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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Text;
- using UnityEngine;
- using UnityEngine.Animations;
- using UnityEngine.Playables;
- using Object = UnityEngine.Object;
- namespace Animancer
- {
- /// <summary>
- /// A <see cref="PlayableBehaviour"/> which can be used as a substitute for the
- /// <see cref="RuntimeAnimatorController"/> normally used to control an <see cref="Animator"/>.
- /// </summary>
- ///
- /// <remarks>
- /// This class can be used as a custom yield instruction to wait until all animations finish playing.
- /// <para></para>
- /// The most common way to access this class is via <see cref="AnimancerComponent.Playable"/>.
- /// <para></para>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing">Playing Animations</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerPlayable
- ///
- public sealed partial class AnimancerPlayable : PlayableBehaviour,
- IEnumerator, IPlayableWrapper, IAnimationClipCollection
- {
- /************************************************************************************************************************/
- #region Fields and Properties
- /************************************************************************************************************************/
- private static float _DefaultFadeDuration = 0.25f;
- /************************************************************************************************************************/
- #if UNITY_EDITOR
- /// <summary>[Editor-Only]
- /// The namespace that should be used for a class which sets the <see cref="DefaultFadeDuration"/>.
- /// </summary>
- public const string DefaultFadeDurationNamespace = nameof(Animancer);
- /// <summary>[Editor-Only]
- /// The name that should be used for a class which sets the <see cref="DefaultFadeDuration"/>.
- /// </summary>
- public const string DefaultFadeDurationClass = nameof(DefaultFadeDuration);
- /// <summary>[Editor-Only]
- /// Initializes the <see cref="DefaultFadeDuration"/> (see its example for more information).
- /// </summary>
- /// <remarks>
- /// This method takes about 2 milliseconds if a <see cref="DefaultFadeDuration"/> class exists, or 0 if it
- /// doesn't (less than 0.5 rounded off according to a <see cref="System.Diagnostics.Stopwatch"/>).
- /// <para></para>
- /// The <see cref="DefaultFadeDuration"/> can't simply be stored in the
- /// <see cref="Editor.AnimancerSettings"/> because it needs to be initialized before Unity is able to load
- /// <see cref="ScriptableObject"/>s.
- /// </remarks>
- static AnimancerPlayable()
- {
- var assemblies = AppDomain.CurrentDomain.GetAssemblies();
- // Iterate backwards since it's more likely to be towards the end.
- for (int iAssembly = assemblies.Length - 1; iAssembly >= 0; iAssembly--)
- {
- var type = assemblies[iAssembly].GetType(DefaultFadeDurationNamespace + "." + DefaultFadeDurationClass);
- if (type != null)
- {
- var methods = type.GetMethods(Editor.AnimancerEditorUtilities.StaticBindings);
- for (int iMethod = 0; iMethod < methods.Length; iMethod++)
- {
- var method = methods[iMethod];
- if (method.IsDefined(typeof(RuntimeInitializeOnLoadMethodAttribute), false))
- {
- method.Invoke(null, null);
- return;
- }
- }
- }
- }
- }
- #endif
- /************************************************************************************************************************/
- /// <summary>The fade duration to use if not specified. Default is 0.25.</summary>
- /// <exception cref="UnityEngine.Assertions.AssertionException">The value is negative or infinity.</exception>
- /// <remarks><em>Animancer Lite doesn't allow this value to be changed in runtime builds (except to 0).</em></remarks>
- /// <example>
- /// <see cref="Sprite"/> based games often have no use for fading so you could set this value to 0 using the
- /// following script so that you don't need to manually set the <see cref="ITransition.FadeDuration"/> of all
- /// your transitions.
- /// <para></para>
- /// To set this value automatically on startup, put the following class into any script:
- /// <para></para><code>
- /// namespace Animancer
- /// {
- /// internal static class DefaultFadeDuration
- /// {
- /// [UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.BeforeSceneLoad)]
- /// private static void Initialize() => AnimancerPlayable.DefaultFadeDuration = 0;
- /// }
- /// }
- /// </code>
- /// Using that specific namespace (<see cref="DefaultFadeDurationNamespace"/>) and class name
- /// (<see cref="DefaultFadeDurationClass"/>) allows Animancer to find and run it immediately in the Unity
- /// Editor so that newly created transition fields can start with the correct value (using a
- /// <c>[UnityEditor.InitializeOnLoadMethod]</c> attribute would run it too late).
- /// </example>
- public static float DefaultFadeDuration
- {
- get => _DefaultFadeDuration;
- set
- {
- AnimancerUtilities.Assert(value >= 0 && value < float.PositiveInfinity,
- $"{nameof(AnimancerPlayable)}.{nameof(DefaultFadeDuration)} must not be negative or infinity.");
- _DefaultFadeDuration = value;
- }
- }
- /************************************************************************************************************************/
- /// <summary>[Internal] The <see cref="PlayableGraph"/> containing this <see cref="AnimancerPlayable"/>.</summary>
- internal PlayableGraph _Graph;
- /// <summary>[Pro-Only] The <see cref="PlayableGraph"/> containing this <see cref="AnimancerPlayable"/>.</summary>
- public PlayableGraph Graph => _Graph;
- /// <summary>[Internal] The <see cref="Playable"/> containing this <see cref="AnimancerPlayable"/>.</summary>
- internal Playable _RootPlayable;
- /// <summary>[Internal] The <see cref="Playable"/> which layers connect to.</summary>
- internal Playable _LayerMixer;
- /************************************************************************************************************************/
- /// <summary>[Internal] The <see cref="Playable"/> which layers connect to.</summary>
- Playable IPlayableWrapper.Playable => _LayerMixer;
- /// <summary>[Internal] An <see cref="AnimancerPlayable"/> is the root of the graph so it has no parent.</summary>
- IPlayableWrapper IPlayableWrapper.Parent => null;
- /// <summary>[Internal] The current blend weight of this node which determines how much it affects the final output.</summary>
- float IPlayableWrapper.Weight => 1;
- /// <summary>[Internal] The <see cref="LayerList.Count"/>.</summary>
- int IPlayableWrapper.ChildCount => Layers.Count;
- /// <summary>[Internal] Returns the layer at the specified `index`.</summary>
- AnimancerNode IPlayableWrapper.GetChild(int index) => Layers[index];
- /************************************************************************************************************************/
- // These collections can't be readonly because when Unity clones the Template it copies the memory without running the
- // field initializers on the new clone so everything would be referencing the same collections.
