166 lines
7.1 KiB
C#
166 lines
7.1 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>A <see cref="MixerParameterTween{TParameter}"/> which uses <see cref="Mathf.LerpUnclamped"/>.</summary>
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/// <remarks>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/mixers#smoothing">Smoothing</see>
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/// </remarks>
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/// <example><code>
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/// [SerializeField] private AnimancerComponent _Animancer;
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/// [SerializeField] private LinearMixerTransition _Mixer;
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///
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/// private MixerParameterTweenFloat _MixerTween;
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///
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/// private void Awake()
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/// {
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/// // Play creates the LinearMixerState from the transition.
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/// _Animancer.Play(_Mixer);
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///
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/// // Now that the state exists, we can create a tween for it.
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/// _MixerTween = new MixerParameterTweenFloat(_Mixer.State);
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///
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/// // Start tweening the parameter towards 0.5 over a period of 0.25 seconds.
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/// _MixerTween.Start(0.5f, 0.25f);
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/// }
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/// </code></example>
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/// https://kybernetik.com.au/animancer/api/Animancer/MixerParameterTweenFloat
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///
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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 MixerParameterTweenFloat : MixerParameterTween<float>
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{
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public MixerParameterTweenFloat() { }
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public MixerParameterTweenFloat(MixerState<float> mixer) : base(mixer) { }
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protected override float CalculateCurrentValue() => Mathf.LerpUnclamped(StartValue, EndValue, Progress);
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}
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/************************************************************************************************************************/
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/// <summary>A <see cref="MixerParameterTween{TParameter}"/> which uses <see cref="Vector2.LerpUnclamped"/>.</summary>
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/// <example>See <see cref="MixerParameterTweenFloat"/>.</example>
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/// https://kybernetik.com.au/animancer/api/Animancer/MixerParameterTweenVector2
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///
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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 MixerParameterTweenVector2 : MixerParameterTween<Vector2>
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{
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public MixerParameterTweenVector2() { }
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public MixerParameterTweenVector2(MixerState<Vector2> mixer) : base(mixer) { }
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protected override Vector2 CalculateCurrentValue() => Vector2.LerpUnclamped(StartValue, EndValue, Progress);
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}
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/************************************************************************************************************************/
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/// <summary>A system which interpolates a <see cref="MixerState{TParameter}.Parameter"/> over time.</summary>
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/// <example>See <see cref="MixerParameterTweenFloat"/>.</example>
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/// https://kybernetik.com.au/animancer/api/Animancer/MixerParameterTween_1
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///
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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 abstract class MixerParameterTween<TParameter> : Key, IUpdatable
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{
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/************************************************************************************************************************/
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/// <summary>The target <see cref="MixerState{TParameter}"/>.</summary>
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public MixerState<TParameter> Mixer { get; set; }
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/************************************************************************************************************************/
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/// <summary>The value of the <see cref="MixerState{TParameter}.Parameter"/> when this tween started.</summary>
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public TParameter StartValue { get; set; }
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/// <summary>The target value this tween is moving the <see cref="MixerState{TParameter}.Parameter"/> towards.</summary>
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public TParameter EndValue { get; set; }
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/************************************************************************************************************************/
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/// <summary>The amount of time this tween will take (in seconds).</summary>
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public float Duration { get; set; }
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/// <summary>The amount of time that has passed since the <see cref="Start"/> (in seconds).</summary>
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public float Time { get; set; }
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/// <summary>The normalized progress (0 to 1) of this tween towards its goal.</summary>
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public float Progress
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{
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get => Time / Duration;
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set => Time = value * Duration;
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}
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/************************************************************************************************************************/
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/// <summary>Creates a new <see cref="MixerParameterTween{TParameter}"/>.</summary>
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public MixerParameterTween() { }
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/// <summary>Creates a new <see cref="MixerParameterTween{TParameter}"/> and sets the <see cref="Mixer"/>.</summary>
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public MixerParameterTween(MixerState<TParameter> mixer) => Mixer = mixer;
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/************************************************************************************************************************/
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/// <summary>
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/// Sets the details of this tween and registers it to be updated so that it can apply its effects every frame.
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/// </summary>
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public void Start(TParameter endValue, float duration)
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{
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#if UNITY_ASSERTIONS
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AnimancerUtilities.Assert(Mixer != null, nameof(Mixer) + " is null.");
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AnimancerUtilities.Assert(Mixer.Root != null, $"{nameof(Mixer)}.{nameof(Mixer.Root)} is null.");
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#endif
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StartValue = Mixer.Parameter;
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EndValue = endValue;
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Duration = duration;
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Time = 0;
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Mixer.Root.RequirePreUpdate(this);
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}
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/************************************************************************************************************************/
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/// <summary>Stops this tween from updating.</summary>
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public void Stop() => Mixer?.Root?.CancelPreUpdate(this);
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/************************************************************************************************************************/
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/// <summary>Is this tween currently being updated?</summary>
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public bool IsActive => IsInList(this);
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/************************************************************************************************************************/
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/// <summary>
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/// Called every update while this tween is active to calculate the what value to set the
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/// <see cref="MixerState{TParameter}.Parameter"/> to. Usually based on the <see cref="StartValue"/>,
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/// <see cref="EndValue"/>, and <see cref="Progress"/>.
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/// </summary>
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protected abstract TParameter CalculateCurrentValue();
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/************************************************************************************************************************/
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void IUpdatable.Update()
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{
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Time += AnimancerPlayable.DeltaTime;
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if (Time < Duration)// Tween.
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{
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Mixer.Parameter = CalculateCurrentValue();
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}
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else// End.
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{
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Time = Duration;
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Mixer.Parameter = EndValue;
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Stop();
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}
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}
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/************************************************************************************************************************/
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}
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}
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