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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.
- using System;
- using System.Collections.Generic;
- using System.Text;
- using UnityEngine;
- using UnityEngine.Animations;
- using UnityEngine.Playables;
- using Object = UnityEngine.Object;
- namespace Animancer
- {
- /// <summary>[Pro-Only] Base class for <see cref="AnimancerState"/>s which blend other states together.</summary>
- /// <remarks>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/mixers">Mixers</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer/MixerState
- ///
- public abstract partial class MixerState : AnimancerState
- {
- /************************************************************************************************************************/
- /// <summary>An <see cref="ITransition{TState}"/> that creates a <see cref="MixerState{TParameter}"/> for <see cref="Vector2"/>.</summary>
- public interface ITransition2D : ITransition<MixerState<Vector2>> { }
- /************************************************************************************************************************/
- #region Properties
- /************************************************************************************************************************/
- /// <summary>Returns true because mixers should always keep child playables connected to the graph.</summary>
- public override bool KeepChildrenConnected => true;
- /// <summary>A <see cref="MixerState"/> has no <see cref="AnimationClip"/>.</summary>
- public override AnimationClip Clip => null;
- /************************************************************************************************************************/
- /// <summary>Returns the collection of states connected to this mixer. Note that some elements may be null.</summary>
- /// <remarks>
- /// Getting an enumerator that automatically skips over null states is slower and creates garbage, so
- /// internally we use this property and perform null checks manually even though it increases the code
- /// complexity a bit.
- /// </remarks>
- public abstract IList<AnimancerState> ChildStates { get; }
- /// <inheritdoc/>
- public override int ChildCount => ChildStates.Count;
- /// <inheritdoc/>
- public override AnimancerState GetChild(int index) => ChildStates[index];
- /// <inheritdoc/>
- public override FastEnumerator<AnimancerState> GetEnumerator()
- => new FastEnumerator<AnimancerState>(ChildStates);
- /************************************************************************************************************************/
- /// <inheritdoc/>
- protected override void OnSetIsPlaying()
- {
- var childStates = ChildStates;
- for (int i = childStates.Count - 1; i >= 0; i--)
- {
- var state = childStates[i];
- if (state == null)
- continue;
- state.IsPlaying = IsPlaying;
- }
- }
- /************************************************************************************************************************/
- /// <summary>Are any child states looping?</summary>
- public override bool IsLooping
- {
- get
- {
- var childStates = ChildStates;
- for (int i = childStates.Count - 1; i >= 0; i--)
- {
- var state = childStates[i];
- if (state == null)
- continue;
- if (state.IsLooping)
- return true;
- }
- return false;
- }
- }
- /************************************************************************************************************************/
- /// <summary>
- /// The weighted average <see cref="AnimancerState.Time"/> of each child state according to their
- /// <see cref="AnimancerNode.Weight"/>.
- /// </summary>
- /// <remarks>
- /// If there are any <see cref="SynchronizedChildren"/>, only those states will be included in the getter
- /// calculation.
- /// </remarks>
- protected override float RawTime
- {
- get
- {
- RecalculateWeights();
- if (!GetSynchronizedTimeDetails(out var totalWeight, out var normalizedTime, out var length))
- GetTimeDetails(out totalWeight, out normalizedTime, out length);
- if (totalWeight == 0)
- return base.RawTime;
- totalWeight *= totalWeight;
- return normalizedTime * length / totalWeight;
- }
- set
- {
- var states = ChildStates;
- var childCount = states.Count;
- if (value == 0)
- goto ZeroTime;
- var length = Length;
- if (length == 0)
- goto ZeroTime;
- value /= length;// Normalize.
- while (--childCount >= 0)
- {
- var state = states[childCount];
- if (state != null)
- state.NormalizedTime = value;
- }
- return;
- // If the value is 0, we can set the child times slightly more efficiently.