- /************************************************************************************************************************/
- /// <summary>The <see cref="AnimancerLayer"/>s which each manage their own set of animations.</summary>
- /// <remarks>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/layers">Layers</see>
- /// </remarks>
- public LayerList Layers { get; private set; }
- /// <summary>The <see cref="AnimancerState"/>s managed by this playable.</summary>
- /// <remarks>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/states">States</see>
- /// </remarks>
- public StateDictionary States { get; private set; }
- /// <summary>All of the nodes that need to be updated.</summary>
- private Key.KeyedList<IUpdatable> _PreUpdatables;
- /// <summary>All of the objects that need to be updated early.</summary>
- private Key.KeyedList<IUpdatable> _PostUpdatables;
- /// <summary>A <see cref="PlayableBehaviour"/> that updates the <see cref="_PostUpdatables"/>.</summary>
- private PostUpdate _PostUpdate;
- /************************************************************************************************************************/
- /// <summary>The component that is playing this <see cref="AnimancerPlayable"/>.</summary>
- public IAnimancerComponent Component { get; private set; }
- /************************************************************************************************************************/
- /// <summary>
- /// The number of times the <see cref="AnimancerLayer.CurrentState"/> has changed on layer 0. By storing this
- /// value and later comparing the stored value to the current value, you can determine whether the state has
- /// been changed since then, even it has changed back to the same state.
- /// </summary>
- public int CommandCount => Layers[0].CommandCount;
- /************************************************************************************************************************/
- /// <summary>Determines what time source is used to update the <see cref="PlayableGraph"/>.</summary>
- public DirectorUpdateMode UpdateMode
- {
- get => _Graph.GetTimeUpdateMode();
- set => _Graph.SetTimeUpdateMode(value);
- }
- /************************************************************************************************************************/
- private float _Speed = 1;
- /// <summary>How fast the <see cref="AnimancerState.Time"/> of all animations is advancing every frame.</summary>
- ///
- /// <remarks>
- /// 1 is the normal speed.
- /// <para></para>
- /// A negative value will play the animations backwards.
- /// <para></para>
- /// Setting this value to 0 would pause all animations, but calling <see cref="PauseGraph"/> is more efficient.
- /// <para></para>
- /// <em>Animancer Lite does not allow this value to be changed in runtime builds.</em>
- /// </remarks>
- ///
- /// <example><code>
- /// void SetSpeed(AnimancerComponent animancer)
- /// {
- /// animancer.Playable.Speed = 1;// Normal speed.
- /// animancer.Playable.Speed = 2;// Double speed.
- /// animancer.Playable.Speed = 0.5f;// Half speed.
- /// animancer.Playable.Speed = -1;// Normal speed playing backwards.
- /// }
- /// </code></example>
- public float Speed
- {
- get => _Speed;
- set => _LayerMixer.SetSpeed(_Speed = value);
- }
- /************************************************************************************************************************/
- private bool _KeepChildrenConnected;
- /// <summary>
- /// Should playables stay connected to the graph at all times?
- /// Otherwise they will be disconnected when their <see cref="AnimancerNode.Weight"/> is 0.
- /// </summary>
- ///
- /// <remarks>
- /// Humanoid Rigs default this value to <c>false</c> so that playables will be disconnected from the graph
- /// while they are at 0 weight which stops it from evaluating them every frame.
- /// <para></para>
- /// Generic Rigs default this value to <c>true</c> because they do not always animate the same standard set of
- /// values so every connection change has a higher performance cost than with Humanoid Rigs which is generally
- /// more significant than the gains for having fewer playables connected at a time.
- /// <para></para>
- /// The default is set by <see cref="CreateOutput(Animator, IAnimancerComponent)"/>.
- /// </remarks>
- ///
- /// <example><code>
- /// [SerializeField]
- /// private AnimancerComponent _Animancer;
- ///
- /// public void Initialize()
- /// {
- /// _Animancer.Playable.KeepChildrenConnected = true;
- /// }
- /// </code></example>
- public bool KeepChildrenConnected
- {
- get => _KeepChildrenConnected;
- set
- {
- if (_KeepChildrenConnected == value)
- return;
- _KeepChildrenConnected = value;
- if (value)
- {
- _PostUpdate.IsConnected = true;
- for (int i = Layers.Count - 1; i >= 0; i--)
- Layers.GetLayer(i).ConnectAllChildrenToGraph();
- }
- else
- {
- for (int i = Layers.Count - 1; i >= 0; i--)
- Layers.GetLayer(i).DisconnectWeightlessChildrenFromGraph();
- }
- }
- }
- /************************************************************************************************************************/
- private bool _SkipFirstFade;
- /// <summary>
- /// Normally the first animation on the Base Layer should not fade in because there is nothing fading out. But
- /// sometimes that is undesirable, such as if the <see cref="Animator.runtimeAnimatorController"/> is assigned
- /// since Animancer can blend with that.
- /// </summary>
- /// <remarks>
- /// Setting this value to false ensures that the <see cref="AnimationLayerMixerPlayable"/> has at least two
- /// inputs because it ignores the <see cref="AnimancerNode.Weight"/> of the layer when there is only one.
- /// </remarks>
- public bool SkipFirstFade
- {
- get => _SkipFirstFade;
- set
- {
- _SkipFirstFade = value;
- if (!value && Layers.Count < 2)
- {
- Layers.Count = 1;
- _LayerMixer.SetInputCount(2);
- }
- }
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Initialization
- /************************************************************************************************************************/
- /// <summary>
- /// Since <see cref="ScriptPlayable{T}.Create(PlayableGraph, int)"/> needs to clone an existing instance, we
- /// keep a static template to avoid allocating an extra garbage one every time. This is why the fields are
- /// assigned in <see cref="OnPlayableCreate"/> rather than being readonly with field initializers.
- /// </summary>
- private static readonly AnimancerPlayable Template = new AnimancerPlayable();
- /************************************************************************************************************************/
- /// <summary>
- /// Creates a new <see cref="PlayableGraph"/> containing an <see cref="AnimancerPlayable"/>.
