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

186 lines
7.9 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using Animancer.Editor;
using UnityEditor;
#endif
namespace Animancer
{
/// <summary>A <see cref="ClipTransition"/> which gets its clip from a <see cref="DirectionalAnimationSet"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/directional-sets">Directional Animation Sets</see>
/// </remarks>
/// <example><code>
/// // Leave the Clip field empty in the Inspector and assign its AnimationSet instead.
/// [SerializeField] private DirectionalClipTransition _Transition;
///
/// ...
///
/// // Then you can just call SetDirection and Play it like any other transition.
/// // All of the transition's details like Fade Duration and Events will be applied to whichever clip is plays.
/// _Transition.SetDirection(Vector2.right);
/// _Animancer.Play(_Transition);
/// </code></example>
/// https://kybernetik.com.au/animancer/api/Animancer/DirectionalClipTransition
///
[Serializable]
public class DirectionalClipTransition : ClipTransition,
ICopyable<DirectionalClipTransition>
{
/************************************************************************************************************************/
[SerializeField]
[Tooltip("The animations which used to determine the " + nameof(Clip))]
private DirectionalAnimationSet _AnimationSet;
/// <summary>[<see cref="SerializeField"/>]
/// The <see cref="DirectionalAnimationSet"/> used to determine the <see cref="ClipTransition.Clip"/>.
/// </summary>
public ref DirectionalAnimationSet AnimationSet
=> ref _AnimationSet;
/// <inheritdoc/>
public override UnityEngine.Object MainObject
=> _AnimationSet;
/************************************************************************************************************************/
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
public void SetDirection(Vector2 direction)
=> Clip = _AnimationSet.GetClip(direction);
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
public void SetDirection(int direction)
=> Clip = _AnimationSet.GetClip(direction);
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
public void SetDirection(DirectionalAnimationSet.Direction direction)
=> Clip = _AnimationSet.GetClip(direction);
/// <summary>Sets the <see cref="ClipTransition.Clip"/> from the <see cref="AnimationSet"/>.</summary>
public void SetDirection(DirectionalAnimationSet8.Direction direction)
=> Clip = _AnimationSet.GetClip((int)direction);
/************************************************************************************************************************/
/// <inheritdoc/>
public override void GatherAnimationClips(ICollection<AnimationClip> clips)
{
base.GatherAnimationClips(clips);
clips.GatherFromSource(_AnimationSet);
}
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void CopyFrom(DirectionalClipTransition copyFrom)
{
base.CopyFrom(copyFrom);
if (copyFrom == null)
{
_AnimationSet = default;
return;
}
_AnimationSet = copyFrom._AnimationSet;
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <inheritdoc/>
[CustomPropertyDrawer(typeof(DirectionalClipTransition), true)]
public new class Drawer : TransitionDrawer
{
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="Drawer"/>.</summary>
public Drawer() : base(nameof(_AnimationSet)) { }
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void DoChildPropertyGUI(
ref Rect area,
SerializedProperty rootProperty,
SerializedProperty property,
GUIContent label)
{
var width = area.width;
var path = property.propertyPath;
if (path.EndsWith($".{ClipFieldName}"))
{
if (property.objectReferenceValue != null)
{
var removeArea = AnimancerGUI.StealFromRight(
ref area, AnimancerGUI.LineHeight, AnimancerGUI.StandardSpacing);
using (ObjectPool.Disposable.AcquireContent(out var removeLabel, "X",
$"A {nameof(DirectionalClipTransition)} will get its Clip from the Animation Set" +
$" at runtime so the Clip might as well be null until then."))
{
if (GUI.Button(removeArea, removeLabel, AnimancerGUI.MiniButton))
property.objectReferenceValue = null;
}
}
if (Context.Transition is DirectionalClipTransition directionalClipTransition &&
directionalClipTransition._AnimationSet != null)
{
var dropdownArea = AnimancerGUI.StealFromRight(
ref area, area.height, AnimancerGUI.StandardSpacing);
if (GUI.Button(dropdownArea, GUIContent.none, EditorStyles.popup))
PickAnimation(property, directionalClipTransition);
}
}
base.DoChildPropertyGUI(ref area, rootProperty, property, label);
area.width = width;
}
/************************************************************************************************************************/
/// <summary>Shows a context menu to choose an <see cref="AnimationClip"/> from the `source`.</summary>
private void PickAnimation(SerializedProperty property, object source)
{
var menu = new GenericMenu();
using (ObjectPool.Disposable.AcquireSet<AnimationClip>(out var clips))
{
clips.GatherFromSource(source);
if (clips.Count == 0)
return;
property = property.Copy();
foreach (var clip in clips)
{
menu.AddPropertyModifierFunction(property, clip.name, true, modify =>
{
modify.objectReferenceValue = clip;
});
}
}
menu.ShowAsContext();
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}