary>
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Down,
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/// <summary><see cref="Vector2.left"/>.</summary>
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Left,
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/// <summary><see cref="Vector2"/>(0.7..., 0.7...).</summary>
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UpRight,
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/// <summary><see cref="Vector2"/>(0.7..., -0.7...).</summary>
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DownRight,
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/// <summary><see cref="Vector2"/>(-0.7..., -0.7...).</summary>
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DownLeft,
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/// <summary><see cref="Vector2"/>(-0.7..., 0.7...).</summary>
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UpLeft,
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}
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/************************************************************************************************************************/
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protected override string GetDirectionName(int direction) => ((Direction)direction).ToString();
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/************************************************************************************************************************/
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/// <summary>Returns the animation associated with the specified `direction`.</summary>
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public AnimationClip GetClip(Direction direction)
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{
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switch (direction)
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{
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case Direction.Up: return Up;
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case Direction.Right: return Right;
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case Direction.Down: return Down;
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case Direction.Left: return Left;
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case Direction.UpRight: return _UpRight;
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case Direction.DownRight: return _DownRight;
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case Direction.DownLeft: return _DownLeft;
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case Direction.UpLeft: return _UpLeft;
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default: throw AnimancerUtilities.CreateUnsupportedArgumentException(direction);
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}
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}
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public override AnimationClip GetClip(int direction) => GetClip((Direction)direction);
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/************************************************************************************************************************/
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/// <summary>Sets the animation associated with the specified `direction`.</summary>
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public void SetClip(Direction direction, AnimationClip clip)
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{
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switch (direction)
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{
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case Direction.Up: Up = clip; break;
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case Direction.Right: Right = clip; break;
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case Direction.Down: Down = clip; break;
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case Direction.Left: Left = clip; break;
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case Direction.UpRight: UpRight = clip; break;
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case Direction.DownRight: DownRight = clip; break;
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case Direction.DownLeft: DownLeft = clip; break;
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case Direction.UpLeft: UpLeft = clip; break;
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default: throw AnimancerUtilities.CreateUnsupportedArgumentException(direction);
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}
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}
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public override void SetClip(int direction, AnimationClip clip) => SetClip((Direction)direction, clip);
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/************************************************************************************************************************/
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/// <summary>Returns a vector representing the specified `direction`.</summary>
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public static Vector2 DirectionToVector(Direction direction)
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{
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switch (direction)
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{
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case Direction.Up: return Vector2.up;
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case Direction.Right: return Vector2.right;
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case Direction.Down: return Vector2.down;
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case Direction.Left: return Vector2.left;
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case Direction.UpRight: return Diagonals.UpRight;
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case Direction.DownRight: return Diagonals.DownRight;
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case Direction.DownLeft: return Diagonals.DownLeft;
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case Direction.UpLeft: return Diagonals.UpLeft;
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default: throw AnimancerUtilities.CreateUnsupportedArgumentException(direction);
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}
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}
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public override Vector2 GetDirection(int direction) => DirectionToVector((Direction)direction);
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/************************************************************************************************************************/
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/// <summary>Returns the direction closest to the specified `vector`.</summary>
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public new static Direction VectorToDirection(Vector2 vector)
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{
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var angle = Mathf.Atan2(vector.y, vector.x);
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var octant = Mathf.RoundToInt(8 * angle / (2 * Mathf.PI) + 8) % 8;
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switch (octant)
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{
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case 0: return Direction.Right;
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case 1: return Direction.UpRight;
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case 2: return Direction.Up;
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case 3: return Direction.UpLeft;
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case 4: return Direction.Left;
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case 5: return Direction.DownLeft;
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case 6: return Direction.Down;
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case 7: return Direction.DownRight;
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default: throw new ArgumentOutOfRangeException("Invalid octant");
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}
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}
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/************************************************************************************************************************/
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/// <summary>Returns a copy of the `vector` pointing in the closest direction this set type has an animation for.</summary>
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public new static Vector2 SnapVectorToDirection(Vector2 vector)
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{
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var magnitude = vector.magnitude;
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var direction = VectorToDirection(vector);
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vector = DirectionToVector(direction) * magnitude;
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return vector;
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}
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public override Vector2 Snap(Vector2 vector) => SnapVectorToDirection(vector);
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Name Based Operations
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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public override int SetClipByName(AnimationClip clip)
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{
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var name = clip.name;
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var directionCount = ClipCount;
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for (int i = directionCount - 1; i >= 0; i--)
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{
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if (name.Contains(GetDirectionName(i)))
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{
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SetClip(i, clip);
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return i;
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}
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}
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return -1;
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}
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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}
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}
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