- /// <para></para>
- /// The caller is responsible for calling <see cref="DestroyGraph()"/> on the returned object, except in Edit Mode
- /// where it will be called automatically.
- /// <para></para>
- /// Consider calling <see cref="SetNextGraphName"/> before this method to give it a name.
- /// </summary>
- public static AnimancerPlayable Create()
- {
- #if UNITY_EDITOR
- var name = _NextGraphName;
- _NextGraphName = null;
- var graph = name != null ?
- PlayableGraph.Create(name) :
- PlayableGraph.Create();
- #else
- var graph = PlayableGraph.Create();
- #endif
- return ScriptPlayable<AnimancerPlayable>.Create(graph, Template, 2)
- .GetBehaviour();
- }
- /************************************************************************************************************************/
- /// <summary>Creates an <see cref="AnimancerPlayable"/> in an existing <see cref="PlayableGraph"/>.</summary>
- public static AnimancerPlayable Create(PlayableGraph graph)
- {
- return ScriptPlayable<AnimancerPlayable>.Create(graph, Template, 2)
- .GetBehaviour();
- }
- /************************************************************************************************************************/
- /// <summary>[Internal] Called by Unity when it creates this <see cref="AnimancerPlayable"/>.</summary>
- public override void OnPlayableCreate(Playable playable)
- {
- _RootPlayable = playable;
- _Graph = playable.GetGraph();
- _PostUpdatables = new Key.KeyedList<IUpdatable>();
- _PreUpdatables = new Key.KeyedList<IUpdatable>();
- _PostUpdate = PostUpdate.Create(this);
- Layers = new LayerList(this, out _LayerMixer);
- States = new StateDictionary(this);
- playable.SetInputWeight(0, 1);
- #if UNITY_EDITOR
- RegisterInstance();
- #endif
- }
- /************************************************************************************************************************/
- #if UNITY_EDITOR
- private static string _NextGraphName;
- #endif
- /// <summary>[Editor-Conditional]
- /// Sets the display name for the next <see cref="Create()"/> call to give its <see cref="PlayableGraph"/>.
- /// </summary>
- /// <remarks>
- /// Having this method separate from <see cref="Create()"/> allows the
- /// <see cref="System.Diagnostics.ConditionalAttribute"/> to compile it out of runtime builds which would
- /// otherwise require #ifs on the caller side.
- /// </remarks>
- [System.Diagnostics.Conditional(Strings.UnityEditor)]
- public static void SetNextGraphName(string name)
- {
- #if UNITY_EDITOR
- _NextGraphName = name;
- #endif
- }
- /************************************************************************************************************************/
- #if UNITY_EDITOR
- /// <summary>[Editor-Only] Returns "AnimancerPlayable (Graph Name)".</summary>
- public override string ToString()
- => $"{nameof(AnimancerPlayable)} ({(_Graph.IsValid() ? _Graph.GetEditorName() : "Graph Not Initialized")})";
- #endif
- /************************************************************************************************************************/
- /// <summary>
- /// Outputs the <see cref="PlayableOutput"/> connected to the <see cref="AnimancerPlayable"/> and returns true
- /// if it was found. Otherwise returns false.
- /// </summary>
- public bool TryGetOutput(out PlayableOutput output)
- {
- var outputCount = _Graph.GetOutputCount();
- for (int i = 0; i < outputCount; i++)
- {
- output = _Graph.GetOutput(i);
- if (output.GetSourcePlayable().Equals(_RootPlayable))
- return true;
- }
- output = default;
- return false;
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Plays this playable on the <see cref="IAnimancerComponent.Animator"/> and sets the
- /// <see cref="Component"/>.
- /// </summary>
- public void CreateOutput(IAnimancerComponent animancer)
- => CreateOutput(animancer.Animator, animancer);
- /// <summary>Plays this playable on the specified `animator` and sets the <see cref="Component"/>.</summary>
- public void CreateOutput(Animator animator, IAnimancerComponent animancer)
- {
- #if UNITY_ASSERTIONS
- if (animator == null)
- throw new ArgumentNullException(nameof(animator),
- $"An {nameof(Animator)} component is required to play animations.");
- #if UNITY_EDITOR
- if (UnityEditor.EditorUtility.IsPersistent(animator))
- throw new ArgumentException(
- $"The specified {nameof(Animator)} component is a prefab which means it cannot play animations.",
- nameof(animator));
- #endif
- if (animancer != null)
- {
- Debug.Assert(animancer.IsPlayableInitialized && animancer.Playable == this,
- $"{nameof(CreateOutput)} was called on an {nameof(AnimancerPlayable)} which does not match the" +
- $" {nameof(IAnimancerComponent)}.{nameof(IAnimancerComponent.Playable)}.");
- Debug.Assert(animator == animancer.Animator,
- $"{nameof(CreateOutput)} was called with an {nameof(Animator)} which does not match the" +
- $" {nameof(IAnimancerComponent)}.{nameof(IAnimancerComponent.Animator)}.");
- }
- if (TryGetOutput(out var output))
- {
- Debug.LogWarning(
- $"A {nameof(PlayableGraph)} output is already connected to the {nameof(AnimancerPlayable)}." +
- $" The old output should be destroyed using `animancerComponent.Playable.DestroyOutput();`" +
- $" before calling {nameof(CreateOutput)}.", animator);
- }
- #endif
- Component = animancer;
- var isHumanoid = animator.isHuman;
- // Generic Rigs get better performance by keeping children connected but Humanoids don't.
- KeepChildrenConnected = !isHumanoid;
- // Generic Rigs can blend with an underlying Animator Controller but Humanoids can't.
- SkipFirstFade = isHumanoid || animator.runtimeAnimatorController == null;
- #pragma warning disable CS0618 // Type or member is obsolete.
- AnimationPlayableUtilities.Play(animator, _RootPlayable, _Graph);
- #pragma warning restore CS0618 // Type or member is obsolete.
- _IsGraphPlaying = true;
- }
- /************************************************************************************************************************/
- /// <summary>[Pro-Only]
- /// Inserts a `playable` after the root of the <see cref="Graph"/> so that it can modify the final output.
