// Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace Animancer
{
/// [Pro-Only]
/// An which blends multiple child states. Unlike other mixers, this class does not
/// perform any automatic weight calculations, it simple allows you to control the weight of all states manually.
///
///
/// This mixer type is similar to the Direct Blend Type in Mecanim Blend Trees.
/// The official Direct Blend Trees
/// tutorial explains their general concepts and purpose which apply to s as well.
///
/// Documentation: Mixers
///
/// https://kybernetik.com.au/animancer/api/Animancer/ManualMixerState
///
public partial class ManualMixerState : MixerState
{
/************************************************************************************************************************/
/// An that creates a .
public interface ITransition : ITransition { }
/************************************************************************************************************************/
#region Properties
/************************************************************************************************************************/
/// The states managed by this mixer.
private AnimancerState[] _Children = Array.Empty();
/// Returns the array of .
public override IList ChildStates => _Children;
/************************************************************************************************************************/
///
public override int ChildCount => _Children.Length;
///
public override AnimancerState GetChild(int index) => _Children[index];
///
public override FastEnumerator GetEnumerator()
=> new FastEnumerator(_Children, _Children.Length);
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Initialisation
/************************************************************************************************************************/
///
/// Initializes this mixer with the specified number of children which can be set individually by
/// and .
///
/// will be called on any existing children.
public virtual void Initialize(int childCount)
{
#if UNITY_ASSERTIONS
if (childCount <= 1 && OptionalWarning.MixerMinChildren.IsEnabled())
OptionalWarning.MixerMinChildren.Log(
$"{this} is being initialized with {nameof(childCount)} <= 1." +
$" The purpose of a mixer is to mix multiple child states.", Root?.Component);
#endif
for (int i = _Children.Length - 1; i >= 0; i--)
{
var state = _Children[i];
if (state == null)
continue;
state.Destroy();
}
_Children = new AnimancerState[childCount];
if (_Playable.IsValid())
{
_Playable.SetInputCount(childCount);
}
else if (Root != null)
{
CreatePlayable();
}
}
/************************************************************************************************************************/
/// Initializes this mixer with one state per clip.
public void Initialize(params AnimationClip[] clips)
{
#if UNITY_ASSERTIONS
if (clips == null)
throw new ArgumentNullException(nameof(clips));
#endif
var count = clips.Length;
Initialize(count);
for (int i = 0; i < count; i++)
{
var clip = clips[i];
if (clip != null)
CreateChild(i, clip);
}
}
/************************************************************************************************************************/
///
/// Initializes this mixer by calling for each of the
/// `states`.
///
public void Initialize(params Object[] animations)
{
#if UNITY_ASSERTIONS
if (animations == null)
throw new ArgumentNullException(nameof(animations));
#endif
var count = animations.Length;
Initialize(count);
for (int i = 0; i < count; i++)
{
var state = animations[i];
if (state != null)
CreateChild(i, state);
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}