142 lines
5.5 KiB
C#
142 lines
5.5 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
|
|
|
|
using System;
|
|
|
|
namespace Animancer
|
|
{
|
|
/// <summary>[Pro-Only] A callback for when an <see cref="AnimancerNode.EffectiveWeight"/> becomes 0.</summary>
|
|
///
|
|
/// <remarks>
|
|
/// Most <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">Finite State Machine</see> systems
|
|
/// already have their own mechanism for notifying your code when a state is exited so this system is generally
|
|
/// only useful when something like that is not already available.
|
|
/// </remarks>
|
|
///
|
|
/// <example><code>
|
|
/// [SerializeField] private AnimancerComponent _Animancer;
|
|
/// [SerializeField] private AnimationClip _Clip;
|
|
///
|
|
/// private void Awake()
|
|
/// {
|
|
/// // Play the animation.
|
|
/// var state = _Animancer.Play(_Clip);
|
|
///
|
|
/// // Then give its state an exit event.
|
|
/// ExitEvent.Register(state, () => Debug.Log("State Exited"));
|
|
///
|
|
/// // That event will never actually get triggered because we are never playing anything else.
|
|
/// }
|
|
/// </code>
|
|
/// Unlike Animancer Events, an <see cref="ExitEvent"/> will not be cleared automatically when you play something
|
|
/// (because that's the whole point) so if you are playing the same animation repeatedly you will need to check its
|
|
/// <see cref="AnimancerNode.EffectiveWeight"/> before registering the event (otherwise all the callbacks you register will
|
|
/// stay active).
|
|
/// <para></para><code>
|
|
/// private void Update()
|
|
/// {
|
|
/// // Only register the exit event if the state was at 0 weight before.
|
|
/// var state = _Animancer.GetOrCreate(_Clip);
|
|
/// if (state.EffectiveWeight == 0)
|
|
/// ExitEvent.Register(state, () => Debug.Log("State Exited"));
|
|
///
|
|
/// // Then play the state normally.
|
|
/// _Animancer.Play(state);
|
|
/// // _Animancer.Play(_Clip); would work too, but we already have the state so using it directly is faster.
|
|
/// }
|
|
/// </code></example>
|
|
///
|
|
/// https://kybernetik.com.au/animancer/api/Animancer/ExitEvent
|
|
///
|
|
public class ExitEvent : Key, IUpdatable
|
|
{
|
|
/************************************************************************************************************************/
|
|
|
|
private Action _Callback;
|
|
private AnimancerNode _Node;
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Registers the `callback` to be triggered when the <see cref="AnimancerNode.EffectiveWeight"/> becomes 0.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The <see cref="AnimancerNode.EffectiveWeight"/> is only checked at the end of the animation update so if it
|
|
/// is set to 0 then back to a higher number before the next update, the callback will not be triggered.
|
|
/// </remarks>
|
|
public static void Register(AnimancerNode node, Action callback)
|
|
{
|
|
#if UNITY_ASSERTIONS
|
|
AnimancerUtilities.Assert(node != null, "Node is null.");
|
|
AnimancerUtilities.Assert(node.IsValid, "Node is not valid.");
|
|
#endif
|
|
|
|
var exit = ObjectPool.Acquire<ExitEvent>();
|
|
exit._Callback = callback;
|
|
exit._Node = node;
|
|
node.Root.RequirePostUpdate(exit);
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>Removes a registered <see cref="ExitEvent"/> and returns true if there was one.</summary>
|
|
public static bool Unregister(AnimancerPlayable animancer)
|
|
{
|
|
for (int i = animancer.PostUpdatableCount - 1; i >= 0; i--)
|
|
{
|
|
if (animancer.GetPostUpdatable(i) is ExitEvent exit)
|
|
{
|
|
animancer.CancelPostUpdate(exit);
|
|
exit.Release();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a registered <see cref="ExitEvent"/> targeting the specified `node` and returns true if there was
|
|
/// one.
|
|
/// </summary>
|
|
public static bool Unregister(AnimancerNode node)
|
|
{
|
|
var animancer = node.Root;
|
|
for (int i = animancer.PostUpdatableCount - 1; i >= 0; i--)
|
|
{
|
|
if (animancer.GetPostUpdatable(i) is ExitEvent exit &&
|
|
exit._Node == node)
|
|
{
|
|
animancer.CancelPostUpdate(exit);
|
|
exit.Release();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
void IUpdatable.Update()
|
|
{
|
|
if (_Node.IsValid() && _Node.EffectiveWeight > 0)
|
|
return;
|
|
|
|
_Callback();
|
|
_Node.Root.CancelPostUpdate(this);
|
|
Release();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
private void Release()
|
|
{
|
|
_Callback = null;
|
|
_Node = null;
|
|
ObjectPool.Release(this);
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|