- /// </summary>
- /// <remarks>It can be removed using <see cref="AnimancerUtilities.RemovePlayable"/>.</remarks>
- public void InsertOutputPlayable(Playable playable)
- {
- var output = _Graph.GetOutput(0);
- _Graph.Connect(output.GetSourcePlayable(), 0, playable, 0);
- playable.SetInputWeight(0, 1);
- output.SetSourcePlayable(playable);
- }
- /// <summary>[Pro-Only]
- /// Inserts an animation job after the root of the <see cref="Graph"/> so that it can modify the final output.
- /// </summary>
- /// <remarks>
- /// It can can be removed by passing the returned value into <see cref="AnimancerUtilities.RemovePlayable"/>.
- /// </remarks>
- public AnimationScriptPlayable InsertOutputJob<T>(T data) where T : struct, IAnimationJob
- {
- var playable = AnimationScriptPlayable.Create(_Graph, data, 1);
- var output = _Graph.GetOutput(0);
- _Graph.Connect(output.GetSourcePlayable(), 0, playable, 0);
- playable.SetInputWeight(0, 1);
- output.SetSourcePlayable(playable);
- return playable;
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Cleanup
- /************************************************************************************************************************/
- /// <summary>Is this <see cref="AnimancerPlayable"/> currently usable (not destroyed)?</summary>
- public bool IsValid => _Graph.IsValid();
- /************************************************************************************************************************/
- /// <summary>Destroys the <see cref="Graph"/>. This operation cannot be undone.</summary>
- public void DestroyGraph()
- {
- if (_Graph.IsValid())
- _Graph.Destroy();
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Destroys the <see cref="PlayableOutput"/> connected to this <see cref="AnimancerPlayable"/> and returns
- /// true if it was found. Otherwise returns false.
- /// </summary>
- public bool DestroyOutput()
- {
- if (TryGetOutput(out var output))
- {
- _Graph.DestroyOutput(output);
- return true;
- }
- else return false;
- }
- /************************************************************************************************************************/
- /// <summary>Cleans up the resources managed by this <see cref="AnimancerPlayable"/>.</summary>
- public override void OnPlayableDestroy(Playable playable)
- {
- var previous = Current;
- Current = this;
- DisposeAll();
- GC.SuppressFinalize(this);
- // No need to destroy every layer and state individually because destroying the graph will do so anyway.
- Layers = null;
- States = null;
- Current = previous;
- }
- /************************************************************************************************************************/
- private List<IDisposable> _Disposables;
- /// <summary>A list of objects that need to be disposed when this <see cref="AnimancerPlayable"/> is destroyed.</summary>
- /// <remarks>This list is primarily used to dispose native arrays used in Animation Jobs.</remarks>
- public List<IDisposable> Disposables => _Disposables ?? (_Disposables = new List<IDisposable>());
- /************************************************************************************************************************/
- /// <summary>Calls <see cref="IDisposable.Dispose"/> on all the <see cref="Disposables"/>.</summary>
- ~AnimancerPlayable() => DisposeAll();
- /// <summary>Calls <see cref="IDisposable.Dispose"/> on all the <see cref="Disposables"/>.</summary>
- private void DisposeAll()
- {
- if (_Disposables == null)
- return;
- var i = _Disposables.Count;
- DisposeNext:
- try
- {
- while (--i >= 0)
- {
- _Disposables[i].Dispose();
- }
- _Disposables.Clear();
- _Disposables = null;
- }
- catch (Exception exception)
- {
- Debug.LogException(exception, Component as Object);
- goto DisposeNext;
- }
- }
- /************************************************************************************************************************/
- #region Inverse Kinematics
- // These fields are stored here but accessed via the LayerList.
- /************************************************************************************************************************/
- private bool _ApplyAnimatorIK;
- /// <inheritdoc/>
- public bool ApplyAnimatorIK
- {
- get => _ApplyAnimatorIK;
- set
- {
- _ApplyAnimatorIK = value;
- for (int i = Layers.Count - 1; i >= 0; i--)
- Layers.GetLayer(i).ApplyAnimatorIK = value;
- }
- }
- /************************************************************************************************************************/
- private bool _ApplyFootIK;
- /// <inheritdoc/>
- public bool ApplyFootIK
- {
- get => _ApplyFootIK;
- set
- {
- _ApplyFootIK = value;
- for (int i = Layers.Count - 1; i >= 0; i--)
- Layers.GetLayer(i).ApplyFootIK = value;
- }
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Playing
- /************************************************************************************************************************/
- /// <summary>Calls <see cref="IAnimancerComponent.GetKey"/> on the <see cref="Component"/>.</summary>
- /// <remarks>If the <see cref="Component"/> is null, this method returns the `clip` itself.</remarks>
- public object GetKey(AnimationClip clip) => Component != null ? Component.GetKey(clip) : clip;
- /************************************************************************************************************************/
- // Play Immediately.
- /************************************************************************************************************************/
- /// <summary>Stops all other animations on the same layer, plays the `clip`, and returns its state.</summary>
- /// <remarks>
- /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
- /// To restart it from the beginning you can use <c>...Play(clip).Time = 0;</c>.
- /// <para></para>
- /// This method is safe to call repeatedly without checking whether the `clip` was already playing.
- /// </remarks>
- public AnimancerState Play(AnimationClip clip)
- => Play(States.GetOrCreate(clip));
- /// <summary>Stops all other animations on the same layer, plays the `state`, and returns it.</summary>
- /// <remarks>
- /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
- /// To restart it from the beginning you can use <c>...Play(state).Time = 0;</c>.
- /// <para></para>
- /// This method is safe to call repeatedly without checking whether the `state` was already playing.
- /// </remarks>
- public AnimancerState Play(AnimancerState state)
- {
- return GetLocalLayer(state).Play(state);
- }
- /************************************************************************************************************************/
- // Cross Fade.
- /************************************************************************************************************************/
- /// <summary>
- /// Starts fading in the `clip` while fading out all other states in the same layer over the course of the
- /// `fadeDuration`. Returns its state.
- /// </summary>
- /// <remarks>
- /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
- /// method will allow it to complete the existing fade rather than starting a slower one.
- /// <para></para>
- /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
- /// and simply <see cref="AnimancerState.Play"/> the `state`.
- /// <para></para>
- /// This method is safe to call repeatedly without checking whether the `state` was already playing.
- /// <para></para>
- /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
- /// </remarks>
- public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = default)
- => Play(States.GetOrCreate(clip), fadeDuration, mode);
- /// <summary>
- /// Starts fading in the `state` while fading out all others in the same layer over the course of the
- /// `fadeDuration`. Returns the `state`.
