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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
- //#define ANIMANCER_ULT_EVENTS
- // If you edit this file to change the callback type to something other than UltEvents, you will need to change this
- // alias as well as the HasPersistentCalls method below.
- #if ANIMANCER_ULT_EVENTS
- using SerializableCallback = UltEvents.UltEvent;
- #else
- using SerializableCallback = UnityEngine.Events.UnityEvent;
- #endif
- using UnityEngine;
- using System;
- namespace Animancer
- {
- /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerEvent
- partial struct AnimancerEvent
- {
- /// https://kybernetik.com.au/animancer/api/Animancer/Sequence
- partial class Sequence
- {
- /// <summary>
- /// An <see cref="Sequence"/> that can be serialized and uses <see cref="SerializableCallback"/>s to define
- /// the <see cref="callback"/>s.
- /// </summary>
- /// <remarks>
- /// If you have Animancer Pro you can replace <see cref="SerializableCallback"/>s with
- /// <see href="https://kybernetik.com.au/ultevents">UltEvents</see> using the following procedure:
- /// <list type="number">
- /// <item>Select the <c>Assets/Plugins/Animancer/Animancer.asmdef</c> and add a Reference to the
- /// <c>UltEvents</c> Assembly Definition.</item>
- /// <item>Go into the Player Settings of your project and add <c>ANIMANCER_ULT_EVENTS</c> as a Scripting
- /// Define Symbol. Or you can simply edit this script to change the event type (it is located at
- /// <c>Assets/Plugins/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs</c> by default.</item>
- /// </list>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/events/animancer">Animancer Events</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer/Serializable
- ///
- [Serializable]
- public class Serializable : ICopyable<Serializable>
- #if UNITY_EDITOR
- , ISerializationCallbackReceiver
- #endif
- {
- /************************************************************************************************************************/
- [SerializeField]
- private float[] _NormalizedTimes;
- /// <summary>[<see cref="SerializeField"/>] The serialized <see cref="normalizedTime"/>s.</summary>
- public ref float[] NormalizedTimes => ref _NormalizedTimes;
- /************************************************************************************************************************/
- [SerializeField]
- private SerializableCallback[] _Callbacks;
- /// <summary>[<see cref="SerializeField"/>] The serialized <see cref="callback"/>s.</summary>
- /// <remarks>
- /// This array only needs to be large enough to hold the last event that actually contains any calls.
- /// Any empty or missing elements will simply use the <see cref="DummyCallback"/> at runtime.
- /// </remarks>
- public ref SerializableCallback[] Callbacks => ref _Callbacks;
- /************************************************************************************************************************/
- [SerializeField]
- private string[] _Names;
- /// <summary>[<see cref="SerializeField"/>] The serialized <see cref="Sequence.Names"/>.</summary>
- public ref string[] Names => ref _Names;
- /************************************************************************************************************************/
- #if UNITY_EDITOR
- /************************************************************************************************************************/
- /// <summary>[Editor-Only, Internal] The name of the array field which stores the <see cref="normalizedTime"/>s.</summary>
- internal const string NormalizedTimesField = nameof(_NormalizedTimes);
- /// <summary>[Editor-Only, Internal] The name of the array field which stores the serialized <see cref="callback"/>s.</summary>
- internal const string CallbacksField = nameof(_Callbacks);
- /// <summary>[Editor-Only, Internal] The name of the array field which stores the serialized <see cref="Names"/>.</summary>
- internal const string NamesField = nameof(_Names);
- /************************************************************************************************************************/
- #endif
- /************************************************************************************************************************/
- private Sequence _Events;
- /// <summary>
- /// The runtime <see cref="Sequence"/> compiled from this <see cref="Serializable"/>.
- /// Each call after the first will return the same value.
- /// </summary>
- /// <remarks>
- /// Unlike <see cref="GetEventsOptional"/>, this property will create an empty
- /// <see cref="Sequence"/> instead of returning null if there are no events.
- /// </remarks>
- public Sequence Events
- {
- get
- {
- if (_Events == null)
- {
- GetEventsOptional();
- if (_Events == null)
- _Events = new Sequence();
- }
- return _Events;
- }
- set => _Events = value;
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Returns the runtime <see cref="Sequence"/> compiled from this <see cref="Serializable"/>.
- /// Each call after the first will return the same value.
- /// </summary>
- /// <remarks>
- /// This method returns null if the sequence would be empty anyway and is used by the implicit
- /// conversion from <see cref="Serializable"/> to <see cref="Sequence"/>.
- /// </remarks>
- public Sequence GetEventsOptional()
- {
- if (_Events != null ||
- _NormalizedTimes == null)
- return _Events;
- var timeCount = _NormalizedTimes.Length;
- if (timeCount == 0)
- return null;
- var callbackCount = _Callbacks != null ? _Callbacks.Length : 0;
- var callback = callbackCount >= timeCount-- ?
