TransitionGenerator.cs 13 KB

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  1. // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
  2. #if UNITY_EDITOR
  3. using System.IO;
  4. using UnityEditor;
  5. using UnityEditor.Animations;
  6. using UnityEngine;
  7. using Object = UnityEngine.Object;
  8. namespace Animancer.Editor
  9. {
  10. /// <summary>
  11. /// Context menu functions for generating <see cref="AnimancerTransitionAssetBase"/>s based on the contents of
  12. /// Animator Controllers.
  13. /// </summary>
  14. internal static class TransitionGenerator
  15. {
  16. /************************************************************************************************************************/
  17. /// <summary>
  18. /// Creates an appropriate type of <see cref="AnimancerTransitionAssetBase"/> from the
  19. /// <see cref="MenuCommand.context"/>.
  20. /// </summary>
  21. [MenuItem("CONTEXT/" + nameof(AnimatorState) + "/Generate Transition")]
  22. [MenuItem("CONTEXT/" + nameof(BlendTree) + "/Generate Transition")]
  23. [MenuItem("CONTEXT/" + nameof(AnimatorStateTransition) + "/Generate Transition")]
  24. [MenuItem("CONTEXT/" + nameof(AnimatorStateMachine) + "/Generate Transitions")]
  25. private static void GenerateTransition(MenuCommand command)
  26. {
  27. var context = command.context;
  28. if (context is AnimatorState state)
  29. {
  30. Selection.activeObject = GenerateTransition(state);
  31. }
  32. else if (context is BlendTree blendTree)
  33. {
  34. Selection.activeObject = GenerateTransition(null, blendTree);
  35. }
  36. else if (context is AnimatorStateTransition transition)
  37. {
  38. Selection.activeObject = GenerateTransition(transition);
  39. }
  40. else if (context is AnimatorStateMachine stateMachine)// Layer or Sub-State Machine.
  41. {
  42. Selection.activeObject = GenerateTransitions(stateMachine);
  43. }
  44. }
  45. /************************************************************************************************************************/
  46. /// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `state`.</summary>
  47. private static Object GenerateTransition(AnimatorState state)
  48. => GenerateTransition(state, state.motion);
  49. /************************************************************************************************************************/
  50. /// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `motion`.</summary>
  51. private static Object GenerateTransition(Object originalAsset, Motion motion)
  52. {
  53. if (motion is BlendTree blendTree)
  54. {
  55. return GenerateTransition(originalAsset as AnimatorState, blendTree);
  56. }
  57. else if (motion is AnimationClip || motion == null)
  58. {
  59. var asset = ScriptableObject.CreateInstance<ClipTransitionAsset>();
  60. asset.Transition = new ClipTransition
  61. {
  62. Clip = (AnimationClip)motion,
  63. };
  64. GetDetailsFromState(originalAsset as AnimatorState, asset.Transition);
  65. SaveTransition(originalAsset, asset);
  66. return asset;
  67. }
  68. else
  69. {
  70. Debug.LogError($"Unsupported {nameof(Motion)} Type: {motion.GetType()}");
  71. return null;
  72. }
  73. }
  74. /************************************************************************************************************************/
  75. /// <summary>Initializes the `transition` based on the `state`.</summary>
  76. private static void GetDetailsFromState(AnimatorState state, ITransitionDetailed transition)
  77. {
  78. if (state == null ||
  79. transition == null)
  80. return;
  81. transition.Speed = state.speed;
  82. var isForwards = state.speed >= 0;
  83. var defaultEndTime = AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(state.speed);
  84. var endTime = defaultEndTime;
  85. var exitTransitions = state.transitions;
  86. for (int i = 0; i < exitTransitions.Length; i++)
  87. {
  88. var exitTransition = exitTransitions[i];
  89. if (exitTransition.hasExitTime)
  90. {
  91. if (isForwards)
  92. {
  93. if (endTime > exitTransition.exitTime)
  94. endTime = exitTransition.exitTime;
  95. }
  96. else
  97. {
  98. if (endTime < exitTransition.exitTime)
  99. endTime = exitTransition.exitTime;
  100. }
  101. }
  102. }
  103. if (endTime != defaultEndTime && AnimancerUtilities.TryGetWrappedObject(transition, out IHasEvents events))
  104. {
  105. if (events.SerializedEvents == null)
  106. events.SerializedEvents = new AnimancerEvent.Sequence.Serializable();
  107. events.SerializedEvents.SetNormalizedEndTime(endTime);
  108. }
  109. }
  110. /************************************************************************************************************************/
  111. /// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `blendTree`.</summary>
  112. private static Object GenerateTransition(AnimatorState state, BlendTree blendTree)
  113. {
  114. var asset = CreateTransition(blendTree);
  115. if (asset == null)
  116. return null;
  117. if (state != null)
  118. asset.name = state.name;
  119. AnimancerUtilities.TryGetWrappedObject(asset, out ITransitionDetailed detailed);
  120. GetDetailsFromState(state, detailed);
  121. SaveTransition(blendTree, asset);
  122. return asset;
  123. }
  124. /************************************************************************************************************************/
  125. /// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `transition`.</summary>
  126. private static Object GenerateTransition(AnimatorStateTransition transition)
  127. {
  128. Object animancerTransition = null;
  129. if (transition.destinationStateMachine != null)