- /// </summary>
- /// <remarks>
- /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
- /// method will allow it to complete the existing fade rather than starting a slower one.
- /// <para></para>
- /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
- /// and simply <see cref="AnimancerState.Play"/> the `state`.
- /// <para></para>
- /// This method is safe to call repeatedly without checking whether the `state` was already playing.
- /// <para></para>
- /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
- /// </remarks>
- public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = default)
- {
- return GetLocalLayer(state).Play(state, fadeDuration, mode);
- }
- /************************************************************************************************************************/
- // Transition.
- /************************************************************************************************************************/
- /// <summary>
- /// Creates a state for the `transition` if it didn't already exist, then calls
- /// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
- /// depending on the <see cref="ITransition.FadeDuration"/>.
- /// </summary>
- /// <remarks>
- /// This method is safe to call repeatedly without checking whether the `transition` was already playing.
- /// </remarks>
- public AnimancerState Play(ITransition transition)
- => Play(transition, transition.FadeDuration, transition.FadeMode);
- /// <summary>
- /// Creates a state for the `transition` if it didn't already exist, then calls
- /// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/>
- /// depending on the <see cref="ITransition.FadeDuration"/>.
- /// </summary>
- /// <remarks>
- /// This method is safe to call repeatedly without checking whether the `transition` was already playing.
- /// </remarks>
- public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = default)
- {
- var state = States.GetOrCreate(transition);
- state = Play(state, fadeDuration, mode);
- transition.Apply(state);
- return state;
- }
- /************************************************************************************************************************/
- // Try Play.
- /************************************************************************************************************************/
- /// <summary>
- /// Stops all other animations on the same layer, plays the animation registered with the `key`, and returns
- /// that state. Or if no state is registered with that `key`, this method does nothing and returns null.
- /// </summary>
- /// <remarks>
- /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>.
- /// If you wish to force it back to the start, you can simply set the returned state's time to 0.
- /// <para></para>
- /// This method is safe to call repeatedly without checking whether the animation was already playing.
- /// </remarks>
- /// <exception cref="ArgumentNullException">The `key` is null.</exception>
- public AnimancerState TryPlay(object key)
- => States.TryGet(key, out var state) ? Play(state) : null;
- /// <summary>
- /// Starts fading in the animation registered with the `key` while fading out all others in the same layer
- /// over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does
- /// nothing and returns null.
- /// </summary>
- /// <remarks>
- /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this
- /// method will allow it to complete the existing fade rather than starting a slower one.
- /// <para></para>
- /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself
- /// and simply <see cref="AnimancerState.Play"/> the `state`.
- /// <para></para>
- /// This method is safe to call repeatedly without checking whether the animation was already playing.
- /// <para></para>
- /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em>
- /// </remarks>
- /// <exception cref="ArgumentNullException">The `key` is null.</exception>
- public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = default)
- => States.TryGet(key, out var state) ? Play(state, fadeDuration, mode) : null;
- /************************************************************************************************************************/
- /// <summary>
- /// Returns the <see cref="AnimancerNode.Layer"/> if the <see cref="AnimancerNode.Root"/> is this.
- /// Otherwise returns the first layer in this graph.
- /// </summary>
- private AnimancerLayer GetLocalLayer(AnimancerState state)
- {
- if (state.Root == this)
- {
- var layer = state.Layer;
- if (layer != null)
- return layer;
- }
- return Layers[0];
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Gets the state registered with the <see cref="IHasKey.Key"/>, stops and rewinds it to the start, then
- /// returns it.
- /// </summary>
- public AnimancerState Stop(IHasKey hasKey) => Stop(hasKey.Key);
- /// <summary>
- /// Calls <see cref="AnimancerState.Stop"/> on the state registered with the `key` to stop it from playing and
- /// rewind it to the start.
- /// </summary>
- public AnimancerState Stop(object key)
- {
- if (States.TryGet(key, out var state))
- state.Stop();
- return state;
- }
- /// <summary>
- /// Calls <see cref="AnimancerState.Stop"/> on all animations to stop them from playing and rewind them to the
- /// start.
- /// </summary>
- public void Stop()
- {
- for (int i = Layers.Count - 1; i >= 0; i--)
- Layers.GetLayer(i).Stop();
- }
- /************************************************************************************************************************/
- /// <summary>Is a state registered with the <see cref="IHasKey.Key"/> and currently playing?</summary>
- public bool IsPlaying(IHasKey hasKey) => IsPlaying(hasKey.Key);
- /// <summary>Is a state registered with the `key` and currently playing?</summary>
- public bool IsPlaying(object key) => States.TryGet(key, out var state) && state.IsPlaying;
- /// <summary>Is least one animation being played?</summary>
- public bool IsPlaying()
- {
- if (!_IsGraphPlaying)
- return false;
- for (int i = Layers.Count - 1; i >= 0; i--)
- {
- if (Layers.GetLayer(i).IsAnyStatePlaying())
- return true;
- }
- return false;
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Returns true if the `clip` is currently being played by at least one state in the specified layer.
- /// <para></para>
- /// This method is inefficient because it searches through every state to find any that are playing the `clip`,
- /// unlike <see cref="IsPlaying(object)"/> which only checks the state registered using the specified key.
- /// </summary>
- public bool IsPlayingClip(AnimationClip clip)
- {
- if (!_IsGraphPlaying)
- return false;
- for (int i = Layers.Count - 1; i >= 0; i--)
- if (Layers.GetLayer(i).IsPlayingClip(clip))
- return true;
- return false;
- }
- /************************************************************************************************************************/
- /// <summary>Calculates the total <see cref="AnimancerNode.Weight"/> of all states in all layers.</summary>
- public float GetTotalWeight()
- {
- float weight = 0;
- for (int i = Layers.Count - 1; i >= 0; i--)
- weight += Layers.GetLayer(i).GetTotalWeight();
- return weight;
- }
- /************************************************************************************************************************/
- /// <summary>[<see cref="IAnimationClipCollection"/>] Gathers all the animations in all layers.</summary>
- public void GatherAnimationClips(ICollection<AnimationClip> clips) => Layers.GatherAnimationClips(clips);
- /************************************************************************************************************************/
- // IEnumerator for yielding in a coroutine to wait until animations have stopped.