- GetInvoker(_Callbacks[timeCount]) :
- null;
- var endEvent = new AnimancerEvent(_NormalizedTimes[timeCount], callback);
- _Events = new Sequence(timeCount)
- {
- EndEvent = endEvent,
- Count = timeCount,
- _Names = _Names,
- };
- for (int i = 0; i < timeCount; i++)
- {
- callback = i < callbackCount ? GetInvoker(_Callbacks[i]) : DummyCallback;
- _Events._Events[i] = new AnimancerEvent(_NormalizedTimes[i], callback);
- }
- return _Events;
- }
- /// <summary>Calls <see cref="GetEventsOptional"/>.</summary>
- public static implicit operator Sequence(Serializable serializable) => serializable?.GetEventsOptional();
- /************************************************************************************************************************/
- /// <summary>Returns the <see cref="Events"/> or <c>null</c> if it wasn't yet initialized.</summary>
- internal Sequence InitializedEvents => _Events;
- /************************************************************************************************************************/
- /// <summary>
- /// If the `callback` has any persistent calls, this method returns a delegate to call its
- /// <see cref="SerializableCallback.Invoke"/> method. Otherwise it returns the
- /// <see cref="DummyCallback"/>.
- /// </summary>
- public static Action GetInvoker(SerializableCallback callback)
- => HasPersistentCalls(callback) ? callback.Invoke : DummyCallback;
- #if UNITY_EDITOR
- /// <summary>[Editor-Only]
- /// Casts the `callback` and calls <see cref="GetInvoker(SerializableCallback)"/>.
- /// </summary>
- public static Action GetInvoker(object callback)
- => GetInvoker((SerializableCallback)callback);
- #endif
- /************************************************************************************************************************/
- /// <summary>
- /// Determines if the `callback` contains any method calls that will be serialized (otherwise the
- /// <see cref="DummyCallback"/> can be used instead of creating a new delegate to invoke the empty
- /// `callback`).
- /// </summary>
- public static bool HasPersistentCalls(SerializableCallback callback)
- {
- if (callback == null)
- return false;
- // UnityEvents do not allow us to check if any dynamic calls are present.
- // But we are not giving runtime access to the events so it does not really matter.
- // UltEvents does allow it (via the HasCalls property), but we might as well be consistent.
- #if ANIMANCER_ULT_EVENTS
- var calls = callback.PersistentCallsList;
- return calls != null && calls.Count > 0;
- #else
- return callback.GetPersistentEventCount() > 0;
- #endif
- }
- #if UNITY_EDITOR
- /// <summary>[Editor-Only]
- /// Casts the `callback` and calls <see cref="HasPersistentCalls(SerializableCallback)"/>.
- /// </summary>
- public static bool HasPersistentCalls(object callback) => HasPersistentCalls((SerializableCallback)callback);
- #endif
- /************************************************************************************************************************/
- /// <summary>Returns the <see cref="normalizedTime"/> of the <see cref="EndEvent"/>.</summary>
- /// <remarks>If the value is not set, the value is determined by <see cref="GetDefaultNormalizedEndTime"/>.</remarks>
- public float GetNormalizedEndTime(float speed = 1)
- {
- if (_NormalizedTimes.IsNullOrEmpty())
- return GetDefaultNormalizedEndTime(speed);
- else
- return _NormalizedTimes[_NormalizedTimes.Length - 1];
- }
- /************************************************************************************************************************/
- /// <summary>Sets the <see cref="normalizedTime"/> of the <see cref="EndEvent"/>.</summary>
- public void SetNormalizedEndTime(float normalizedTime)
- {
- if (_NormalizedTimes.IsNullOrEmpty())
- _NormalizedTimes = new float[] { normalizedTime };
- else
- _NormalizedTimes[_NormalizedTimes.Length - 1] = normalizedTime;
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public void CopyFrom(Serializable copyFrom)
- {
- if (copyFrom == null)
- {
- _NormalizedTimes = default;
- _Callbacks = default;
- _Names = default;
- return;
- }
- AnimancerUtilities.CopyExactArray(copyFrom._NormalizedTimes, ref _NormalizedTimes);
- AnimancerUtilities.CopyExactArray(copyFrom._Callbacks, ref _Callbacks);
- AnimancerUtilities.CopyExactArray(copyFrom._Names, ref _Names);
- }
- /************************************************************************************************************************/
- #if UNITY_EDITOR
- /************************************************************************************************************************/
- /// <summary>[Editor-Only] Does nothing.</summary>
- /// <remarks>
- /// Keeping the runtime <see cref="Events"/> in sync with the serialized data is handled by
- /// <see cref="Editor.SerializableEventSequenceDrawer"/>.
- /// </remarks>
- void ISerializationCallbackReceiver.OnAfterDeserialize() { }
- /************************************************************************************************************************/
- /// <summary>[Editor-Only] Ensures that the events are sorted by time (excluding the end event).</summary>
- void ISerializationCallbackReceiver.OnBeforeSerialize()
- {
- if (_NormalizedTimes == null ||
- _NormalizedTimes.Length <= 2)
- {
- CompactArrays();
- return;
- }
- var eventContext = Editor.SerializableEventSequenceDrawer.Context.Current;
- var selectedEvent = eventContext?.Property != null ? eventContext.SelectedEvent : -1;
- var timeCount = _NormalizedTimes.Length - 1;
- var previousTime = _NormalizedTimes[0];
- // Bubble Sort based on the normalized times.
