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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Playables;
- using Object = UnityEngine.Object;
- namespace Animancer
- {
- /// <summary>[Pro-Only]
- /// An <see cref="AnimancerState"/> which blends multiple child states. Unlike other mixers, this class does not
- /// perform any automatic weight calculations, it simple allows you to control the weight of all states manually.
- /// </summary>
- /// <remarks>
- /// This mixer type is similar to the Direct Blend Type in Mecanim Blend Trees.
- /// The official <see href="https://learn.unity.com/tutorial/5c5152bcedbc2a001fd5c696">Direct Blend Trees</see>
- /// tutorial explains their general concepts and purpose which apply to <see cref="ManualMixerState"/>s as well.
- /// <para></para>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/mixers">Mixers</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer/ManualMixerState
- ///
- public partial class ManualMixerState : MixerState
- {
- /************************************************************************************************************************/
- /// <summary>An <see cref="ITransition{TState}"/> that creates a <see cref="ManualMixerState"/>.</summary>
- public interface ITransition : ITransition<ManualMixerState> { }
- /************************************************************************************************************************/
- #region Properties
- /************************************************************************************************************************/
- /// <summary>The states managed by this mixer.</summary>
- private AnimancerState[] _Children = Array.Empty<AnimancerState>();
- /// <summary>Returns the array of <see cref="_Children"/>.</summary>
- public override IList<AnimancerState> ChildStates => _Children;
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override int ChildCount => _Children.Length;
- /// <inheritdoc/>
- public override AnimancerState GetChild(int index) => _Children[index];
- /// <inheritdoc/>
- public override FastEnumerator<AnimancerState> GetEnumerator()
- => new FastEnumerator<AnimancerState>(_Children, _Children.Length);
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Initialisation
- /************************************************************************************************************************/
- /// <summary>
- /// Initializes this mixer with the specified number of children which can be set individually by
- /// <see cref="MixerState.CreateChild(int, AnimationClip)"/> and <see cref="MixerState.SetChild"/>.
- /// </summary>
- /// <remarks><see cref="AnimancerState.Destroy"/> will be called on any existing children.</remarks>
- public virtual void Initialize(int childCount)
- {
- #if UNITY_ASSERTIONS
- if (childCount <= 1 && OptionalWarning.MixerMinChildren.IsEnabled())
- OptionalWarning.MixerMinChildren.Log(
- $"{this} is being initialized with {nameof(childCount)} <= 1." +
- $" The purpose of a mixer is to mix multiple child states.", Root?.Component);
- #endif
- for (int i = _Children.Length - 1; i >= 0; i--)
- {
- var state = _Children[i];
- if (state == null)
- continue;
- state.Destroy();
- }
- _Children = new AnimancerState[childCount];
- if (_Playable.IsValid())
- {
- _Playable.SetInputCount(childCount);
- }
- else if (Root != null)
- {
- CreatePlayable();
- }
- }
- /************************************************************************************************************************/
- /// <summary>Initializes this mixer with one state per clip.</summary>
- public void Initialize(params AnimationClip[] clips)
- {
- #if UNITY_ASSERTIONS
- if (clips == null)
- throw new ArgumentNullException(nameof(clips));
- #endif
- var count = clips.Length;
- Initialize(count);
- for (int i = 0; i < count; i++)
- {
- var clip = clips[i];
- if (clip != null)
- CreateChild(i, clip);
- }
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Initializes this mixer by calling <see cref="MixerState.CreateChild(int, Object)"/> for each of the
- /// `states`.
- /// </summary>
- public void Initialize(params Object[] animations)
- {
- #if UNITY_ASSERTIONS
- if (animations == null)
- throw new ArgumentNullException(nameof(animations));
- #endif
- var count = animations.Length;
- Initialize(count);
- for (int i = 0; i < count; i++)
- {
- var state = animations[i];
- if (state != null)
- CreateChild(i, state);
- }
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- }
- }
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