IndieGame/client/Assets/Plugins/Animancer/Utilities/Animation Jobs/AnimatedProperty.cs

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2024-10-11 10:12:15 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using UnityEngine;
using UnityEngine.Animations;
using Unity.Collections;
namespace Animancer
{
/// <summary>[Pro-Only]
/// A base wrapper which allows access to the value of properties that are controlled by animations.
/// </summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/ik#animated-properties">Animated Properties</see>
/// </remarks>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/jobs">Animation Jobs</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer/AnimatedProperty_2
///
public abstract class AnimatedProperty<TJob, TValue> : AnimancerJob<TJob>, IDisposable
where TJob : struct, IAnimationJob
where TValue : struct
{
/************************************************************************************************************************/
/// <summary>The properties wrapped by this object.</summary>
protected NativeArray<PropertyStreamHandle> _Properties;
/// <summary>The value of each of the <see cref="_Properties"/> from the most recent update.</summary>
protected NativeArray<TValue> _Values;
/************************************************************************************************************************/
#region Initialization
/************************************************************************************************************************/
/// <summary>
/// Allocates room for a specified number of properties to be filled by
/// <see cref="InitializeProperty(int, Transform, Type, string)"/>.
/// </summary>
public AnimatedProperty(IAnimancerComponent animancer, int propertyCount,
NativeArrayOptions options = NativeArrayOptions.ClearMemory)
{
_Properties = new NativeArray<PropertyStreamHandle>(propertyCount, Allocator.Persistent, options);
_Values = new NativeArray<TValue>(propertyCount, Allocator.Persistent);
CreateJob();
var playable = animancer.Playable;
CreatePlayable(playable);
playable.Disposables.Add(this);
}
/// <summary>Initializes a single property.</summary>
public AnimatedProperty(IAnimancerComponent animancer, string propertyName)
: this(animancer, 1, NativeArrayOptions.UninitializedMemory)
{
var animator = animancer.Animator;
_Properties[0] = animator.BindStreamProperty(animator.transform, typeof(Animator), propertyName);
}
/// <summary>Initializes a group of properties.</summary>
public AnimatedProperty(IAnimancerComponent animancer, params string[] propertyNames)
: this(animancer, propertyNames.Length, NativeArrayOptions.UninitializedMemory)
{
var count = propertyNames.Length;
var animator = animancer.Animator;
var transform = animator.transform;
for (int i = 0; i < count; i++)
InitializeProperty(animator, i, transform, typeof(Animator), propertyNames[i]);
}
/************************************************************************************************************************/
/// <summary>Initializes a property on the target <see cref="Animator"/>.</summary>
public void InitializeProperty(Animator animator, int index, string name)
=> InitializeProperty(animator, index, animator.transform, typeof(Animator), name);
/// <summary>Initializes the specified `index` to read a property with the specified `name`.</summary>
public void InitializeProperty(Animator animator, int index, Transform transform, Type type, string name)
=> _Properties[index] = animator.BindStreamProperty(transform, type, name);
/************************************************************************************************************************/
/// <summary>Creates and assigns the <see cref="AnimancerJob._Job"/>.</summary>
protected abstract void CreateJob();
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Accessors
/************************************************************************************************************************/
/// <summary>Returns the value of the first property.</summary>
public TValue Value => this[0];
/// <summary>Returns the value of the first property.</summary>
public static implicit operator TValue(AnimatedProperty<TJob, TValue> properties) => properties[0];
/************************************************************************************************************************/
/// <summary>Returns the value of the property at the specified `index`.</summary>
/// <remarks>This method is identical to <see cref="this[int]"/>.</remarks>
public TValue GetValue(int index) => _Values[index];
/// <summary>Returns the value of the property at the specified `index`.</summary>
/// <remarks>This indexer is identical to <see cref="GetValue(int)"/>.</remarks>
public TValue this[int index] => _Values[index];
/************************************************************************************************************************/
/// <summary>Resizes the `values` if necessary and copies the value of each property into it.</summary>
public void GetValues(ref TValue[] values)
{
AnimancerUtilities.SetLength(ref values, _Values.Length);
_Values.CopyTo(values);
}
/// <summary>Returns a new array containing the values of all properties.</summary>
/// <remarks>Use <see cref="GetValues(ref TValue[])"/> to avoid allocating a new array every call.</remarks>
public TValue[] GetValues()
{
var values = new TValue[_Values.Length];
_Values.CopyTo(values);
return values;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
void IDisposable.Dispose() => Dispose();
/// <summary>Cleans up the <see cref="NativeArray{T}"/>s.</summary>
/// <remarks>Called by <see cref="AnimancerPlayable.OnPlayableDestroy"/>.</remarks>
protected virtual void Dispose()
{
if (_Properties.IsCreated)
{
_Properties.Dispose();
_Values.Dispose();
}
}
/// <summary>Destroys the <see cref="_Playable"/> and restores the graph connection it was intercepting.</summary>
public override void Destroy()
{
Dispose();
base.Destroy();
}
/************************************************************************************************************************/
}
}