IndieGame/client/Assets/Plugins/Animancer/Utilities/Transitions/ClipTransitionAsset.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 System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/ClipTransitionAsset
[CreateAssetMenu(menuName = Strings.MenuPrefix + "Clip Transition", order = Strings.AssetMenuOrder + 1)]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(ClipTransitionAsset))]
public class ClipTransitionAsset : AnimancerTransitionAsset<ClipTransition>
{
/// <inheritdoc/>
[Serializable]
public new class UnShared :
UnShared<ClipTransitionAsset, ClipTransition, ClipState>,
ClipState.ITransition
{ }
}
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/ClipTransition
[Serializable]
public class ClipTransition : AnimancerTransition<ClipState>,
ClipState.ITransition, IMotion, IAnimationClipCollection, ICopyable<ClipTransition>
{
/************************************************************************************************************************/
/// <summary>The name of the serialized backing field of <see cref="Clip"/>.</summary>
public const string ClipFieldName = nameof(_Clip);
[SerializeField, Tooltip("The animation to play")]
private AnimationClip _Clip;
/// <summary>[<see cref="SerializeField"/>] The animation to play.</summary>
public AnimationClip Clip
{
get => _Clip;
set
{
#if UNITY_ASSERTIONS
if (value != null)
Validate.AssertNotLegacy(value);
#endif
_Clip = value;
}
}
/// <inheritdoc/>
public override Object MainObject => _Clip;
/// <summary>Returns the <see cref="Clip"/> to use as the <see cref="AnimancerState.Key"/>.</summary>
public override object Key => _Clip;
/************************************************************************************************************************/
[SerializeField]
[Tooltip(Strings.Tooltips.OptionalSpeed)]
[AnimationSpeed]
[DefaultValue(1f, -1f)]
private float _Speed = 1;
/// <inheritdoc/>
public override float Speed
{
get => _Speed;
set => _Speed = value;
}
/************************************************************************************************************************/
[SerializeField]
[Tooltip(Strings.Tooltips.NormalizedStartTime)]
[AnimationTime(AnimationTimeAttribute.Units.Normalized)]
[DefaultValue(float.NaN, 0f)]
private float _NormalizedStartTime = float.NaN;
/// <inheritdoc/>
public override float NormalizedStartTime
{
get => _NormalizedStartTime;
set => _NormalizedStartTime = value;
}
/// <summary>
/// If this transition will set the <see cref="AnimancerState.Time"/>, then it needs to use
/// <see cref="FadeMode.FromStart"/>.
/// </summary>
public override FadeMode FadeMode => float.IsNaN(_NormalizedStartTime) ? FadeMode.FixedSpeed : FadeMode.FromStart;
/************************************************************************************************************************/
/// <summary>
/// The length of the <see cref="Clip"/> (in seconds), accounting for the <see cref="NormalizedStartTime"/> and
/// <see cref="AnimancerEvent.Sequence.NormalizedEndTime"/> (but not <see cref="Speed"/>).
/// </summary>
public virtual float Length
{
get
{
if (!IsValid)
return 0;
var normalizedEndTime = Events.NormalizedEndTime;
normalizedEndTime = !float.IsNaN(normalizedEndTime)
? normalizedEndTime
: AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(_Speed);
var normalizedStartTime = !float.IsNaN(_NormalizedStartTime)
? _NormalizedStartTime
: AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(_Speed);
return _Clip.length * (normalizedEndTime - normalizedStartTime);
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override bool IsValid => _Clip != null && !_Clip.legacy;
/// <summary>[<see cref="ITransitionDetailed"/>] Is the <see cref="Clip"/> looping?</summary>
public override bool IsLooping => _Clip != null && _Clip.isLooping;
/// <inheritdoc/>
public override float MaximumDuration => _Clip != null ? _Clip.length : 0;
/// <inheritdoc/>
public virtual float AverageAngularSpeed => _Clip != null ? _Clip.averageAngularSpeed : default;
/// <inheritdoc/>
public virtual Vector3 AverageVelocity => _Clip != null ? _Clip.averageSpeed : default;
/************************************************************************************************************************/
/// <inheritdoc/>
public override ClipState CreateState()
{
#if UNITY_ASSERTIONS
if (_Clip == null)
throw new ArgumentException(
$"Unable to create {nameof(ClipState)} because the {nameof(ClipTransition)}.{nameof(Clip)} is null.");
#endif
return State = new ClipState(_Clip);
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void Apply(AnimancerState state)
{
ApplyDetails(state, _Speed, _NormalizedStartTime);
base.Apply(state);
}
/************************************************************************************************************************/
/// <summary>[<see cref="IAnimationClipCollection"/>] Adds the <see cref="Clip"/> to the collection.</summary>
public virtual void GatherAnimationClips(ICollection<AnimationClip> clips) => clips.Gather(_Clip);
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void CopyFrom(ClipTransition copyFrom)
{
CopyFrom((AnimancerTransition<ClipState>)copyFrom);
if (copyFrom == null)
{
_Clip = default;
_Speed = 1;
_NormalizedStartTime = float.NaN;
return;
}
_Clip = copyFrom._Clip;
_Speed = copyFrom._Speed;
_NormalizedStartTime = copyFrom._NormalizedStartTime;
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <inheritdoc/>
[UnityEditor.CustomPropertyDrawer(typeof(ClipTransition), true)]
public class Drawer : Editor.TransitionDrawer
{
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="Drawer"/>.</summary>
public Drawer() : base(ClipFieldName) { }
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}