274 lines
13 KiB
C#
274 lines
13 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 Object = UnityEngine.Object;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Animancer
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{
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/// <inheritdoc/>
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/// https://kybernetik.com.au/animancer/api/Animancer/MixerTransition2DAsset
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#if !UNITY_EDITOR
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[System.Obsolete(Validate.ProOnlyMessage)]
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#endif
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[CreateAssetMenu(menuName = Strings.MenuPrefix + "Mixer Transition/2D", order = Strings.AssetMenuOrder + 4)]
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[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(MixerTransition2DAsset))]
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public class MixerTransition2DAsset : AnimancerTransitionAsset<MixerTransition2D>
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{
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/// <inheritdoc/>
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[Serializable]
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public new class UnShared :
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UnShared<MixerTransition2DAsset, MixerTransition2D, MixerState<Vector2>>,
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ManualMixerState.ITransition2D
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{ }
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}
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/// <inheritdoc/>
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/// https://kybernetik.com.au/animancer/api/Animancer/MixerTransition2D
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[Serializable]
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#if ! UNITY_EDITOR
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[System.Obsolete(Validate.ProOnlyMessage)]
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#endif
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public class MixerTransition2D : MixerTransition<MixerState<Vector2>, Vector2>,
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ManualMixerState.ITransition2D, ICopyable<MixerTransition2D>
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{
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/************************************************************************************************************************/
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/// <summary>A type of <see cref="ManualMixerState"/> that can be created by a <see cref="MixerTransition2D"/>.</summary>
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public enum MixerType
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{
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/// <summary><see cref="CartesianMixerState"/></summary>
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Cartesian,
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/// <summary><see cref="DirectionalMixerState"/></summary>
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Directional,
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}
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[SerializeField]
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private MixerType _Type;
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/// <summary>[<see cref="SerializeField"/>]
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/// The type of <see cref="ManualMixerState"/> that this transition will create.
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/// </summary>
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public ref MixerType Type => ref _Type;
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/************************************************************************************************************************/
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/// <summary>
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/// Creates and returns a new <see cref="CartesianMixerState"/> or <see cref="DirectionalMixerState"/>
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/// depending on the <see cref="Type"/>.
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/// </summary>
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/// <remarks>
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/// Note that using methods like <see cref="AnimancerPlayable.Play(ITransition)"/> will also call
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/// <see cref="ITransition.Apply"/>, so if you call this method manually you may want to call that method
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/// as well. Or you can just use <see cref="AnimancerUtilities.CreateStateAndApply"/>.
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/// <para></para>
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/// This method also assigns it as the <see cref="AnimancerTransition{TState}.State"/>.
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/// </remarks>
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public override MixerState<Vector2> CreateState()
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{
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switch (_Type)
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{
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case MixerType.Cartesian: State = new CartesianMixerState(); break;
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case MixerType.Directional: State = new DirectionalMixerState(); break;
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default: throw new ArgumentOutOfRangeException(nameof(_Type));
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}
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InitializeState();
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return State;
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public virtual void CopyFrom(MixerTransition2D copyFrom)
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{
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CopyFrom((MixerTransition<MixerState<Vector2>, Vector2>)copyFrom);
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if (copyFrom == null)
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{
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_Type = default;
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return;
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}
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_Type = copyFrom._Type;
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}
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/************************************************************************************************************************/
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#region Drawer
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <inheritdoc/>
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[CustomPropertyDrawer(typeof(MixerTransition2D), true)]
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public class Drawer : MixerTransitionDrawer
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{
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/************************************************************************************************************************/
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/// <summary>
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/// Creates a new <see cref="Drawer"/> using the a wider `thresholdWidth` than usual to accomodate
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/// both the X and Y values.