- /************************************************************************************************************************/
- /// <summary>Are any animations playing?</summary>
- /// <remarks>This allows this object to be used as a custom yield instruction.</remarks>
- bool IEnumerator.MoveNext()
- {
- for (int i = Layers.Count - 1; i >= 0; i--)
- if (Layers.GetLayer(i).IsPlayingAndNotEnding())
- return true;
- return false;
- }
- /// <summary>Returns null.</summary>
- object IEnumerator.Current => null;
- /// <summary>Does nothing.</summary>
- void IEnumerator.Reset() { }
- /************************************************************************************************************************/
- #region Key Error Methods
- #if UNITY_EDITOR
- /************************************************************************************************************************/
- // These are overloads of other methods that take a System.Object key to ensure the user doesn't try to use an
- // AnimancerState as a key, since the whole point of a key is to identify a state in the first place.
- /************************************************************************************************************************/
- /// <summary>[Warning]
- /// You should not use an <see cref="AnimancerState"/> as a key.
- /// Just call <see cref="AnimancerState.Stop"/>.
- /// </summary>
- [Obsolete("You should not use an AnimancerState as a key. Just call AnimancerState.Stop().", true)]
- public AnimancerState Stop(AnimancerState key)
- {
- key.Stop();
- return key;
- }
- /// <summary>[Warning]
- /// You should not use an <see cref="AnimancerState"/> as a key.
- /// Just check <see cref="AnimancerState.IsPlaying"/>.
- /// </summary>
- [Obsolete("You should not use an AnimancerState as a key. Just check AnimancerState.IsPlaying.", true)]
- public bool IsPlaying(AnimancerState key) => key.IsPlaying;
- /************************************************************************************************************************/
- #endif
- #endregion
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Evaluation
- /************************************************************************************************************************/
- private bool _IsGraphPlaying = true;
- /// <summary>Indicates whether the <see cref="PlayableGraph"/> is currently playing.</summary>
- public bool IsGraphPlaying
- {
- get => _IsGraphPlaying;
- set
- {
- if (value)
- UnpauseGraph();
- else
- PauseGraph();
- }
- }
- /// <summary>
- /// Resumes playing the <see cref="PlayableGraph"/> if <see cref="PauseGraph"/> was called previously.
- /// </summary>
- public void UnpauseGraph()
- {
- if (!_IsGraphPlaying)
- {
- _Graph.Play();
- _IsGraphPlaying = true;
- #if UNITY_EDITOR
- // In Edit Mode, unpausing the graph does not work properly unless we force it to change.
- if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
- Evaluate(Time.maximumDeltaTime);
- #endif
- }
- }
- /// <summary>
- /// Freezes the <see cref="PlayableGraph"/> at its current state.
- /// <para></para>
- /// If you call this method, you are responsible for calling <see cref="UnpauseGraph"/> to resume playing.
- /// </summary>
- public void PauseGraph()
- {
- if (_IsGraphPlaying)
- {
- _Graph.Stop();
- _IsGraphPlaying = false;
- }
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Evaluates all of the currently playing animations to apply their states to the animated objects.
- /// </summary>
- public void Evaluate() => _Graph.Evaluate();
- /// <summary>
- /// Advances all currently playing animations by the specified amount of time (in seconds) and evaluates the
- /// graph to apply their states to the animated objects.
- /// </summary>
- public void Evaluate(float deltaTime) => _Graph.Evaluate(deltaTime);
- /************************************************************************************************************************/
- /// <summary>Returns a detailed descrption of all currently playing states and other registered states.</summary>
- public string GetDescription()
- {
- var text = ObjectPool.AcquireStringBuilder();
- AppendDescription(text);
- return text.ReleaseToString();
- }
- /// <summary>Appends a detailed descrption of all currently playing states and other registered states.</summary>
- public void AppendDescription(StringBuilder text)
- {
- text.Append($"{nameof(AnimancerPlayable)} (")
- .Append(Component)
- .Append(") Layer Count: ")
- .Append(Layers.Count);
- const string separator = "\n ";
- AnimancerNode.AppendIKDetails(text, separator, this);
- var count = Layers.Count;
- for (int i = 0; i < count; i++)
- {
- text.Append(separator);
- Layers[i].AppendDescription(text, separator);
- }
- text.AppendLine();
- AppendInternalDetails(text, Strings.Indent, Strings.Indent + Strings.Indent);
- }
- /// <summary>Appends all registered <see cref="IUpdatable"/>s and <see cref="IDisposable"/>s.</summary>
- public void AppendInternalDetails(StringBuilder text, string sectionPrefix, string itemPrefix)
- {
- AppendAll(text, sectionPrefix, itemPrefix, _PreUpdatables, "Pre Updatables");
- text.AppendLine();
- AppendAll(text, sectionPrefix, itemPrefix, _PostUpdatables, "Post Updatables");
- text.AppendLine();
- AppendAll(text, sectionPrefix, itemPrefix, _Disposables, "Disposables");
- }
- private static void AppendAll(StringBuilder text, string sectionPrefix, string itemPrefix, ICollection collection, string name)
- {
- var count = collection != null ? collection.Count : 0;
- text.Append(sectionPrefix).Append(name).Append(": ").Append(count);
- if (collection != null)
- {
- foreach (var item in collection)
- {
- text.AppendLine().Append(itemPrefix).Append(item);
- }
- }
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Update
- /************************************************************************************************************************/
- /// <summary>[Pro-Only]
- /// Adds the `updatable` to the list that need to be updated before the playables if it was not there already.
- /// </summary>
- /// <remarks>
- /// This method is safe to call at any time, even during an update.
- /// <para></para>
- /// The execution order is non-deterministic. Specifically, the most recently added will be updated first and
- /// <see cref="CancelPreUpdate"/> will change the order by swapping the last one into the place of the removed
- /// object.
- /// </remarks>
- public void RequirePreUpdate(IUpdatable updatable)
- {
- #if UNITY_ASSERTIONS
- if (updatable is AnimancerNode node)
- {
- Validate.AssertPlayable(node);
- Validate.AssertRoot(node, this);
- }
- #endif
- _PreUpdatables.AddNew(updatable);
- }
- /************************************************************************************************************************/
- /// <summary>[Pro-Only]
- /// Adds the `updatable` to the list that need to be updated after the playables if it was not there already.
