IndieGame/client/Assets/Plugins/Animancer/HybridAnimancerComponent.cs

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2024-10-11 10:12:15 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#if ! UNITY_EDITOR
#pragma warning disable CS0618 // Type or member is obsolete (for ControllerState in Animancer Lite).
#endif
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace Animancer
{
/// <summary>[Pro-Only]
/// A <see cref="NamedAnimancerComponent"/> which plays a main <see cref="RuntimeAnimatorController"/> with the
/// ability to play other individual <see cref="AnimationClip"/>s separately.
/// </summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/animator-controllers#hybrid">Hybrid</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/HybridAnimancerComponent
///
#if !UNITY_EDITOR
[System.Obsolete(Validate.ProOnlyMessage)]
#endif
[AddComponentMenu(Strings.MenuPrefix + "Hybrid Animancer Component")]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(HybridAnimancerComponent))]
public class HybridAnimancerComponent : NamedAnimancerComponent
{
/************************************************************************************************************************/
#region Controller
/************************************************************************************************************************/
[SerializeField, Tooltip("The main Animator Controller that this object will play")]
private ControllerTransition _Controller;
/// <summary>[<see cref="SerializeField"/>]
/// The transition containing the main <see cref="RuntimeAnimatorController"/> that this object plays.
/// </summary>
public ref ControllerTransition Controller => ref _Controller;
/************************************************************************************************************************/
/// <summary>
/// Transitions to the <see cref="Controller"/> over its specified
/// <see cref="AnimancerTransition{TState}.FadeDuration"/> and returns the
/// <see cref="AnimancerTransition{TState}.State"/>.
/// </summary>
public ControllerState PlayController()
{
if (!_Controller.IsValid())
return null;
Play(_Controller);
return _Controller.State;
}
/************************************************************************************************************************/
/// <summary>The <see cref="Playable"/> of the <see cref="ControllerState"/>.</summary>
public AnimatorControllerPlayable ControllerPlayable
=> _Controller.State.Playable;
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Initialization
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only]
/// Sets <see cref="PlayAutomatically"/> = false by default so that <see cref="OnEnable"/> will play the
/// <see cref="Controller"/> instead of the first animation in the
/// <see cref="NamedAnimancerComponent.Animations"/> array.
/// </summary>
/// <remarks>
/// Called by the Unity Editor when this component is first added (in Edit Mode) and whenever the Reset command
/// is executed from its context menu.
/// </remarks>
protected override void Reset()
{
base.Reset();
if (Animator != null)
{
Controller = Animator.runtimeAnimatorController;
Animator.runtimeAnimatorController = null;
}
PlayAutomatically = false;
}
#endif
/************************************************************************************************************************/
/// <summary>
/// Plays the <see cref="Controller"/> if <see cref="PlayAutomatically"/> is false (otherwise it plays the
/// first animation in the <see cref="NamedAnimancerComponent.Animations"/> array).
/// </summary>
protected override void OnEnable()
{
if (!TryGetAnimator())
return;
PlayController();
base.OnEnable();
#if UNITY_ASSERTIONS
if (Animator != null && Animator.runtimeAnimatorController != null)
OptionalWarning.NativeControllerHybrid.Log($"An Animator Controller is assigned to the" +
$" {nameof(Animator)} component while also using a {nameof(HybridAnimancerComponent)}." +
$" Most likely only one of them is being used so the other should be removed." +
$" See the documentation for more information: {Strings.DocsURLs.AnimatorControllers}", this);
#endif
}
/************************************************************************************************************************/
/// <summary>
/// Sets <see cref="AnimancerPlayable.KeepChildrenConnected"/> to <c>true</c> in order to avoid some
/// undesirable behaviours caused by disconnecting <see cref="AnimatorControllerPlayable"/>s from the graph.
