IndieGame/client/Assets/Plugins/Animancer/Utilities/Transitions/MixerTransition2DAsset.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 Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Animancer
{
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/MixerTransition2DAsset
#if !UNITY_EDITOR
[System.Obsolete(Validate.ProOnlyMessage)]
#endif
[CreateAssetMenu(menuName = Strings.MenuPrefix + "Mixer Transition/2D", order = Strings.AssetMenuOrder + 4)]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(MixerTransition2DAsset))]
public class MixerTransition2DAsset : AnimancerTransitionAsset<MixerTransition2D>
{
/// <inheritdoc/>
[Serializable]
public new class UnShared :
UnShared<MixerTransition2DAsset, MixerTransition2D, MixerState<Vector2>>,
ManualMixerState.ITransition2D
{ }
}
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer/MixerTransition2D
[Serializable]
#if ! UNITY_EDITOR
[System.Obsolete(Validate.ProOnlyMessage)]
#endif
public class MixerTransition2D : MixerTransition<MixerState<Vector2>, Vector2>,
ManualMixerState.ITransition2D, ICopyable<MixerTransition2D>
{
/************************************************************************************************************************/
/// <summary>A type of <see cref="ManualMixerState"/> that can be created by a <see cref="MixerTransition2D"/>.</summary>
public enum MixerType
{
/// <summary><see cref="CartesianMixerState"/></summary>
Cartesian,
/// <summary><see cref="DirectionalMixerState"/></summary>
Directional,
}
[SerializeField]
private MixerType _Type;
/// <summary>[<see cref="SerializeField"/>]
/// The type of <see cref="ManualMixerState"/> that this transition will create.
/// </summary>
public ref MixerType Type => ref _Type;
/************************************************************************************************************************/
/// <summary>
/// Creates and returns a new <see cref="CartesianMixerState"/> or <see cref="DirectionalMixerState"/>
/// depending on the <see cref="Type"/>.
/// </summary>
/// <remarks>
/// Note that using methods like <see cref="AnimancerPlayable.Play(ITransition)"/> will also call
/// <see cref="ITransition.Apply"/>, so if you call this method manually you may want to call that method
/// as well. Or you can just use <see cref="AnimancerUtilities.CreateStateAndApply"/>.
/// <para></para>
/// This method also assigns it as the <see cref="AnimancerTransition{TState}.State"/>.
/// </remarks>
public override MixerState<Vector2> CreateState()
{
switch (_Type)
{
case MixerType.Cartesian: State = new CartesianMixerState(); break;
case MixerType.Directional: State = new DirectionalMixerState(); break;
default: throw new ArgumentOutOfRangeException(nameof(_Type));
}
InitializeState();
return State;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void CopyFrom(MixerTransition2D copyFrom)
{
CopyFrom((MixerTransition<MixerState<Vector2>, Vector2>)copyFrom);
if (copyFrom == null)
{
_Type = default;
return;
}
_Type = copyFrom._Type;
}
/************************************************************************************************************************/
#region Drawer
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <inheritdoc/>
[CustomPropertyDrawer(typeof(MixerTransition2D), true)]
public class Drawer : MixerTransitionDrawer
{
/************************************************************************************************************************/
/// <summary>
/// Creates a new <see cref="Drawer"/> using the a wider `thresholdWidth` than usual to accomodate
/// both the X and Y values.
