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