- ZeroTime:
- while (--childCount >= 0)
- {
- var state = states[childCount];
- if (state != null)
- state.Time = 0;
- }
- }
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override void MoveTime(float time, bool normalized)
- {
- base.MoveTime(time, normalized);
- var states = ChildStates;
- var count = states.Count;
- for (int i = 0; i < count; i++)
- states[i].MoveTime(time, normalized);
- }
- /************************************************************************************************************************/
- /// <summary>Gets the time details based on the <see cref="SynchronizedChildren"/>.</summary>
- private bool GetSynchronizedTimeDetails(out float totalWeight, out float normalizedTime, out float length)
- {
- totalWeight = 0;
- normalizedTime = 0;
- length = 0;
- if (_SynchronizedChildren != null)
- {
- for (int i = _SynchronizedChildren.Count - 1; i >= 0; i--)
- {
- var state = _SynchronizedChildren[i];
- var weight = state.Weight;
- if (weight == 0)
- continue;
- var stateLength = state.Length;
- if (stateLength == 0)
- continue;
- totalWeight += weight;
- normalizedTime += state.Time / stateLength * weight;
- length += stateLength * weight;
- }
- }
- return totalWeight > MinimumSynchronizeChildrenWeight;
- }
- /// <summary>Gets the time details based on all child states.</summary>
- private void GetTimeDetails(out float totalWeight, out float normalizedTime, out float length)
- {
- totalWeight = 0;
- normalizedTime = 0;
- length = 0;
- var states = ChildStates;
- for (int i = states.Count - 1; i >= 0; i--)
- {
- var state = states[i];
- if (state == null)
- continue;
- var weight = state.Weight;
- if (weight == 0)
- continue;
- var stateLength = state.Length;
- if (stateLength == 0)
- continue;
- totalWeight += weight;
- normalizedTime += state.Time / stateLength * weight;
- length += stateLength * weight;
- }
- }
- /************************************************************************************************************************/
- /// <summary>
- /// The weighted average <see cref="AnimancerState.Length"/> of each child state according to their
- /// <see cref="AnimancerNode.Weight"/>.
- /// </summary>
- public override float Length
- {
- get
- {
- RecalculateWeights();
- var length = 0f;
- var totalChildWeight = 0f;
- if (_SynchronizedChildren != null)
- {
- for (int i = _SynchronizedChildren.Count - 1; i >= 0; i--)
- {
- var state = _SynchronizedChildren[i];
- var weight = state.Weight;
- if (weight == 0)
- continue;
- var stateLength = state.Length;
- if (stateLength == 0)
- continue;
- totalChildWeight += weight;
- length += stateLength * weight;
- }
- }
- if (totalChildWeight > 0)
- return length / totalChildWeight;
- var states = ChildStates;
- totalChildWeight = CalculateTotalWeight(states);
- if (totalChildWeight <= 0)
- return 0;
- for (int i = states.Count - 1; i >= 0; i--)
- {
- var state = states[i];
- if (state != null)
- length += state.Length * state.Weight;
- }
- return length / totalChildWeight;
- }
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Initialisation
- /************************************************************************************************************************/
- /// <summary>Creates and assigns the <see cref="AnimationMixerPlayable"/> managed by this state.</summary>
- protected override void CreatePlayable(out Playable playable)
- {
- #if UNITY_2021_2_OR_NEWER
- playable = AnimationMixerPlayable.Create(Root._Graph, ChildStates.Count);
- #else
- playable = AnimationMixerPlayable.Create(Root._Graph, ChildStates.Count, false);
- #endif
- RecalculateWeights();
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Creates and returns a new <see cref="ClipState"/> to play the `clip` with this mixer as its parent.
- /// </summary>
- public ClipState CreateChild(int index, AnimationClip clip)
- {
- var state = new ClipState(clip);
- state.SetParent(this, index);
- state.IsPlaying = IsPlaying;
- return state;
- }
- /// <summary>
- /// Calls <see cref="AnimancerUtilities.CreateStateAndApply"/> and sets this mixer as the state's parent.
- /// </summary>
- public AnimancerState CreateChild(int index, ITransition transition)
- {
- var state = transition.CreateStateAndApply(Root);
- state.SetParent(this, index);
- state.IsPlaying = IsPlaying;
- return state;
- }
- /// <summary>Calls <see cref="CreateChild(int, AnimationClip)"/> or <see cref="CreateChild(int, ITransition)"/>.</summary>
- public AnimancerState CreateChild(int index, Object state)
- {
- if (state is AnimationClip clip)
- {
- return CreateChild(index, clip);
- }
- else if (state is ITransition transition)
- {
- return CreateChild(index, transition);
- }
- else return null;
- }
- /************************************************************************************************************************/
- /// <summary>Assigns the `state` as a child of this mixer.</summary>
- public void SetChild(int index, AnimancerState state) => state.SetParent(this, index);
- /************************************************************************************************************************/
- /// <summary>Connects the `state` to this mixer at its <see cref="AnimancerNode.Index"/>.</summary>
- protected internal override void OnAddChild(AnimancerState state)
- {
- OnAddChild(ChildStates, state);
- if (AutoSynchronizeChildren)
- Synchronize(state);
- #if UNITY_ASSERTIONS
- if (_IsGeneratedName)
- {
- _IsGeneratedName = false;
- SetDebugName(null);
- }
- #endif
- }
- /************************************************************************************************************************/
- /// <summary>Disconnects the `state` from this mixer at its <see cref="AnimancerNode.Index"/>.</summary>
- protected internal override void OnRemoveChild(AnimancerState state)
- {
- if (_SynchronizedChildren != null)
- _SynchronizedChildren.Remove(state);
- var states = ChildStates;
- Validate.AssertCanRemoveChild(state, states);
- states[state.Index] = null;
- Root?._Graph.Disconnect(_Playable, state.Index);
- #if UNITY_ASSERTIONS
- if (_IsGeneratedName)
- {
- _IsGeneratedName = false;
- SetDebugName(null);
- }
- #endif
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override void Destroy()
- {
- DestroyChildren();
- base.Destroy();
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Destroys all <see cref="ChildStates"/> connected to this mixer. This operation cannot be undone.