/// </summary>
protected override void OnInitializePlayable()
{
base.OnInitializePlayable();
Playable.KeepChildrenConnected = true;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void GatherAnimationClips(ICollection<AnimationClip> clips)
{
base.GatherAnimationClips(clips);
clips.GatherFromSource(_Controller);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Animator Wrappers
/************************************************************************************************************************/
#region Properties
/************************************************************************************************************************/
/// <summary><see cref="AnimancerPlayable.Graph"/></summary>
public PlayableGraph playableGraph => Playable.Graph;
/// <summary><see cref="Controller"/></summary>
public RuntimeAnimatorController runtimeAnimatorController
{
get => Controller.Controller;
set => Controller.Controller = value;
}
/// <summary>[Warning] <see cref="HybridAnimancerComponent"/> doesn't support speed control.</summary>
/// <remarks>
/// If you don't need this feature, you can use <c>#pragma warning disable CS0618</c> to disable this warning.
/// Otherwise, check https://kybernetik.com.au/animancer/docs/manual/animator-controllers for other options.
/// </remarks>
#if UNITY_ASSERTIONS
[Obsolete(nameof(HybridAnimancerComponent) + " doesn't support speed control." +
" If you don't need this feature, you can use `#pragma warning disable CS0618` to disable this warning." +
" Otherwise, check " + Strings.DocsURLs.AnimatorControllers + " for other options.")]
#endif
public float speed
{
get => Animator.speed;
set => Animator.speed = value;
}
/************************************************************************************************************************/
// Root Motion.
/************************************************************************************************************************/
/// <summary><see cref="Animator.applyRootMotion"/></summary>
public bool applyRootMotion
{
get => Animator.applyRootMotion;
set => Animator.applyRootMotion = value;
}
/// <summary><see cref="Animator.bodyRotation"/></summary>
public Quaternion bodyRotation
{
get => Animator.bodyRotation;
set => Animator.bodyRotation = value;
}
/// <summary><see cref="Animator.bodyPosition"/></summary>
public Vector3 bodyPosition
{
get => Animator.bodyPosition;
set => Animator.bodyPosition = value;
}
/// <summary><see cref="Animator.gravityWeight"/></summary>
public float gravityWeight => Animator.gravityWeight;
/// <summary><see cref="Animator.hasRootMotion"/></summary>
public bool hasRootMotion => Animator.hasRootMotion;
/// <summary><see cref="Animator.layersAffectMassCenter"/></summary>
public bool layersAffectMassCenter
{
get => Animator.layersAffectMassCenter;
set => Animator.layersAffectMassCenter = value;
}
/// <summary><see cref="Animator.pivotPosition"/></summary>
public Vector3 pivotPosition => Animator.pivotPosition;
/// <summary><see cref="Animator.pivotWeight"/></summary>
public float pivotWeight => Animator.pivotWeight;
/// <summary><see cref="Animator.rootRotation"/></summary>
public Quaternion rootRotation
{
get => Animator.rootRotation;
set => Animator.rootRotation = value;
}
/// <summary><see cref="Animator.rootPosition"/></summary>
public Vector3 rootPosition
{
get => Animator.rootPosition;
set => Animator.rootPosition = value;
}
/// <summary><see cref="Animator.angularVelocity"/></summary>
public Vector3 angularVelocity => Animator.angularVelocity;
/// <summary><see cref="Animator.velocity"/></summary>
public Vector3 velocity => Animator.velocity;
/// <summary><see cref="Animator.deltaRotation"/></summary>
public Quaternion deltaRotation => Animator.deltaRotation;
/// <summary><see cref="Animator.deltaPosition"/></summary>
public Vector3 deltaPosition => Animator.deltaPosition;
/// <summary><see cref="Animator.ApplyBuiltinRootMotion"/></summary>
public void ApplyBuiltinRootMotion() => Animator.ApplyBuiltinRootMotion();
/************************************************************************************************************************/
// Feet.
/************************************************************************************************************************/
/// <summary><see cref="Animator.feetPivotActive"/></summary>
public float feetPivotActive
{
get => Animator.feetPivotActive;
set => Animator.feetPivotActive = value;
}
/// <summary><see cref="Animator.stabilizeFeet"/></summary>
public bool stabilizeFeet
{
get => Animator.stabilizeFeet;
set => Animator.stabilizeFeet = value;
}
/// <summary><see cref="Animator.rightFeetBottomHeight"/></summary>
public float rightFeetBottomHeight => Animator.rightFeetBottomHeight;
/// <summary><see cref="Animator.leftFeetBottomHeight"/></summary>
public float leftFeetBottomHeight => Animator.leftFeetBottomHeight;
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Cross Fade
/************************************************************************************************************************/
/// <summary>Starts a transition from the current state to the specified state using normalized times.</summary>
/// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
public void CrossFade(
int stateNameHash,
float fadeDuration = ControllerState.DefaultFadeDuration,
int layer = -1,
float normalizedTime = float.NegativeInfinity)
{
fadeDuration = ControllerState.GetFadeDuration(fadeDuration);
var controllerState = PlayController();
controllerState.Playable.CrossFade(stateNameHash, fadeDuration, layer, normalizedTime);
}
/************************************************************************************************************************/
/// <summary>Starts a transition from the current state to the specified state using normalized times.</summary>
/// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
public AnimancerState CrossFade(
string stateName,
float fadeDuration = ControllerState.DefaultFadeDuration,
int layer = -1,
float normalizedTime = float.NegativeInfinity)
{
fadeDuration = ControllerState.GetFadeDuration(fadeDuration);
if (States.TryGet(name, out var state))
{
Play(state, fadeDuration);
if (layer >= 0)
state.LayerIndex = layer;
if (normalizedTime != float.NegativeInfinity)
state.NormalizedTime = normalizedTime;
return state;
}
else
{
var controllerState = PlayController();
controllerState.Playable.CrossFade(stateName, fadeDuration, layer, normalizedTime);
return controllerState;
}
}
/************************************************************************************************************************/
/// <summary>Starts a transition from the current state to the specified state using times in seconds.</summary>
/// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
public void CrossFadeInFixedTime(
int stateNameHash,
float fadeDuration = ControllerState.DefaultFadeDuration,
int layer = -1,
float fixedTime = 0)
{
fadeDuration = ControllerState.GetFadeDuration(fadeDuration);
var controllerState = PlayController();
controllerState.Playable.CrossFadeInFixedTime(stateNameHash, fadeDuration, layer, fixedTime);
}
/************************************************************************************************************************/
/// <summary>Starts a transition from the current state to the specified state using times in seconds.</summary>
/// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
public AnimancerState CrossFadeInFixedTime(
string stateName,
float fadeDuration = ControllerState.DefaultFadeDuration,
int layer = -1,
float fixedTime = 0)
{
fadeDuration = ControllerState.GetFadeDuration(fadeDuration);
if (States.TryGet(name, out var state))
{
Play(state, fadeDuration);
if (layer >= 0)
state.LayerIndex = layer;
state.Time = fixedTime;
return state;
}
else
{
var controllerState = PlayController();
controllerState.Playable.CrossFadeInFixedTime(stateName, fadeDuration, layer, fixedTime);
return controllerState;
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Play
/************************************************************************************************************************/
/// <summary>Plays the specified state immediately, starting from a particular normalized time.</summary>
public void Play(
int stateNameHash,
int layer = -1,
float normalizedTime = float.NegativeInfinity)
{
var controllerState = PlayController();
controllerState.Playable.Play(stateNameHash, layer, normalizedTime);
}
/************************************************************************************************************************/
/// <summary>Plays the specified state immediately, starting from a particular normalized time.</summary>
public AnimancerState Play(
string stateName,
int layer = -1,
float normalizedTime = float.NegativeInfinity)
{
if (States.TryGet(name, out var state))
{
Play(state);
if (layer >= 0)
state.LayerIndex = layer;
if (normalizedTime != float.NegativeInfinity)
state.NormalizedTime = normalizedTime;
return state;
}
else
{
var controllerState = PlayController();
controllerState.Playable.Play(stateName, layer, normalizedTime);
return controllerState;
}
}
/************************************************************************************************************************/
/// <summary>Plays the specified state immediately, starting from a particular time (in seconds).</summary>