- /// </summary>
- /// <remarks>
- /// This method is safe to call at any time, even during an update.
- /// <para></para>
- /// The execution order is non-deterministic. Specifically, the most recently added will be updated first and
- /// <see cref="CancelPostUpdate"/> will change the order by swapping the last one into the place of the removed
- /// object.
- /// </remarks>
- public void RequirePostUpdate(IUpdatable updatable)
- {
- #if UNITY_ASSERTIONS
- if (updatable is AnimancerNode node)
- {
- Validate.AssertPlayable(node);
- Validate.AssertRoot(node, this);
- }
- #endif
- _PostUpdatables.AddNew(updatable);
- }
- /************************************************************************************************************************/
- /// <summary>Removes the `updatable` from the `updatables`.</summary>
- /// <remarks>
- /// This method is safe to call at any time, even during an update.
- /// <para></para>
- /// The last element is swapped into the place of the one being removed so that the rest of them do not need to
- /// be moved down one place to fill the gap. This is more efficient, but means that the update order can change.
- /// </remarks>
- private void CancelUpdate(Key.KeyedList<IUpdatable> updatables, IUpdatable updatable)
- {
- var index = updatables.IndexOf(updatable);
- if (index < 0)
- return;
- updatables.RemoveAtSwap(index);
- if (_CurrentUpdatable < index && updatables == _CurrentUpdatables)
- _CurrentUpdatable--;
- }
- /// <summary>Removes the `updatable` from the list of objects that need to be updated before the playables.</summary>
- /// <remarks>
- /// This method is safe to call at any time, even during an update.
- /// <para></para>
- /// The last element is swapped into the place of the one being removed so that the rest of them do not need to
- /// be moved down one place to fill the gap. This is more efficient, but means that the update order can change.
- /// </remarks>
- public void CancelPreUpdate(IUpdatable updatable) => CancelUpdate(_PreUpdatables, updatable);
- /// <summary>Removes the `updatable` from the list of objects that need to be updated after the playebles.</summary>
- /// <remarks>
- /// This method is safe to call at any time, even during an update.
- /// <para></para>
- /// The last element is swapped into the place of the one being removed so that the rest of them do not need to
- /// be moved down one place to fill the gap. This is more efficient, but means that the update order can change.
- /// </remarks>
- public void CancelPostUpdate(IUpdatable updatable) => CancelUpdate(_PostUpdatables, updatable);
- /************************************************************************************************************************/
- /// <summary>The number of objects that have been registered by <see cref="RequirePreUpdate"/>.</summary>
- public int PreUpdatableCount => _PreUpdatables.Count;
- /// <summary>The number of objects that have been registered by <see cref="RequirePostUpdate"/>.</summary>
- public int PostUpdatableCount => _PostUpdatables.Count;
- /************************************************************************************************************************/
- /// <summary>Returns the object registered by <see cref="RequirePreUpdate"/> at the specified `index`.</summary>
- public IUpdatable GetPreUpdatable(int index) => _PreUpdatables[index];
- /// <summary>Returns the object registered by <see cref="RequirePostUpdate"/> at the specified `index`.</summary>
- public IUpdatable GetPostUpdatable(int index) => _PostUpdatables[index];
- /************************************************************************************************************************/
- /// <summary>The object currently executing <see cref="PrepareFrame"/>.</summary>
- public static AnimancerPlayable Current { get; private set; }
- /// <summary>The current <see cref="FrameData.deltaTime"/>.</summary>
- /// <remarks>After <see cref="PrepareFrame"/>, this property will be left at its most recent value.</remarks>
- public static float DeltaTime { get; private set; }
- /// <summary>The current <see cref="FrameData.frameId"/>.</summary>
- /// <remarks>
- /// After <see cref="PrepareFrame"/>, this property will be left at its most recent value.
- /// <para></para>
- /// <see cref="AnimancerState.Time"/> uses this value to determine whether it has accessed the playable's time
- /// since it was last updated in order to cache its value.
- /// </remarks>
- public ulong FrameID { get; private set; }
- /// <summary>The list <see cref="IUpdatable"/>s currently being updated.</summary>
- private static Key.KeyedList<IUpdatable> _CurrentUpdatables;
- /// <summary>The index of the <see cref="IUpdatable"/> currently being updated.</summary>
- private static int _CurrentUpdatable = -1;
- /************************************************************************************************************************/
- /// <summary>[Internal]
- /// Calls <see cref="IUpdatable.Update"/> on everything registered using <see cref="RequirePreUpdate"/>.
- /// </summary>
- /// <remarks>
- /// Called by the <see cref="PlayableGraph"/> before the rest of the <see cref="Playable"/>s are evaluated.
- /// </remarks>
- public override void PrepareFrame(Playable playable, FrameData info)
- {
- #if UNITY_ASSERTIONS
- if (OptionalWarning.AnimatorSpeed.IsEnabled() && Component != null)
- {
- var animator = Component.Animator;
- if (animator != null &&
- animator.speed != 1 &&
- animator.runtimeAnimatorController == null)
- {
- animator.speed = 1;
- OptionalWarning.AnimatorSpeed.Log(
- $"{nameof(Animator)}.{nameof(Animator.speed)} does not affect {nameof(Animancer)}." +
- $" Use {nameof(AnimancerPlayable)}.{nameof(Speed)} instead.", animator);
- }
- }
- #endif
- UpdateAll(_PreUpdatables, info.deltaTime * info.effectiveParentSpeed);
- if (!_KeepChildrenConnected)
- _PostUpdate.IsConnected = _PostUpdatables.Count != 0;
- // Any time before or during this method will still have all Playables at their time from last frame, so we
- // don't want them to think their time is dirty until we are done.
