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

295 lines
12 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer.Editor
{
/// <summary>
/// Context menu functions for generating <see cref="AnimancerTransitionAssetBase"/>s based on the contents of
/// Animator Controllers.
/// </summary>
internal static class TransitionGenerator
{
/************************************************************************************************************************/
/// <summary>
/// Creates an appropriate type of <see cref="AnimancerTransitionAssetBase"/> from the
/// <see cref="MenuCommand.context"/>.
/// </summary>
[MenuItem("CONTEXT/" + nameof(AnimatorState) + "/Generate Transition")]
[MenuItem("CONTEXT/" + nameof(BlendTree) + "/Generate Transition")]
[MenuItem("CONTEXT/" + nameof(AnimatorStateTransition) + "/Generate Transition")]
[MenuItem("CONTEXT/" + nameof(AnimatorStateMachine) + "/Generate Transitions")]
private static void GenerateTransition(MenuCommand command)
{
var context = command.context;
if (context is AnimatorState state)
{
Selection.activeObject = GenerateTransition(state);
}
else if (context is BlendTree blendTree)
{
Selection.activeObject = GenerateTransition(null, blendTree);
}
else if (context is AnimatorStateTransition transition)
{
Selection.activeObject = GenerateTransition(transition);
}
else if (context is AnimatorStateMachine stateMachine)// Layer or Sub-State Machine.
{
Selection.activeObject = GenerateTransitions(stateMachine);
}
}
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `state`.</summary>
private static Object GenerateTransition(AnimatorState state)
=> GenerateTransition(state, state.motion);
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `motion`.</summary>
private static Object GenerateTransition(Object originalAsset, Motion motion)
{
if (motion is BlendTree blendTree)
{
return GenerateTransition(originalAsset as AnimatorState, blendTree);
}
else if (motion is AnimationClip || motion == null)
{
var asset = ScriptableObject.CreateInstance<ClipTransitionAsset>();
asset.Transition = new ClipTransition
{
Clip = (AnimationClip)motion,
};
GetDetailsFromState(originalAsset as AnimatorState, asset.Transition);
SaveTransition(originalAsset, asset);
return asset;
}
else
{
Debug.LogError($"Unsupported {nameof(Motion)} Type: {motion.GetType()}");
return null;
}
}
/************************************************************************************************************************/
/// <summary>Initializes the `transition` based on the `state`.</summary>
private static void GetDetailsFromState(AnimatorState state, ITransitionDetailed transition)
{
if (state == null ||
transition == null)
return;
transition.Speed = state.speed;
var isForwards = state.speed >= 0;
var defaultEndTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(state.speed);
var endTime = defaultEndTime;
var exitTransitions = state.transitions;
for (int i = 0; i < exitTransitions.Length; i++)
{
var exitTransition = exitTransitions[i];
if (exitTransition.hasExitTime)
{
if (isForwards)
{
if (endTime > exitTransition.exitTime)
endTime = exitTransition.exitTime;
}
else
{
if (endTime < exitTransition.exitTime)
endTime = exitTransition.exitTime;
}
}
}
if (endTime != defaultEndTime && AnimancerUtilities.TryGetWrappedObject(transition, out IHasEvents events))
{
if (events.SerializedEvents == null)
events.SerializedEvents = new AnimancerEvent.Sequence.Serializable();
events.SerializedEvents.SetNormalizedEndTime(endTime);
}
}
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `blendTree`.</summary>
private static Object GenerateTransition(AnimatorState state, BlendTree blendTree)
{
var asset = CreateTransition(blendTree);
if (asset == null)
return null;
if (state != null)
asset.name = state.name;
AnimancerUtilities.TryGetWrappedObject(asset, out ITransitionDetailed detailed);
GetDetailsFromState(state, detailed);
SaveTransition(blendTree, asset);
return asset;
}
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `transition`.</summary>
private static Object GenerateTransition(AnimatorStateTransition transition)
{
Object animancerTransition = null;
if (transition.destinationStateMachine != null)
animancerTransition = GenerateTransitions(transition.destinationStateMachine);
if (transition.destinationState != null)
animancerTransition = GenerateTransition(transition.destinationState);
return animancerTransition;
}
/************************************************************************************************************************/
