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