public void PlayInFixedTime(
int stateNameHash,
int layer = -1,
float fixedTime = 0)
{
var controllerState = PlayController();
controllerState.Playable.PlayInFixedTime(stateNameHash, layer, fixedTime);
}
/************************************************************************************************************************/
/// <summary>Plays the specified state immediately, starting from a particular time (in seconds).</summary>
public AnimancerState PlayInFixedTime(
string stateName,
int layer = -1,
float fixedTime = 0)
{
if (States.TryGet(name, out var state))
{
Play(state);
if (layer >= 0)
state.LayerIndex = layer;
state.Time = fixedTime;
return state;
}
else
{
var controllerState = PlayController();
controllerState.Playable.PlayInFixedTime(stateName, layer, fixedTime);
return controllerState;
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Parameters
/************************************************************************************************************************/
/// <summary>Gets the value of the specified boolean parameter.</summary>
public bool GetBool(int id) => ControllerPlayable.GetBool(id);
/// <summary>Gets the value of the specified boolean parameter.</summary>
public bool GetBool(string name) => ControllerPlayable.GetBool(name);
/// <summary>Sets the value of the specified boolean parameter.</summary>
public void SetBool(int id, bool value) => ControllerPlayable.SetBool(id, value);
/// <summary>Sets the value of the specified boolean parameter.</summary>
public void SetBool(string name, bool value) => ControllerPlayable.SetBool(name, value);
/// <summary>Gets the value of the specified float parameter.</summary>
public float GetFloat(int id) => ControllerPlayable.GetFloat(id);
/// <summary>Gets the value of the specified float parameter.</summary>
public float GetFloat(string name) => ControllerPlayable.GetFloat(name);
/// <summary>Sets the value of the specified float parameter.</summary>
public void SetFloat(int id, float value) => ControllerPlayable.SetFloat(id, value);
/// <summary>Sets the value of the specified float parameter.</summary>
public void SetFloat(string name, float value) => ControllerPlayable.SetFloat(name, value);
/// <summary>Sets the value of the specified float parameter with smoothing.</summary>
public float SetFloat(string name, float value, float dampTime, float deltaTime, float maxSpeed = float.PositiveInfinity)
=> _Controller.State.SetFloat(name, value, dampTime, deltaTime, maxSpeed);
/// <summary>Sets the value of the specified float parameter with smoothing.</summary>
public float SetFloat(int id, float value, float dampTime, float deltaTime, float maxSpeed = float.PositiveInfinity)
=> _Controller.State.SetFloat(name, value, dampTime, deltaTime, maxSpeed);
/// <summary>Gets the value of the specified integer parameter.</summary>
public int GetInteger(int id) => ControllerPlayable.GetInteger(id);
/// <summary>Gets the value of the specified integer parameter.</summary>
public int GetInteger(string name) => ControllerPlayable.GetInteger(name);
/// <summary>Sets the value of the specified integer parameter.</summary>
public void SetInteger(int id, int value) => ControllerPlayable.SetInteger(id, value);
/// <summary>Sets the value of the specified integer parameter.</summary>
public void SetInteger(string name, int value) => ControllerPlayable.SetInteger(name, value);
/// <summary>Sets the specified trigger parameter to true.</summary>
public void SetTrigger(int id) => ControllerPlayable.SetTrigger(id);
/// <summary>Sets the specified trigger parameter to true.</summary>
public void SetTrigger(string name) => ControllerPlayable.SetTrigger(name);
/// <summary>Resets the specified trigger parameter to false.</summary>
public void ResetTrigger(int id) => ControllerPlayable.ResetTrigger(id);
/// <summary>Resets the specified trigger parameter to false.</summary>
public void ResetTrigger(string name) => ControllerPlayable.ResetTrigger(name);
/// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
public bool IsParameterControlledByCurve(int id) => ControllerPlayable.IsParameterControlledByCurve(id);
/// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
public bool IsParameterControlledByCurve(string name) => ControllerPlayable.IsParameterControlledByCurve(name);
/// <summary>Gets the details of one of the <see cref="Controller"/>'s parameters.</summary>
public AnimatorControllerParameter GetParameter(int index) => ControllerPlayable.GetParameter(index);
/// <summary>Gets the number of parameters in the <see cref="Controller"/>.</summary>
public int GetParameterCount() => ControllerPlayable.GetParameterCount();
/************************************************************************************************************************/
/// <summary>The number of parameters in the <see cref="Controller"/>.</summary>
public int parameterCount => ControllerPlayable.GetParameterCount();
/// <summary>The parameters in the <see cref="Controller"/>.</summary>
/// <remarks>
/// This property allocates a new array when first accessed. To avoid that, you can use
/// <see cref="GetParameterCount"/> and <see cref="GetParameter"/> instead.
