IndieGame/client/Assets/Plugins/Animancer/Utilities/TimeSynchronizer.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

124 lines
5.5 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <summary>A system for synchronizing the <see cref="AnimancerState.NormalizedTime"/> of certain animations.</summary>
/// <example>
/// <list type="number">
/// <item>Store a <see cref="TimeSynchronizer{T}"/> in a field.</item>
/// <item>Call any of the <see cref="StoreTime(AnimancerState)"/> methods before playing a new animation.</item>
/// <item>Then call any of the <see cref="SyncTime(AnimancerState, T, float)"/> methods after playing the animation.</item>
/// </list>
/// Example: <see href="https://kybernetik.com.au/animancer/docs/examples/directional-sprites/character#synchronization">Character Controller -> Synchronization</see>
/// <code>
/// public enum AnimationType
/// {
/// None,
/// Movement,
/// }
///
/// [SerializeField] private AnimancerComponent _Animancer;
///
/// private readonly TimeSynchronizer&lt;AnimationType&gt;
/// TimeSynchronizer = new TimeSynchronizer&lt;AnimationType&gt;();
///
/// public AnimancerState Play(AnimationClip clip, AnimationType type)
/// {
/// TimeSynchronizer.StoreTime(_Animancer);
/// var state = _Animancer.Play(clip);
/// TimeSynchronizer.SyncTime(state, type);
/// return state;
/// }
/// </code>
/// </example>
/// https://kybernetik.com.au/animancer/api/Animancer/TimeSynchronizer_1
///
public class TimeSynchronizer<T>
{
/************************************************************************************************************************/
/// <summary>The group that the current animation is in.</summary>
public T CurrentGroup { get; set; }
/// <summary>Should synchronization be applied when the <see cref="CurrentGroup"/> is at its default value?</summary>
/// <remarks>This is false by default so that the default group represents "ungrouped".</remarks>
public bool SynchronizeDefaultGroup { get; set; }
/// <summary>The stored <see cref="AnimancerState.NormalizedTimeD"/>.</summary>
public double NormalizedTime { get; set; }
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="TimeSynchronizer{T}"/>.</summary>
public TimeSynchronizer()
{ }
/// <summary>Creates a new <see cref="TimeSynchronizer{T}"/>.</summary>
public TimeSynchronizer(T group, bool synchronizeDefaultGroup = false)
{
CurrentGroup = group;
SynchronizeDefaultGroup = synchronizeDefaultGroup;
}
/************************************************************************************************************************/
/// <summary>
/// Stores the <see cref="AnimancerState.NormalizedTimeD"/> of the <see cref="AnimancerLayer.CurrentState"/>.
/// </summary>
public void StoreTime(AnimancerLayer layer)
=> StoreTime(layer.CurrentState);
/// <summary>Stores the <see cref="AnimancerState.NormalizedTimeD"/> of the `state`.</summary>
public void StoreTime(AnimancerState state)
=> NormalizedTime = state != null ? state.NormalizedTimeD : 0;
/************************************************************************************************************************/
/// <summary>
/// Applies the <see cref="NormalizedTime"/> to the <see cref="AnimancerLayer.CurrentState"/> if the `group`
/// matches the <see cref="CurrentGroup"/>.
/// </summary>
public bool SyncTime(AnimancerLayer layer, T group)
=> SyncTime(layer.CurrentState, group, Time.deltaTime);
/// <summary>
/// Applies the <see cref="NormalizedTime"/> to the <see cref="AnimancerLayer.CurrentState"/> if the `group`
/// matches the <see cref="CurrentGroup"/>.
/// </summary>
public bool SyncTime(AnimancerLayer layer, T group, float deltaTime)
=> SyncTime(layer.CurrentState, group, deltaTime);
/// <summary>
/// Applies the <see cref="NormalizedTime"/> to the `state` if the `group` matches the
/// <see cref="CurrentGroup"/>.
/// </summary>
public bool SyncTime(AnimancerState state, T group)
=> SyncTime(state, group, Time.deltaTime);
/// <summary>
/// Applies the <see cref="NormalizedTime"/> to the `state` if the `group` matches the
/// <see cref="CurrentGroup"/>.
/// </summary>
public bool SyncTime(AnimancerState state, T group, float deltaTime)
{
if (state == null ||
!EqualityComparer<T>.Default.Equals(CurrentGroup, group) ||
(!SynchronizeDefaultGroup && EqualityComparer<T>.Default.Equals(default, group)))
{
CurrentGroup = group;
return false;
}
// Setting the Time forces it to stay at that value after the next animation update.
// But we actually want it to keep playing, so we need to add deltaTime manually.
state.TimeD = NormalizedTime * state.Length + deltaTime * state.EffectiveSpeed;
return true;
}
/************************************************************************************************************************/
}
}