// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik // using System; using UnityEngine; namespace Animancer { /// A set of up/right/down/left animations with diagonals as well. /// /// Documentation: Directional Animation Sets /// /// https://kybernetik.com.au/animancer/api/Animancer/DirectionalAnimationSet8 /// [CreateAssetMenu(menuName = Strings.MenuPrefix + "Directional Animation Set/8 Directions", order = Strings.AssetMenuOrder + 11)] [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(DirectionalAnimationSet8))] public class DirectionalAnimationSet8 : DirectionalAnimationSet { /************************************************************************************************************************/ [SerializeField] private AnimationClip _UpRight; /// [] The animation facing diagonally up-right ~(0.7, 0.7). /// was not called before setting this value. public AnimationClip UpRight { get => _UpRight; set { AssertCanSetClips(); _UpRight = value; AnimancerUtilities.SetDirty(this); } } /************************************************************************************************************************/ [SerializeField] private AnimationClip _DownRight; /// [] The animation facing diagonally down-right ~(0.7, -0.7). /// was not called before setting this value. public AnimationClip DownRight { get => _DownRight; set { AssertCanSetClips(); _DownRight = value; AnimancerUtilities.SetDirty(this); } } /************************************************************************************************************************/ [SerializeField] private AnimationClip _DownLeft; /// [] The animation facing diagonally down-left ~(-0.7, -0.7). /// was not called before setting this value. public AnimationClip DownLeft { get => _DownLeft; set { AssertCanSetClips(); _DownLeft = value; AnimancerUtilities.SetDirty(this); } } /************************************************************************************************************************/ [SerializeField] private AnimationClip _UpLeft; /// [] The animation facing diagonally up-left ~(-0.7, 0.7). /// was not called before setting this value. public AnimationClip UpLeft { get => _UpLeft; set { AssertCanSetClips(); _UpLeft = value; AnimancerUtilities.SetDirty(this); } } /************************************************************************************************************************/ /// Returns the animation closest to the specified `direction`. public override AnimationClip GetClip(Vector2 direction) { var angle = Mathf.Atan2(direction.y, direction.x); var octant = Mathf.RoundToInt(8 * angle / (2 * Mathf.PI) + 8) % 8; switch (octant) { case 0: return Right; case 1: return _UpRight; case 2: return Up; case 3: return _UpLeft; case 4: return Left; case 5: return _DownLeft; case 6: return Down; case 7: return _DownRight; default: throw new ArgumentOutOfRangeException("Invalid octant"); } } /************************************************************************************************************************/ #region Directions /************************************************************************************************************************/ /// Constants for each of the diagonal directions. /// /// Documentation: Directional Animation Sets /// /// https://kybernetik.com.au/animancer/api/Animancer/Diagonals /// public static class Diagonals { /************************************************************************************************************************/ /// 1 / (Square Root of 2). public const float OneOverSqrt2 = 0.70710678118f; /// A vector with a magnitude of 1 pointing up to the right. /// The value is approximately (0.7, 0.7). public static Vector2 UpRight => new Vector2(OneOverSqrt2, OneOverSqrt2); /// A vector with a magnitude of 1 pointing down to the right. /// The value is approximately (0.7, -0.7). public static Vector2 DownRight => new Vector2(OneOverSqrt2, -OneOverSqrt2); /// A vector with a magnitude of 1 pointing down to the left. /// The value is approximately (-0.7, -0.7). public static Vector2 DownLeft => new Vector2(-OneOverSqrt2, -OneOverSqrt2); /// A vector with a magnitude of 1 pointing up to the left. /// The value is approximately (-0.707, 0.707). public static Vector2 UpLeft => new Vector2(-OneOverSqrt2, OneOverSqrt2); /************************************************************************************************************************/ } /************************************************************************************************************************/ public override int ClipCount => 8; /************************************************************************************************************************/ /// Up, Right, Down, Left, or their diagonals. /// /// Documentation: Directional Animation Sets /// /// https://kybernetik.com.au/animancer/api/Animancer/Direction /// public new enum Direction { /// . Up, /// . Right, /// . Down, /// . Left, /// (0.7..., 0.7...). UpRight, /// (0.7..., -0.7...). DownRight, /// (-0.7..., -0.7...). DownLeft, /// (-0.7..., 0.7...). UpLeft, } /************************************************************************************************************************/ protected override string GetDirectionName(int direction) => ((Direction)direction).ToString(); /************************************************************************************************************************/ /// Returns the animation associated with the specified `direction`. public AnimationClip GetClip(Direction direction) { switch (direction) { case Direction.Up: return Up; case Direction.Right: return Right; case Direction.Down: return Down; case Direction.Left: return Left; case Direction.UpRight: return _UpRight; case Direction.DownRight: return _DownRight; case Direction.DownLeft: return _DownLeft; case Direction.UpLeft: return _UpLeft; default: throw AnimancerUtilities.CreateUnsupportedArgumentException(direction); } } public override AnimationClip GetClip(int direction) => GetClip((Direction)direction); /************************************************************************************************************************/ /// Sets the animation associated with the specified `direction`. public void SetClip(Direction direction, AnimationClip clip) { switch (direction) { case Direction.Up: Up = clip; break; case Direction.Right: Right = clip; break; case Direction.Down: Down = clip; break; case Direction.Left: Left = clip; break; case Direction.UpRight: UpRight = clip; break; case Direction.DownRight: DownRight = clip; break; case Direction.DownLeft: DownLeft = clip; break; case Direction.UpLeft: UpLeft = clip; break; default: throw AnimancerUtilities.CreateUnsupportedArgumentException(direction); } } public override void SetClip(int direction, AnimationClip clip) => SetClip((Direction)direction, clip); /************************************************************************************************************************/ /// Returns a vector representing the specified `direction`. public static Vector2 DirectionToVector(Direction direction) { switch (direction) { case Direction.Up: return Vector2.up; case Direction.Right: return Vector2.right; case Direction.Down: return Vector2.down; case Direction.Left: return Vector2.left; case Direction.UpRight: return Diagonals.UpRight; case Direction.DownRight: return Diagonals.DownRight; case Direction.DownLeft: return Diagonals.DownLeft; case Direction.UpLeft: return Diagonals.UpLeft; default: throw AnimancerUtilities.CreateUnsupportedArgumentException(direction); } } public override Vector2 GetDirection(int direction) => DirectionToVector((Direction)direction); /************************************************************************************************************************/ /// Returns the direction closest to the specified `vector`. public new static Direction VectorToDirection(Vector2 vector) { var angle = Mathf.Atan2(vector.y, vector.x); var octant = Mathf.RoundToInt(8 * angle / (2 * Mathf.PI) + 8) % 8; switch (octant) { case 0: return Direction.Right; case 1: return Direction.UpRight; case 2: return Direction.Up; case 3: return Direction.UpLeft; case 4: return Direction.Left; case 5: return Direction.DownLeft; case 6: return Direction.Down; case 7: return Direction.DownRight; default: throw new ArgumentOutOfRangeException("Invalid octant"); } } /************************************************************************************************************************/ /// Returns a copy of the `vector` pointing in the closest direction this set type has an animation for. public new static Vector2 SnapVectorToDirection(Vector2 vector) { var magnitude = vector.magnitude; var direction = VectorToDirection(vector); vector = DirectionToVector(direction) * magnitude; return vector; } public override Vector2 Snap(Vector2 vector) => SnapVectorToDirection(vector); /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Name Based Operations /************************************************************************************************************************/ #if UNITY_EDITOR /************************************************************************************************************************/ public override int SetClipByName(AnimationClip clip) { var name = clip.name; var directionCount = ClipCount; for (int i = directionCount - 1; i >= 0; i--) { if (name.Contains(GetDirectionName(i))) { SetClip(i, clip); return i; } } return -1; } /************************************************************************************************************************/ #endif /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }