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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- using UnityEngine;
- using System;
- #if UNITY_EDITOR
- using Animancer.Editor;
- using UnityEditor;
- #endif
- namespace Animancer
- {
- /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerTransitionAssetBase
- ///
- public partial class AnimancerTransitionAssetBase
- {
- /************************************************************************************************************************/
- /// <inheritdoc/>
- [Serializable]
- public class UnShared : UnShared<AnimancerTransitionAssetBase> { }
- /// <summary>
- /// An <see cref="AnimancerTransitionAsset{TTransition}"/> wrapper which stores its own <see cref="BaseState"/>
- /// and <see cref="Events"/> to allow multiple objects to reference the same transition asset without
- /// interfering with each other.
- /// </summary>
- /// <remarks>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions/assets#unshared">
- /// Transition Assets - UnShared</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer/UnShared_1
- ///
- [Serializable]
- public class UnShared<TAsset> : ITransition, ITransitionWithEvents, IWrapper
- where TAsset : AnimancerTransitionAssetBase
- {
- /************************************************************************************************************************/
- [SerializeField]
- private TAsset _Asset;
- /// <summary>The <see cref="AnimancerTransitionAssetBase"/> wrapped by this object.</summary>
- public TAsset Asset
- {
- get
- {
- AssertAsset();
- return _Asset;
- }
- set
- {
- _Asset = value;
- BaseState = null;
- ClearCachedEvents();
- }
- }
- /// <inheritdoc/>
- object IWrapper.WrappedObject => _Asset;
- /// <summary>The <see cref="ITransition"/> wrapped by this object.</summary>
- public ITransition BaseTransition => _Asset.GetTransition();
- /************************************************************************************************************************/
- /// <summary>Can this transition create a valid <see cref="AnimancerState"/>?</summary>
- public virtual bool IsValid
- {
- get
- {
- AssertAsset();
- return _Asset.IsValid();
- }
- }
- /************************************************************************************************************************/
- /// <summary>Is the <see cref="Asset"/> assigned (i.e. not <c>null</c>)?</summary>
- public bool HasAsset => _Asset != null;
- /************************************************************************************************************************/
- /// <summary>[Assert-Conditional] Logs an error if the <see cref="Asset"/> is null.</summary>
- [System.Diagnostics.Conditional(Strings.Assertions)]
- private void AssertAsset()
- {
- if (_Asset == null)
- Debug.LogError($"{GetType().Name}.{nameof(Asset)} is not assigned." +
- $" {nameof(HasAsset)} can be used to check without triggering this error.");
- }
- /************************************************************************************************************************/
- private AnimancerState _BaseState;
- /// <summary>
- /// The state that was created by this object. Specifically, this is the state that was most recently
- /// passed into <see cref="Apply"/> (usually by <see cref="AnimancerPlayable.Play(ITransition)"/>).
- /// <para></para>
- /// You can use <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(ITransition)"/> or
- /// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/> to get or create the state for a
- /// specific object.
- /// <para></para>
- /// <see cref="State"/> is simply a shorthand for casting this to <typeparamref name="TState"/>.
- /// </summary>
- public AnimancerState BaseState
- {
- get => _BaseState;
- protected set
- {
- _BaseState = value;
- OnSetBaseState();
- }
- }
- /// <summary>Called when the <see cref="BaseState"/> is set.</summary>
- protected virtual void OnSetBaseState() { }
- /************************************************************************************************************************/
- private AnimancerEvent.Sequence _Events;
- /// <inheritdoc/>
- /// <remarks>This property stores a copy of the events from the <see cref="Transition"/>.</remarks>
- public virtual AnimancerEvent.Sequence Events
- {
- get
- {
- if (_Events == null)
- _Events = new AnimancerEvent.Sequence(SerializedEvents.GetEventsOptional());
- return _Events;
- }
- }
- /// <inheritdoc/>
- public virtual ref AnimancerEvent.Sequence.Serializable SerializedEvents
- {
- get
- {
- AssertAsset();
- return ref ((ITransitionWithEvents)_Asset.GetTransition()).SerializedEvents;
- }
- }
- /// <summary>
- /// Clears the cached <see cref="Events"/> so that next time they are accessed they will be copied from the
- /// <see cref="SerializedEvents"/> again.
- /// </summary>
- public void ClearCachedEvents()
- {
- _Events = null;
- }
- /************************************************************************************************************************/
- /// <summary>Wraps <see cref="ITransition.Apply"/> and assigns the local <see cref="Events"/>.</summary>
- public virtual void Apply(AnimancerState state)
- {
- BaseState = state;
- _Asset.Apply(state);
- if (_Events == null)
- {
- _Events = SerializedEvents.GetEventsOptional();
- if (_Events == null)
- return;
- _Events = new AnimancerEvent.Sequence(_Events);
- }
- state.Events = _Events;
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public virtual object Key
- {
- get
- {
- AssertAsset();
- return _Asset.Key;
- }
- }
- /// <inheritdoc/>
- public virtual float FadeDuration
- {
- get
- {
- AssertAsset();
- return _Asset.FadeDuration;
- }
- }
- /// <inheritdoc/>
- public virtual FadeMode FadeMode
- {
- get
- {
- AssertAsset();
- return _Asset.FadeMode;
- }
- }
- /// <inheritdoc/>
- AnimancerState ITransition.CreateState()
- {
- AssertAsset();
- return BaseState = _Asset.CreateState();
- }
- /************************************************************************************************************************/
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- [Serializable]
- public class UnShared<TAsset, TTransition, TState> : UnShared<TAsset>, ITransition<TState>
- where TAsset : AnimancerTransitionAsset<TTransition>
- where TTransition : ITransition<TState>, IHasEvents
- where TState : AnimancerState
- {
- /************************************************************************************************************************/
- /// <summary>The <see cref="ITransition"/> wrapped by this object.</summary>
- public TTransition Transition
- {
- get => Asset.Transition;
- set => Asset.Transition = value;
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- protected override void OnSetBaseState()
- {
- base.OnSetBaseState();
- if (_State != BaseState)
- _State = null;
- }
- /************************************************************************************************************************/
- private TState _State;
- /// <summary>
- /// The state that was created by this object. Specifically, this is the state that was most recently
- /// passed into <see cref="Apply"/> (usually by <see cref="AnimancerPlayable.Play(ITransition)"/>).
- /// </summary>
- ///
- /// <remarks>
- /// You can use <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(ITransition)"/> or
- /// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/> to get or create the state for a
- /// specific object.
- /// <para></para>
- /// This property is shorthand for casting the <see cref="BaseState"/> to <typeparamref name="TState"/>.
- /// </remarks>
- ///
- /// <exception cref="InvalidCastException">
- /// The <see cref="BaseState"/> is not actually a <typeparamref name="TState"/>. This should only
- /// happen if a different type of state was created by something else and registered using the
- /// <see cref="Key"/>, causing this <see cref="AnimancerPlayable.Play(ITransition)"/> to pass that
- /// state into <see cref="Apply"/> instead of calling <see cref="CreateState"/> to make the correct type of
- /// state.
- /// </exception>
- public TState State
- {
- get
- {
- if (_State == null)
- _State = (TState)BaseState;
- return _State;
- }
- protected set
- {
- BaseState = _State = value;
- }
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override ref AnimancerEvent.Sequence.Serializable SerializedEvents
- => ref Asset.Transition.SerializedEvents;
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public virtual TState CreateState()
- => State = (TState)Asset.CreateState();
- /************************************************************************************************************************/
- }
- /************************************************************************************************************************/
- #if UNITY_EDITOR
- /// <summary>[Editor-Only]
- /// A <see cref="PropertyDrawer"/> for <see cref="UnShared{TAsset}"/>.
- /// </summary>
- /// <remarks>
- /// This class doesn't inherit from <see cref="TransitionDrawer"/> (which would let it draw the button to open the
- /// <see cref="TransitionPreviewWindow"/>) because it would only show the Transition Asset reference field without
- /// any of the actual values (fade duration, speed, etc.) and trying to redirect everything necessary to preview
- /// the asset's transition would require significant additional complexity.
- /// <para></para>
- /// This issue can be avoided using the
- /// <see href="https://kybernetik.com.au/inspector-gadgets/docs/script-inspector/object-reference-fields#nested-inspector">
- /// Nested Inspectors in Inspector Gadgets</see> by opening the asset's Inspector and previewing it directly.
- /// </remarks>
- [CustomPropertyDrawer(typeof(UnShared<>), true)]
- public class UnSharedTransitionDrawer : PropertyDrawer
- {
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
- {
- var height = AnimancerGUI.LineHeight;
- if (property.propertyType == SerializedPropertyType.ManagedReference &&
- property.isExpanded)
- height += AnimancerGUI.LineHeight + AnimancerGUI.StandardSpacing;
- return height;
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override void OnGUI(Rect area, SerializedProperty property, GUIContent label)
- {
- if (property.propertyType == SerializedPropertyType.ManagedReference)
- {
- using (new TypeSelectionButton(area, property, true))
- EditorGUI.PropertyField(area, property, label, true);
- }
- else
- {
- var transitionProperty = property.FindPropertyRelative("_Asset");
- EditorGUI.PropertyField(area, transitionProperty, label, false);
- }
- }
- /************************************************************************************************************************/
- }
- #endif
- /************************************************************************************************************************/
- }
- }
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