/// </remarks>
public AnimatorControllerParameter[] parameters => _Controller.State.parameters;
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Other
/************************************************************************************************************************/
// Clips.
/************************************************************************************************************************/
/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex = 0) => ControllerPlayable.GetCurrentAnimatorClipInfo(layerIndex);
/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => ControllerPlayable.GetCurrentAnimatorClipInfo(layerIndex, clips);
/// <summary>Gets the number of <see cref="AnimationClip"/>s currently being played.</summary>
public int GetCurrentAnimatorClipInfoCount(int layerIndex = 0) => ControllerPlayable.GetCurrentAnimatorClipInfoCount(layerIndex);
/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex = 0) => ControllerPlayable.GetNextAnimatorClipInfo(layerIndex);
/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => ControllerPlayable.GetNextAnimatorClipInfo(layerIndex, clips);
/// <summary>Gets the number of <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
public int GetNextAnimatorClipInfoCount(int layerIndex = 0) => ControllerPlayable.GetNextAnimatorClipInfoCount(layerIndex);
/************************************************************************************************************************/
// Humanoid.
/************************************************************************************************************************/
/// <summary><see cref="Animator.humanScale"/></summary>
public float humanScale => Animator.humanScale;
/// <summary><see cref="Animator.isHuman"/></summary>
public bool isHuman => Animator.isHuman;
/// <summary><see cref="Animator.GetBoneTransform"/></summary>
public Transform GetBoneTransform(HumanBodyBones humanBoneId) => Animator.GetBoneTransform(humanBoneId);
/// <summary><see cref="Animator.SetBoneLocalRotation"/></summary>
public void SetBoneLocalRotation(HumanBodyBones humanBoneId, Quaternion rotation) => Animator.SetBoneLocalRotation(humanBoneId, rotation);
/************************************************************************************************************************/
// Layers.
/************************************************************************************************************************/
/// <summary>Gets the number of layers in the <see cref="Controller"/>.</summary>
public int GetLayerCount() => ControllerPlayable.GetLayerCount();
/// <summary>The number of layers in the <see cref="Controller"/>.</summary>
public int layerCount => ControllerPlayable.GetLayerCount();
/// <summary>Gets the index of the layer with the specified name.</summary>
public int GetLayerIndex(string layerName) => ControllerPlayable.GetLayerIndex(layerName);
/// <summary>Gets the name of the layer with the specified index.</summary>
public string GetLayerName(int layerIndex) => ControllerPlayable.GetLayerName(layerIndex);
/// <summary>Gets the weight of the layer at the specified index.</summary>
public float GetLayerWeight(int layerIndex) => ControllerPlayable.GetLayerWeight(layerIndex);
/// <summary>Sets the weight of the layer at the specified index.</summary>
public void SetLayerWeight(int layerIndex, float weight) => ControllerPlayable.SetLayerWeight(layerIndex, weight);
/************************************************************************************************************************/
// StateMachineBehaviours.
/************************************************************************************************************************/
/// <summary><see cref="Animator.GetBehaviour{T}()"/></summary>
public T GetBehaviour<T>() where T : StateMachineBehaviour => Animator.GetBehaviour<T>();
/// <summary><see cref="Animator.GetBehaviours{T}()"/></summary>
public T[] GetBehaviours<T>() where T : StateMachineBehaviour => Animator.GetBehaviours<T>();
/// <summary><see cref="Animator.GetBehaviours"/></summary>
public StateMachineBehaviour[] GetBehaviours(int fullPathHash, int layerIndex) => Animator.GetBehaviours(fullPathHash, layerIndex);
/************************************************************************************************************************/
// States.