/// <summary>Creates <see cref="AnimancerTransitionAssetBase"/>s from all states in the `stateMachine`.</summary>
private static Object GenerateTransitions(AnimatorStateMachine stateMachine)
{
Object transition = null;
foreach (var child in stateMachine.stateMachines)
transition = GenerateTransitions(child.stateMachine);
foreach (var child in stateMachine.states)
transition = GenerateTransition(child.state);
return transition;
}
/************************************************************************************************************************/
/// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `blendTree`.</summary>
private static Object CreateTransition(BlendTree blendTree)
{
switch (blendTree.blendType)
{
case BlendTreeType.Simple1D:
var linearAsset = ScriptableObject.CreateInstance<LinearMixerTransitionAsset>();
linearAsset.Transition = InitializeChildren1D(blendTree);
return linearAsset;
case BlendTreeType.SimpleDirectional2D:
case BlendTreeType.FreeformDirectional2D:
var directionalAsset = ScriptableObject.CreateInstance<MixerTransition2DAsset>();
directionalAsset.Transition = new MixerTransition2D
{
Type = MixerTransition2D.MixerType.Directional
};
directionalAsset.Transition = InitializeChildren2D(blendTree);
return directionalAsset;
case BlendTreeType.FreeformCartesian2D:
var cartesianAsset = ScriptableObject.CreateInstance<MixerTransition2DAsset>();
cartesianAsset.Transition = new MixerTransition2D
{
Type = MixerTransition2D.MixerType.Cartesian
};
cartesianAsset.Transition = InitializeChildren2D(blendTree);
return cartesianAsset;
case BlendTreeType.Direct:
var manualAsset = ScriptableObject.CreateInstance<ManualMixerTransitionAsset>();
InitializeChildren<ManualMixerTransition, ManualMixerState>(out var transition, blendTree);
manualAsset.Transition = transition;
return manualAsset;
default:
Debug.LogError($"Unsupported {nameof(BlendTreeType)}: {blendTree.blendType}");
return null;
}
}
/************************************************************************************************************************/
/// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
private static LinearMixerTransition InitializeChildren1D(BlendTree blendTree)
{
var children = InitializeChildren<LinearMixerTransition, LinearMixerState>(out var transition, blendTree);
transition.Thresholds = new float[children.Length];
for (int i = 0; i < children.Length; i++)
transition.Thresholds[i] = children[i].threshold;
return transition;
}
/// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
private static MixerTransition2D InitializeChildren2D(BlendTree blendTree)
{
var children = InitializeChildren<MixerTransition2D, MixerState<Vector2>>(out var transition, blendTree);
transition.Thresholds = new Vector2[children.Length];
for (int i = 0; i < children.Length; i++)
transition.Thresholds[i] = children[i].position;
return transition;
}
/// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
private static ChildMotion[] InitializeChildren<TTransition, TState>(out TTransition transition, BlendTree blendTree)
where TTransition : ManualMixerTransition<TState>, new()
where TState : ManualMixerState
{
transition = new TTransition();
var children = blendTree.children;
transition.Animations = new Object[children.Length];
float[] speeds = new float[children.Length];
var hasCustomSpeeds = false;
for (int i = 0; i < children.Length; i++)
{
var child = children[i];
transition.Animations[i] = child.motion is AnimationClip
? child.motion
: GenerateTransition(blendTree, child.motion);
if ((speeds[i] = child.timeScale) != 1)
hasCustomSpeeds = true;
}
if (hasCustomSpeeds)
transition.Speeds = speeds;
return children;
}
/************************************************************************************************************************/
/// <summary>Saves the `transition` in the same folder as the `originalAsset`.</summary>
private static void SaveTransition(Object originalAsset, Object transition)
{
if (string.IsNullOrEmpty(transition.name))
transition.name = originalAsset.name;
var path = AssetDatabase.GetAssetPath(originalAsset);
path = Path.GetDirectoryName(path);
path = Path.Combine(path, transition.name + ".asset");
path = AssetDatabase.GenerateUniqueAssetPath(path);
AssetDatabase.CreateAsset(transition, path);
Debug.Log($"Saved {path}", transition);
}
/************************************************************************************************************************/
}
}
#endif