/// </summary>
public Drawer() : base(StandardThresholdWidth * 2 + 20) { }
/************************************************************************************************************************/
#region Threshold Calculation Functions
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void AddThresholdFunctionsToMenu(GenericMenu menu)
{
AddCalculateThresholdsFunction(menu, "From Velocity/XY", (state, threshold) =>
{
if (AnimancerUtilities.TryGetAverageVelocity(state, out var velocity))
return new Vector2(velocity.x, velocity.y);
else
return new Vector2(float.NaN, float.NaN);
});
AddCalculateThresholdsFunction(menu, "From Velocity/XZ", (state, threshold) =>
{
if (AnimancerUtilities.TryGetAverageVelocity(state, out var velocity))
return new Vector2(velocity.x, velocity.z);
else
return new Vector2(float.NaN, float.NaN);
});
AddCalculateThresholdsFunctionPerAxis(menu, "From Speed",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.magnitude : float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity X",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.x : float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity Y",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.y : float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity Z",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.z : float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Angular Speed (Rad)",
(state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed : float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Angular Speed (Deg)",
(state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed * Mathf.Rad2Deg : float.NaN);
AddPropertyModifierFunction(menu, "Initialize 4 Directions", Initialize4Directions);
AddPropertyModifierFunction(menu, "Initialize 8 Directions", Initialize8Directions);
}
/************************************************************************************************************************/
private void Initialize4Directions(SerializedProperty property)
{
var oldSpeedCount = CurrentSpeeds.arraySize;
CurrentAnimations.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 5;
CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = default;
CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up;
CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = Vector2.right;
CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.down;
CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = Vector2.left;
InitializeSpeeds(oldSpeedCount);
var type = property.FindPropertyRelative(nameof(_Type));
type.enumValueIndex = (int)MixerType.Directional;
}
/************************************************************************************************************************/
private void Initialize8Directions(SerializedProperty property)
{
var oldSpeedCount = CurrentSpeeds.arraySize;
CurrentAnimations.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 9;
CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = default;
CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up;
CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = new Vector2(1, 1);
CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.right;
CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = new Vector2(1, -1);
CurrentThresholds.GetArrayElementAtIndex(5).vector2Value = Vector2.down;
CurrentThresholds.GetArrayElementAtIndex(6).vector2Value = new Vector2(-1, -1);
CurrentThresholds.GetArrayElementAtIndex(7).vector2Value = Vector2.left;
CurrentThresholds.GetArrayElementAtIndex(8).vector2Value = new Vector2(-1, 1);
InitializeSpeeds(oldSpeedCount);
var type = property.FindPropertyRelative(nameof(_Type));
type.enumValueIndex = (int)MixerType.Directional;
}
/************************************************************************************************************************/
private void AddCalculateThresholdsFunction(GenericMenu menu, string label,
Func<Object, Vector2, Vector2> calculateThreshold)
{
var functionState = CurrentAnimations == null || CurrentThresholds == null
? Editor.MenuFunctionState.Disabled
: Editor.MenuFunctionState.Normal;
AddPropertyModifierFunction(menu, label, functionState, property =>
{
GatherSubProperties(property);
if (CurrentAnimations == null ||
CurrentThresholds == null)
return;
var count = CurrentAnimations.arraySize;
for (int i = 0; i < count; i++)
{
var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue;
if (state == null)
continue;
var threshold = CurrentThresholds.GetArrayElementAtIndex(i);
var value = calculateThreshold(state, threshold.vector2Value);
if (!Editor.AnimancerEditorUtilities.IsNaN(value))
threshold.vector2Value = value;
}
});
}
/************************************************************************************************************************/
private void AddCalculateThresholdsFunctionPerAxis(GenericMenu menu, string label,
Func<Object, float, float> calculateThreshold)
{
AddCalculateThresholdsFunction(menu, "X/" + label, 0, calculateThreshold);
AddCalculateThresholdsFunction(menu, "Y/" + label, 1, calculateThreshold);
}
private void AddCalculateThresholdsFunction(GenericMenu menu, string label, int axis,
Func<Object, float, float> calculateThreshold)
{
AddPropertyModifierFunction(menu, label, (property) =>
{
var count = CurrentAnimations.arraySize;
for (int i = 0; i < count; i++)
{
var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue;
if (state == null)
continue;
var threshold = CurrentThresholds.GetArrayElementAtIndex(i);
var value = threshold.vector2Value;
var newValue = calculateThreshold(state, value[axis]);
if (!float.IsNaN(newValue))
value[axis] = newValue;
threshold.vector2Value = value;
}
});
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endif
#endregion
/************************************************************************************************************************/
}
}