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/// </summary>
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public Drawer() : base(StandardThresholdWidth * 2 + 20) { }
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/************************************************************************************************************************/
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#region Threshold Calculation Functions
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/************************************************************************************************************************/
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/// <inheritdoc/>
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protected override void AddThresholdFunctionsToMenu(GenericMenu menu)
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{
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AddCalculateThresholdsFunction(menu, "From Velocity/XY", (state, threshold) =>
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{
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if (AnimancerUtilities.TryGetAverageVelocity(state, out var velocity))
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return new Vector2(velocity.x, velocity.y);
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else
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return new Vector2(float.NaN, float.NaN);
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});
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AddCalculateThresholdsFunction(menu, "From Velocity/XZ", (state, threshold) =>
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{
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if (AnimancerUtilities.TryGetAverageVelocity(state, out var velocity))
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return new Vector2(velocity.x, velocity.z);
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else
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return new Vector2(float.NaN, float.NaN);
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});
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AddCalculateThresholdsFunctionPerAxis(menu, "From Speed",
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(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.magnitude : float.NaN);
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AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity X",
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(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.x : float.NaN);
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AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity Y",
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(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.y : float.NaN);
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AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity Z",
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(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.z : float.NaN);
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AddCalculateThresholdsFunctionPerAxis(menu, "From Angular Speed (Rad)",
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(state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed : float.NaN);
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AddCalculateThresholdsFunctionPerAxis(menu, "From Angular Speed (Deg)",
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(state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed * Mathf.Rad2Deg : float.NaN);
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AddPropertyModifierFunction(menu, "Initialize 4 Directions", Initialize4Directions);
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AddPropertyModifierFunction(menu, "Initialize 8 Directions", Initialize8Directions);
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}
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/************************************************************************************************************************/
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private void Initialize4Directions(SerializedProperty property)
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{
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var oldSpeedCount = CurrentSpeeds.arraySize;
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CurrentAnimations.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 5;
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CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = default;
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CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up;
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CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = Vector2.right;
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CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.down;
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CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = Vector2.left;
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InitializeSpeeds(oldSpeedCount);
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var type = property.FindPropertyRelative(nameof(_Type));
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type.enumValueIndex = (int)MixerType.Directional;
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}
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/************************************************************************************************************************/
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private void Initialize8Directions(SerializedProperty property)
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{
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var oldSpeedCount = CurrentSpeeds.arraySize;
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CurrentAnimations.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 9;
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CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = default;
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CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up;
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CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = new Vector2(1, 1);
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CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.right;
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CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = new Vector2(1, -1);
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CurrentThresholds.GetArrayElementAtIndex(5).vector2Value = Vector2.down;
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CurrentThresholds.GetArrayElementAtIndex(6).vector2Value = new Vector2(-1, -1);
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CurrentThresholds.GetArrayElementAtIndex(7).vector2Value = Vector2.left;
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CurrentThresholds.GetArrayElementAtIndex(8).vector2Value = new Vector2(-1, 1);
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InitializeSpeeds(oldSpeedCount);
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var type = property.FindPropertyRelative(nameof(_Type));
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type.enumValueIndex = (int)MixerType.Directional;
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}
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/************************************************************************************************************************/
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private void AddCalculateThresholdsFunction(GenericMenu menu, string label,
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Func<Object, Vector2, Vector2> calculateThreshold)
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{
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var functionState = CurrentAnimations == null || CurrentThresholds == null
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? Editor.MenuFunctionState.Disabled
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: Editor.MenuFunctionState.Normal;
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AddPropertyModifierFunction(menu, label, functionState, property =>
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{
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GatherSubProperties(property);
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if (CurrentAnimations == null ||
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CurrentThresholds == null)
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return;
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var count = CurrentAnimations.arraySize;
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for (int i = 0; i < count; i++)
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{
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var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue;
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if (state == null)
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continue;
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var threshold = CurrentThresholds.GetArrayElementAtIndex(i);
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var value = calculateThreshold(state, threshold.vector2Value);
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if (!Editor.AnimancerEditorUtilities.IsNaN(value))
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threshold.vector2Value = value;
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}
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});
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}
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/************************************************************************************************************************/
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private void AddCalculateThresholdsFunctionPerAxis(GenericMenu menu, string label,
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Func<Object, float, float> calculateThreshold)
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{
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AddCalculateThresholdsFunction(menu, "X/" + label, 0, calculateThreshold);
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AddCalculateThresholdsFunction(menu, "Y/" + label, 1, calculateThreshold);
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}
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private void AddCalculateThresholdsFunction(GenericMenu menu, string label, int axis,
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Func<Object, float, float> calculateThreshold)
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{
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AddPropertyModifierFunction(menu, label, (property) =>
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{
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var count = CurrentAnimations.arraySize;
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for (int i = 0; i < count; i++)
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{
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var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue;
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if (state == null)
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continue;
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var threshold = CurrentThresholds.GetArrayElementAtIndex(i);
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var value = threshold.vector2Value;
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var newValue = calculateThreshold(state, value[axis]);
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if (!float.IsNaN(newValue))
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value[axis] = newValue;
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threshold.vector2Value = value;
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}
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});
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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}
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/************************************************************************************************************************/
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#endif
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#endregion
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/************************************************************************************************************************/
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}
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}
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