/************************************************************************************************************************/
/// <summary>Returns information about the current state.</summary>
public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex = 0) => ControllerPlayable.GetCurrentAnimatorStateInfo(layerIndex);
/// <summary>Returns information about the next state being transitioned towards.</summary>
public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex = 0) => ControllerPlayable.GetNextAnimatorStateInfo(layerIndex);
/// <summary>Indicates whether the specified layer contains the specified state.</summary>
public bool HasState(int layerIndex, int stateID) => ControllerPlayable.HasState(layerIndex, stateID);
/************************************************************************************************************************/
// Transitions.
/************************************************************************************************************************/
/// <summary>Indicates whether the specified layer is currently executing a transition.</summary>
public bool IsInTransition(int layerIndex = 0) => ControllerPlayable.IsInTransition(layerIndex);
/// <summary>Gets information about the current transition.</summary>
public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex = 0) => ControllerPlayable.GetAnimatorTransitionInfo(layerIndex);
/************************************************************************************************************************/
// Other.
/************************************************************************************************************************/
/// <summary><see cref="Animator.avatar"/></summary>
public Avatar avatar
{
get => Animator.avatar;
set => Animator.avatar = value;
}
/// <summary><see cref="Animator.cullingMode"/></summary>
public AnimatorCullingMode cullingMode
{
get => Animator.cullingMode;
set => Animator.cullingMode = value;
}
/// <summary><see cref="Animator.fireEvents"/></summary>
public bool fireEvents
{
get => Animator.fireEvents;
set => Animator.fireEvents = value;
}
/// <summary><see cref="Animator.hasBoundPlayables"/></summary>
public bool hasBoundPlayables => Animator.hasBoundPlayables;
/// <summary><see cref="Animator.hasTransformHierarchy"/></summary>
public bool hasTransformHierarchy => Animator.hasTransformHierarchy;
/// <summary><see cref="Animator.isInitialized"/></summary>
public bool isInitialized => Animator.isInitialized;
/// <summary><see cref="Animator.isOptimizable"/></summary>
public bool isOptimizable => Animator.isOptimizable;
/// <summary><see cref="Animator.logWarnings"/></summary>
public bool logWarnings
{
get => Animator.logWarnings;
set => Animator.logWarnings = value;
}
/// <summary><see cref="Animator.updateMode"/></summary>
/// <remarks>Changing this at runtime doesn't work when using the Playables API.</remarks>
public AnimatorUpdateMode updateMode
{
get => Animator.updateMode;
set => Animator.updateMode = value;
}
/************************************************************************************************************************/
#if UNITY_2022_2_OR_NEWER
/// <summary><see cref="Animator.keepAnimatorStateOnDisable"/></summary>
public bool keepAnimatorStateOnDisable
{
get => Animator.keepAnimatorStateOnDisable;
set => Animator.keepAnimatorStateOnDisable = value;
}
#else
/// <summary><see cref="Animator.keepAnimatorControllerStateOnDisable"/></summary>
public bool keepAnimatorControllerStateOnDisable
{
get => Animator.keepAnimatorControllerStateOnDisable;
set => Animator.keepAnimatorControllerStateOnDisable = value;
}
#endif
/************************************************************************************************************************/
/// <summary><see cref="Animator.Rebind"/></summary>
public void Rebind() => Animator.Rebind();
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
/// <summary>Extension methods for <see cref="HybridAnimancerComponent"/>.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer/HybridAnimancerComponentExtensions
///
public static class HybridAnimancerComponentExtensions
{
/************************************************************************************************************************/
/// <summary>
/// Advances time by the specified value (in seconds) and immediately applies the current states of all
/// animations to the animated objects.
/// </summary>
/// <remarks>
/// This is an extension method to avoid being treated as a <see cref="MonoBehaviour"/> <code>Update</code>
/// message and getting called every frame.
/// </remarks>
public static void Update(this HybridAnimancerComponent animancer, float deltaTime)
=> animancer.Evaluate(deltaTime);
/************************************************************************************************************************/
}
}