- FrameID = info.frameId;
- }
- /************************************************************************************************************************/
- /// <summary>Calls <see cref="IUpdatable.Update"/> on each of the updatables`.</summary>
- private void UpdateAll(Key.KeyedList<IUpdatable> updatables, float deltaTime)
- {
- var previous = Current;
- Current = this;
- var previousUpdatables = _CurrentUpdatables;
- _CurrentUpdatables = updatables;
- DeltaTime = deltaTime;
- var previousUpdatable = _CurrentUpdatable;
- _CurrentUpdatable = updatables.Count;
- ContinueNodeLoop:
- try
- {
- while (--_CurrentUpdatable >= 0)
- {
- updatables[_CurrentUpdatable].Update();
- }
- }
- catch (Exception exception)
- {
- Debug.LogException(exception, Component as Object);
- goto ContinueNodeLoop;
- }
- _CurrentUpdatable = previousUpdatable;
- _CurrentUpdatables = previousUpdatables;
- Current = previous;
- }
- /************************************************************************************************************************/
- #region Post Update
- /************************************************************************************************************************/
- /// <summary>Indicates whether the internal <see cref="PostUpdate"/> is currently executing.</summary>
- public static bool IsRunningPostUpdate(AnimancerPlayable animancer) => _CurrentUpdatables == animancer._PostUpdatables;
- /************************************************************************************************************************/
- /// <summary>
- /// A <see cref="PlayableBehaviour"/> which connects to a later port than the main layer mixer so that its
- /// <see cref="PrepareFrame"/> method gets called after all other playables are updated in order to call
- /// <see cref="IUpdatable.Update"/> on the <see cref="_PostUpdatables"/>.
- /// </summary>
- private class PostUpdate : PlayableBehaviour
- {
- /************************************************************************************************************************/
- /// <summary>See <see cref="AnimancerPlayable.Template"/>.</summary>
- private static readonly PostUpdate Template = new PostUpdate();
- /// <summary>The <see cref="AnimancerPlayable"/> this behaviour is connected to.</summary>
- private AnimancerPlayable _Root;
- /// <summary>The underlying <see cref="Playable"/> of this behaviour.</summary>
- private Playable _Playable;
- /************************************************************************************************************************/
- /// <summary>Creates a new <see cref="PostUpdate"/> for the `root`.</summary>
- public static PostUpdate Create(AnimancerPlayable root)
- {
- var instance = ScriptPlayable<PostUpdate>.Create(root._Graph, Template, 0)
- .GetBehaviour();
- instance._Root = root;
- return instance;
- }
- /************************************************************************************************************************/
- /// <summary>[Internal] Called by Unity when it creates this <see cref="AnimancerPlayable"/>.</summary>
- public override void OnPlayableCreate(Playable playable) => _Playable = playable;
- /************************************************************************************************************************/
- private bool _IsConnected;
- /// <summary>
- /// Indicates whether this behaviour is connected to the <see cref="PlayableGraph"/> and thus, whether it
- /// will receive <see cref="PrepareFrame"/> calls.
- /// </summary>
- public bool IsConnected
- {
- get => _IsConnected;
- set
- {
- if (value)
- {
- if (!_IsConnected)
- {
- _IsConnected = true;
- _Root._Graph.Connect(_Playable, 0, _Root._RootPlayable, 1);
- }
- }
- else
- {
- if (_IsConnected)
- {
- _IsConnected = false;
- _Root._Graph.Disconnect(_Root._RootPlayable, 1);
- }
- }
- }
- }
- /************************************************************************************************************************/
- /// <summary>[Internal]
- /// Calls <see cref="IUpdatable.Update"/> on everything registered using <see cref="RequirePostUpdate"/>.
- /// </summary>
- /// <remarks>
- /// Called by the <see cref="PlayableGraph"/> after the rest of the <see cref="Playable"/>s are evaluated.
- /// </remarks>
- public override void PrepareFrame(Playable playable, FrameData info)
- {
- _Root.UpdateAll(_Root._PostUpdatables, info.deltaTime * info.effectiveParentSpeed);
- // Ideally we would be able to update the dirty nodes here instead of in the early update so that they
- // can respond immediately to the effects of the post update.
- // However, doing that with KeepChildrenConnected == false causes problems where states that aren't
- // connected early (before they update) don't affect the output even though weight changes do apply. So
- // in the first frame when cross fading to a new animation it will lower the weight of the previous
- // state a bit without the corresponding increase to the new animation's weight having any effect,
- // giving a total weight less than 1 and thus an incorrect output.
- }
- /************************************************************************************************************************/
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Editor
- #if UNITY_EDITOR
- /************************************************************************************************************************/
- private static List<AnimancerPlayable> _AllInstances;
- /// <summary>[Editor-Only]
- /// Registers this object in the list of things that need to be cleaned up in Edit Mode.
- /// </summary>
- private void RegisterInstance()
- {
- if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
- return;
- if (_AllInstances == null)
- {
- _AllInstances = new List<AnimancerPlayable>();
- UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += () =>
- {
- for (int i = _AllInstances.Count - 1; i >= 0; i--)
- {
- var playable = _AllInstances[i];
- if (playable.IsValid)
- playable.DestroyGraph();
- }
- _AllInstances.Clear();
- };
- }
- else// Clear out any old instances.
- {
- for (int i = _AllInstances.Count - 1; i >= 0; i--)
- {
- var playable = _AllInstances[i];
- if (!playable.ShouldStayAlive())
- {
- if (playable.IsValid)
- playable.DestroyGraph();
- _AllInstances.RemoveAt(i);
- }
- }
- }
- _AllInstances.Add(this);
- }
- /************************************************************************************************************************/
- /// <summary>Should this playable should stay alive instead of being destroyed?</summary>
- private bool ShouldStayAlive()
- {
- if (!IsValid)
- return false;
- if (Component == null)
- return true;
- if (Component is Object obj && obj == null)
- return false;
- if (Component.Animator == null)
- return false;
- return true;
- }
- /************************************************************************************************************************/
- /// <summary>[Editor-Only]
- /// Returns true if the `initial` mode was <see cref="AnimatorUpdateMode.AnimatePhysics"/> and the `current`
- /// has changed to another mode or if the `initial` mode was something else and the `current` has changed to
- /// <see cref="AnimatorUpdateMode.AnimatePhysics"/>.
- /// </summary>
- public static bool HasChangedToOrFromAnimatePhysics(AnimatorUpdateMode? initial, AnimatorUpdateMode current)
- {
- if (initial == null)
- return false;
- var wasAnimatePhysics = initial.Value == AnimatorUpdateMode.AnimatePhysics;
- var isAnimatePhysics = current == AnimatorUpdateMode.AnimatePhysics;
- return wasAnimatePhysics != isAnimatePhysics;
- }
- /************************************************************************************************************************/
- #endif
- #endregion
- /************************************************************************************************************************/
- }
- }
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