  130. animancerTransition = GenerateTransitions(transition.destinationStateMachine);
  131. if (transition.destinationState != null)
  132. animancerTransition = GenerateTransition(transition.destinationState);
  133. return animancerTransition;
  134. }
  135. /************************************************************************************************************************/
  136. /// <summary>Creates <see cref="AnimancerTransitionAssetBase"/>s from all states in the `stateMachine`.</summary>
  137. private static Object GenerateTransitions(AnimatorStateMachine stateMachine)
  138. {
  139. Object transition = null;
  140. foreach (var child in stateMachine.stateMachines)
  141. transition = GenerateTransitions(child.stateMachine);
  142. foreach (var child in stateMachine.states)
  143. transition = GenerateTransition(child.state);
  144. return transition;
  145. }
  146. /************************************************************************************************************************/
  147. /// <summary>Creates an <see cref="AnimancerTransitionAssetBase"/> from the `blendTree`.</summary>
  148. private static Object CreateTransition(BlendTree blendTree)
  149. {
  150. switch (blendTree.blendType)
  151. {
  152. case BlendTreeType.Simple1D:
  153. var linearAsset = ScriptableObject.CreateInstance<LinearMixerTransitionAsset>();
  154. linearAsset.Transition = InitializeChildren1D(blendTree);
  155. return linearAsset;
  156. case BlendTreeType.SimpleDirectional2D:
  157. case BlendTreeType.FreeformDirectional2D:
  158. var directionalAsset = ScriptableObject.CreateInstance<MixerTransition2DAsset>();
  159. directionalAsset.Transition = new MixerTransition2D
  160. {
  161. Type = MixerTransition2D.MixerType.Directional
  162. };
  163. directionalAsset.Transition = InitializeChildren2D(blendTree);
  164. return directionalAsset;
  165. case BlendTreeType.FreeformCartesian2D:
  166. var cartesianAsset = ScriptableObject.CreateInstance<MixerTransition2DAsset>();
  167. cartesianAsset.Transition = new MixerTransition2D
  168. {
  169. Type = MixerTransition2D.MixerType.Cartesian
  170. };
  171. cartesianAsset.Transition = InitializeChildren2D(blendTree);
  172. return cartesianAsset;
  173. case BlendTreeType.Direct:
  174. var manualAsset = ScriptableObject.CreateInstance<ManualMixerTransitionAsset>();
  175. InitializeChildren<ManualMixerTransition, ManualMixerState>(out var transition, blendTree);
  176. manualAsset.Transition = transition;
  177. return manualAsset;
  178. default:
  179. Debug.LogError($"Unsupported {nameof(BlendTreeType)}: {blendTree.blendType}");
  180. return null;
  181. }
  182. }
  183. /************************************************************************************************************************/
  184. /// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
  185. private static LinearMixerTransition InitializeChildren1D(BlendTree blendTree)
  186. {
  187. var children = InitializeChildren<LinearMixerTransition, LinearMixerState>(out var transition, blendTree);
  188. transition.Thresholds = new float[children.Length];
  189. for (int i = 0; i < children.Length; i++)
  190. transition.Thresholds[i] = children[i].threshold;
  191. return transition;
  192. }
  193. /// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
  194. private static MixerTransition2D InitializeChildren2D(BlendTree blendTree)
  195. {
  196. var children = InitializeChildren<MixerTransition2D, MixerState<Vector2>>(out var transition, blendTree);
  197. transition.Thresholds = new Vector2[children.Length];
  198. for (int i = 0; i < children.Length; i++)
  199. transition.Thresholds[i] = children[i].position;
  200. return transition;
  201. }
  202. /// <summary>Initializes the `transition` based on the <see cref="BlendTree.children"/>.</summary>
  203. private static ChildMotion[] InitializeChildren<TTransition, TState>(out TTransition transition, BlendTree blendTree)
  204. where TTransition : ManualMixerTransition<TState>, new()
  205. where TState : ManualMixerState
  206. {
  207. transition = new TTransition();
  208. var children = blendTree.children;
  209. transition.Animations = new Object[children.Length];
  210. float[] speeds = new float[children.Length];
  211. var hasCustomSpeeds = false;
  212. for (int i = 0; i < children.Length; i++)
  213. {
  214. var child = children[i];
  215. transition.Animations[i] = child.motion is AnimationClip
  216. ? child.motion
  217. : GenerateTransition(blendTree, child.motion);
  218. if ((speeds[i] = child.timeScale) != 1)
  219. hasCustomSpeeds = true;
  220. }
  221. if (hasCustomSpeeds)
  222. transition.Speeds = speeds;
  223. return children;
  224. }
  225. /************************************************************************************************************************/
  226. /// <summary>Saves the `transition` in the same folder as the `originalAsset`.</summary>
  227. private static void SaveTransition(Object originalAsset, Object transition)
  228. {
  229. if (string.IsNullOrEmpty(transition.name))
  230. transition.name = originalAsset.name;
  231. var path = AssetDatabase.GetAssetPath(originalAsset);
  232. path = Path.GetDirectoryName(path);
  233. path = Path.Combine(path, transition.name + ".asset");
  234. path = AssetDatabase.GenerateUniqueAssetPath(path);
  235. AssetDatabase.CreateAsset(transition, path);
  236. Debug.Log($"Saved {path}", transition);
  237. }
  238. /************************************************************************************************************************/
  239. }
  240. }
  241. #endif