124 lines
5.5 KiB
C#
124 lines
5.5 KiB
C#
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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using System.Collections.Generic;
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>A system for synchronizing the <see cref="AnimancerState.NormalizedTime"/> of certain animations.</summary>
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/// <example>
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/// <list type="number">
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/// <item>Store a <see cref="TimeSynchronizer{T}"/> in a field.</item>
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/// <item>Call any of the <see cref="StoreTime(AnimancerState)"/> methods before playing a new animation.</item>
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/// <item>Then call any of the <see cref="SyncTime(AnimancerState, T, float)"/> methods after playing the animation.</item>
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/// </list>
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/// Example: <see href="https://kybernetik.com.au/animancer/docs/examples/directional-sprites/character#synchronization">Character Controller -> Synchronization</see>
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/// <code>
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/// public enum AnimationType
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/// {
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/// None,
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/// Movement,
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/// }
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///
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/// [SerializeField] private AnimancerComponent _Animancer;
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///
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/// private readonly TimeSynchronizer<AnimationType>
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/// TimeSynchronizer = new TimeSynchronizer<AnimationType>();
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///
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/// public AnimancerState Play(AnimationClip clip, AnimationType type)
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/// {
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/// TimeSynchronizer.StoreTime(_Animancer);
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/// var state = _Animancer.Play(clip);
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/// TimeSynchronizer.SyncTime(state, type);
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/// return state;
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/// }
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/// </code>
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/// </example>
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/// https://kybernetik.com.au/animancer/api/Animancer/TimeSynchronizer_1
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///
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public class TimeSynchronizer<T>
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{
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/************************************************************************************************************************/
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/// <summary>The group that the current animation is in.</summary>
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public T CurrentGroup { get; set; }
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/// <summary>Should synchronization be applied when the <see cref="CurrentGroup"/> is at its default value?</summary>
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/// <remarks>This is false by default so that the default group represents "ungrouped".</remarks>
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public bool SynchronizeDefaultGroup { get; set; }
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/// <summary>The stored <see cref="AnimancerState.NormalizedTimeD"/>.</summary>
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public double NormalizedTime { get; set; }
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/************************************************************************************************************************/
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/// <summary>Creates a new <see cref="TimeSynchronizer{T}"/>.</summary>
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public TimeSynchronizer()
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{ }
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/// <summary>Creates a new <see cref="TimeSynchronizer{T}"/>.</summary>
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public TimeSynchronizer(T group, bool synchronizeDefaultGroup = false)
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{
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CurrentGroup = group;
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SynchronizeDefaultGroup = synchronizeDefaultGroup;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Stores the <see cref="AnimancerState.NormalizedTimeD"/> of the <see cref="AnimancerLayer.CurrentState"/>.
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/// </summary>
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public void StoreTime(AnimancerLayer layer)
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=> StoreTime(layer.CurrentState);
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/// <summary>Stores the <see cref="AnimancerState.NormalizedTimeD"/> of the `state`.</summary>
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public void StoreTime(AnimancerState state)
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=> NormalizedTime = state != null ? state.NormalizedTimeD : 0;
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/************************************************************************************************************************/
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/// <summary>
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/// Applies the <see cref="NormalizedTime"/> to the <see cref="AnimancerLayer.CurrentState"/> if the `group`
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/// matches the <see cref="CurrentGroup"/>.
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/// </summary>
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public bool SyncTime(AnimancerLayer layer, T group)
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=> SyncTime(layer.CurrentState, group, Time.deltaTime);
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/// <summary>
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/// Applies the <see cref="NormalizedTime"/> to the <see cref="AnimancerLayer.CurrentState"/> if the `group`
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/// matches the <see cref="CurrentGroup"/>.
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/// </summary>
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public bool SyncTime(AnimancerLayer layer, T group, float deltaTime)
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=> SyncTime(layer.CurrentState, group, deltaTime);
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/// <summary>
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/// Applies the <see cref="NormalizedTime"/> to the `state` if the `group` matches the
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/// <see cref="CurrentGroup"/>.
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/// </summary>
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public bool SyncTime(AnimancerState state, T group)
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=> SyncTime(state, group, Time.deltaTime);
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/// <summary>
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/// Applies the <see cref="NormalizedTime"/> to the `state` if the `group` matches the
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/// <see cref="CurrentGroup"/>.
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/// </summary>
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public bool SyncTime(AnimancerState state, T group, float deltaTime)
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{
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if (state == null ||
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!EqualityComparer<T>.Default.Equals(CurrentGroup, group) ||
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(!SynchronizeDefaultGroup && EqualityComparer<T>.Default.Equals(default, group)))
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{
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CurrentGroup = group;
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return false;
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}
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// Setting the Time forces it to stay at that value after the next animation update.
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// But we actually want it to keep playing, so we need to add deltaTime manually.
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state.TimeD = NormalizedTime * state.Length + deltaTime * state.EffectiveSpeed;
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return true;
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}
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/************************************************************************************************************************/
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}
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}
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