281 lines
10 KiB
C#
281 lines
10 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Animancer
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{
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/// <inheritdoc/>
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/// <summary>A group of <see cref="ClipTransition"/>s which play one after the other.</summary>
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/// https://kybernetik.com.au/animancer/api/Animancer/ClipTransitionSequence
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///
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[Serializable]
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public class ClipTransitionSequence : ClipTransition,
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ISerializationCallbackReceiver, ICopyable<ClipTransitionSequence>
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{
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/************************************************************************************************************************/
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[DrawAfterEvents]
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[SerializeField]
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[Tooltip("The other transitions to play in order after the first one.")]
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private ClipTransition[] _Others = Array.Empty<ClipTransition>();
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/// <summary>[<see cref="SerializeField"/>] The transitions to play in order after the first one.</summary>
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public ref ClipTransition[] Others => ref _Others;
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/// <summary>The last of the <see cref="Others"/> (or <c>this</c> if there are none).</summary>
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public ClipTransition LastTransition => _Others.Length > 0 ? _Others[_Others.Length - 1] : this;
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/************************************************************************************************************************/
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/// <inheritdoc/>
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void ISerializationCallbackReceiver.OnBeforeSerialize() { }
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/// <inheritdoc/>
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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if (_Others.Length <= 1)
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return;
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// Assign each of the other end events, but this first one will be set by Apply.
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var previous = _Others[0];
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for (int i = 1; i < _Others.Length; i++)
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{
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var next = _Others[i];
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previous.Events.OnEnd = () => AnimancerEvent.CurrentState.Layer.Play(next);
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previous = next;
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}
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}
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/************************************************************************************************************************/
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private Action _OnEnd;
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/// <inheritdoc/>
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public override void Apply(AnimancerState state)
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{
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// If an end event is assigned other than the one to play the next transition,
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// replace it and move it to be the end event of the last transition instead.
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if (_Others.Length > 0)
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{
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if (_OnEnd == null)
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_OnEnd = () => AnimancerEvent.CurrentState.Layer.Play(_Others[0]);
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var onEnd = Events.OnEnd;
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if (onEnd != _OnEnd)
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{
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Events.OnEnd = _OnEnd;
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onEnd -= _OnEnd;
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_Others[_Others.Length - 1].Events.OnEnd = onEnd;
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}
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}
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base.Apply(state);
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}
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/************************************************************************************************************************/
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/// <summary>Is everything in this sequence valid?</summary>
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public override bool IsValid
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{
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get
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{
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if (!base.IsValid)
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return false;
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for (int i = 0; i < _Others.Length; i++)
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if (!_Others[i].IsValid)
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return false;
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return true;
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}
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}
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/************************************************************************************************************************/
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/// <summary>Is the last animation in this sequence looping?</summary>
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public override bool IsLooping => _Others.Length > 0 ? LastTransition.IsLooping : base.IsLooping;
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override float Length
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{
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get
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{
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var length = base.Length;
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for (int i = 0; i < _Others.Length; i++)
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length += _Others[i].Length;
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return length;
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}
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override float MaximumDuration
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{
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get
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{
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var value = base.MaximumDuration;
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for (int i = 0; i < _Others.Length; i++)
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value += _Others[i].MaximumDuration;
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return value;
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}
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override float AverageAngularSpeed
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{
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get
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{
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var speed = base.AverageAngularSpeed;
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if (_Others.Length == 0)
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return speed;
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var duration = base.MaximumDuration;
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speed *= duration;
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for (int i = 0; i < _Others.Length; i++)
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{
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var other = _Others[i];
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var otherSpeed = other.AverageAngularSpeed;
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var otherDuration = other.MaximumDuration;
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speed += otherSpeed * otherDuration;
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duration += otherDuration;
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}
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return speed / duration;
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}
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override Vector3 AverageVelocity
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{
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get
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{
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var velocity = base.AverageVelocity;
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if (_Others.Length == 0)
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return velocity;
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var duration = base.MaximumDuration;
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velocity *= duration;
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for (int i = 0; i < _Others.Length; i++)
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{
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var other = _Others[i];
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var otherVelocity = other.AverageVelocity;
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var otherDuration = other.MaximumDuration;
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velocity += otherVelocity * otherDuration;
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duration += otherDuration;
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}
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return velocity / duration;
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}
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}
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/************************************************************************************************************************/
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/// <summary>Adds the <see cref="ClipTransition.Clip"/> of everything in this sequence to the collection.</summary>
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public override void GatherAnimationClips(ICollection<AnimationClip> clips)
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{
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base.GatherAnimationClips(clips);
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for (int i = 0; i < _Others.Length; i++)
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_Others[i].GatherAnimationClips(clips);
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public virtual void CopyFrom(ClipTransitionSequence copyFrom)
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{
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CopyFrom((ClipTransition)copyFrom);
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if (copyFrom == null)
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{
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_Others = Array.Empty<ClipTransition>();
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return;
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}
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AnimancerUtilities.CopyExactArray(copyFrom._Others, ref _Others);
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}
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/************************************************************************************************************************/
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#region Events
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/************************************************************************************************************************/
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/// <summary>The <see cref="AnimancerEvent.Sequence.EndEvent"/> of the last transition in this sequence.</summary>
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public AnimancerEvent EndEvent
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{
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get => LastTransition.Events.EndEvent;
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set => LastTransition.Events.EndEvent = value;
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}
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/************************************************************************************************************************/
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/// <summary>Adds an event at the specified time relative to the entire sequence.</summary>
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public void AddEvent(float time, bool normalized, Action callback)
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{
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// Convert time to Seconds.
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if (normalized)
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time *= Length;
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if (TryAddEvent(this, base.Length, ref time, callback))
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return;
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for (int i = 0; i < _Others.Length - 1; i++)
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{
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var other = _Others[i];
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if (TryAddEvent(other, other.Length, ref time, callback))
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return;
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}
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AddEvent(LastTransition, time, callback);
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}
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/// <summary>
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/// Tries to add the `callback` as an event to the `transition` if the `time` is within the `length` and
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/// returns true if successful. Otherwise subtracts the `length` from the `time` and returns false so it can be
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/// tried in the next transition in the sequence.
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/// </summary>
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private static bool TryAddEvent(ClipTransition transition, float length, ref float time, Action callback)
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{
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if (time > length)
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{
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time -= length;
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return false;
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}
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AddEvent(transition, time, callback);
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return true;
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}
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/// <summary>
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/// Adds the `callback` as an event to the `transition` at the specified `time` (in seconds, starting from the
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/// <see cref="ClipTransition.NormalizedStartTime"/>).
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/// </summary>
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private static void AddEvent(ClipTransition transition, float time, Action callback)
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{
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var start = transition.NormalizedStartTime;
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if (float.IsNaN(start))
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start = AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(start);
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time /= transition.Clip.length * (1 - start);
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time += start;
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transition.Events.Add(time, callback);
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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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