- for (int i = 1; i < timeCount; i++)
- {
- var time = _NormalizedTimes[i];
- if (time >= previousTime)
- {
- previousTime = time;
- continue;
- }
- _NormalizedTimes.Swap(i, i - 1);
- DynamicSwap(ref _Callbacks, i);
- DynamicSwap(ref _Names, i);
- if (selectedEvent == i)
- selectedEvent = i - 1;
- else if (selectedEvent == i - 1)
- selectedEvent = i;
- if (i == 1)
- {
- i = 0;
- previousTime = float.NegativeInfinity;
- }
- else
- {
- i -= 2;
- previousTime = _NormalizedTimes[i];
- }
- }
- // If the current animation is looping, clamp all times within the 0-1 range.
- var transitionContext = Editor.TransitionDrawer.Context;
- if (transitionContext != null &&
- transitionContext.Transition != null &&
- transitionContext.Transition.IsLooping)
- {
- for (int i = _NormalizedTimes.Length - 1; i >= 0; i--)
- {
- var time = _NormalizedTimes[i];
- if (time < 0)
- _NormalizedTimes[i] = 0;
- else if (time > AlmostOne)
- _NormalizedTimes[i] = AlmostOne;
- }
- }
- // If the selected event was moved adjust the selection.
- if (eventContext?.Property != null && eventContext.SelectedEvent != selectedEvent)
- {
- eventContext.SelectedEvent = selectedEvent;
- Editor.TransitionPreviewWindow.PreviewNormalizedTime = _NormalizedTimes[selectedEvent];
- }
- CompactArrays();
- }
- /************************************************************************************************************************/
- /// <summary>[Editor-Only]
- /// Swaps <c>array[index]</c> with <c>array[index - 1]</c> while accounting for the possibility of the
- /// `index` being beyond the bounds of the `array`.
- /// </summary>
- private static void DynamicSwap<T>(ref T[] array, int index)
- {
- var count = array != null ? array.Length : 0;
- if (index == count)
- Array.Resize(ref array, ++count);
- if (index < count)
- array.Swap(index, index - 1);
- }
- /************************************************************************************************************************/
- /// <summary>[Internal]
- /// Should the arrays be prevented from reducing their size when their last elements are unused?
- /// </summary>
- internal static bool DisableCompactArrays { get; set; }
- /// <summary>[Editor-Only]
- /// Removes empty data from the ends of the arrays to reduce the serialized data size.
- /// </summary>
- private void CompactArrays()
- {
- if (DisableCompactArrays)
- return;
- // If there is only one time and it is NaN, we don't need to store anything.
- if (_NormalizedTimes == null ||
- (_NormalizedTimes.Length == 1 &&
- (_Callbacks == null || _Callbacks.Length == 0) &&
- (_Names == null || _Names.Length == 0) &&
- float.IsNaN(_NormalizedTimes[0])))
- {
- _NormalizedTimes = Array.Empty<float>();
- _Callbacks = Array.Empty<SerializableCallback>();
- _Names = Array.Empty<string>();
- return;
- }
- Trim(ref _Callbacks, _NormalizedTimes.Length, (callback) => HasPersistentCalls(callback));
- Trim(ref _Names, _NormalizedTimes.Length, (name) => !string.IsNullOrEmpty(name));
- }
- /************************************************************************************************************************/
- /// <summary>[Editor-Only] Removes unimportant values from the end of the `array`.</summary>
- private static void Trim<T>(ref T[] array, int maxLength, Func<T, bool> isImportant)
- {
- if (array == null)
- return;
- var count = Math.Min(array.Length, maxLength);
- while (count >= 1)
- {
- var item = array[count - 1];
- if (isImportant(item))
- break;
- else
- count--;
- }
- Array.Resize(ref array, count);
- }
- /************************************************************************************************************************/
- #endif
- /************************************************************************************************************************/
- }
- }
- }
- }
- /************************************************************************************************************************/
- #if UNITY_EDITOR
- /************************************************************************************************************************/
- namespace Animancer.Editor
- {
- /// <summary>[Editor-Only, Internal]
- /// A serializable container which holds a <see cref="SerializableCallback"/> in a field named "_Callback".
- /// </summary>
- /// <remarks>
- /// <see cref="DummySerializableCallback"/> needs to be in a file with the same name as it (otherwise it can't
- /// draw the callback properly) and this class needs to be in the same file as
- /// <see cref="AnimancerEvent.Sequence.Serializable"/> to use the <see cref="SerializableCallback"/> alias.
- /// </remarks>
- [Serializable]
- internal sealed class SerializableCallbackHolder
- {
- #pragma warning disable CS0169 // Field is never used.
- [SerializeField]
- private SerializableCallback _Callback;
- #pragma warning restore CS0169 // Field is never used.
- /// <summary>The name of the field which stores the <see cref="SerializableCallback"/>.</summary>
- internal const string CallbackField = nameof(_Callback);
- }
- }
- /************************************************************************************************************************/
- #endif
- /************************************************************************************************************************/
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