- /// </summary>
- public void DestroyChildren()
- {
- var states = ChildStates;
- for (int i = states.Count - 1; i >= 0; i--)
- {
- var state = states[i];
- if (state != null)
- state.Destroy();
- }
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Jobs
- /************************************************************************************************************************/
- /// <summary>
- /// Creates an <see cref="AnimationScriptPlayable"/> to run the specified Animation Job instead of the usual
- /// <see cref="AnimationMixerPlayable"/>.
- /// </summary>
- /// <example><code>
- /// AnimancerComponent animancer = ...;
- /// var job = new MyJob();// A struct that implements IAnimationJob.
- /// var mixer = new WhateverMixerState();// e.g. LinearMixerState.
- /// mixer.CreatePlayable(animancer, job);
- /// // Use mixer.Initialize, CreateChild, and SetChild to configure the children as normal.
- /// </code>
- /// See also: <seealso cref="CreatePlayable{T}(out Playable, T, bool)"/>
- /// </example>
- public AnimationScriptPlayable CreatePlayable<T>(AnimancerPlayable root, T job, bool processInputs = false)
- where T : struct, IAnimationJob
- {
- // Can't just use SetRoot normally because it would call the regular CreatePlayable method.
- SetRoot(null);
- Root = root;
- root.States.Register(this);
- #if UNITY_ASSERTIONS
- if (HasEvents)
- Debug.LogWarning($"{nameof(CreatePlayable)} should be called before configuring any Animancer Events on this state.");
- #endif
- var playable = AnimationScriptPlayable.Create(root._Graph, job, ChildCount);
- if (!processInputs)
- playable.SetProcessInputs(false);
- for (int i = ChildCount - 1; i >= 0; i--)
- GetChild(i)?.SetRoot(root);
- return playable;
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Creates an <see cref="AnimationScriptPlayable"/> to run the specified Animation Job instead of the usual
- /// <see cref="AnimationMixerPlayable"/>.
- /// </summary>
- ///
- /// <remarks>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/source/creating-custom-states">Creating Custom States</see>
- /// </remarks>
- ///
- /// <example><code>
- /// public class MyMixer : LinearMixerState
- /// {
- /// protected override void CreatePlayable(out Playable playable)
- /// {
- /// CreatePlayable(out playable, new MyJob());
- /// }
- ///
- /// private struct MyJob : IAnimationJob
- /// {
- /// public void ProcessAnimation(AnimationStream stream)
- /// {
- /// }
- ///
- /// public void ProcessRootMotion(AnimationStream stream)
- /// {
- /// }
- /// }
- /// }
- /// </code>
- /// See also: <seealso cref="CreatePlayable{T}(AnimancerPlayable, T, bool)"/>
- /// </example>
- protected void CreatePlayable<T>(out Playable playable, T job, bool processInputs = false)
- where T : struct, IAnimationJob
- {
- var scriptPlayable = AnimationScriptPlayable.Create(Root._Graph, job, ChildCount);
- if (!processInputs)
- scriptPlayable.SetProcessInputs(false);
- playable = scriptPlayable;
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Gets the Animation Job data from the <see cref="AnimationScriptPlayable"/>.
- /// </summary>
- /// <exception cref="InvalidCastException">
- /// This mixer was not initialized using <see cref="CreatePlayable{T}(AnimancerPlayable, T, bool)"/>
- /// or <see cref="CreatePlayable{T}(out Playable, T, bool)"/>.
- /// </exception>
- public T GetJobData<T>()
- where T : struct, IAnimationJob
- => ((AnimationScriptPlayable)_Playable).GetJobData<T>();
- /// <summary>
- /// Sets the Animation Job data in the <see cref="AnimationScriptPlayable"/>.
- /// </summary>
- /// <exception cref="InvalidCastException">
- /// This mixer was not initialized using <see cref="CreatePlayable{T}(AnimancerPlayable, T, bool)"/>
- /// or <see cref="CreatePlayable{T}(out Playable, T, bool)"/>.
- /// </exception>
- public void SetJobData<T>(T value)
- where T : struct, IAnimationJob
- => ((AnimationScriptPlayable)_Playable).SetJobData<T>(value);
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Updates
- /************************************************************************************************************************/
- /// <summary>Updates the time of this mixer and all of its child states.</summary>
- protected internal override void Update(out bool needsMoreUpdates)
- {
- base.Update(out needsMoreUpdates);
- if (RecalculateWeights())
- {
- // Apply the child weights immediately to ensure they are all in sync. Otherwise some of them might
- // have already updated before the mixer and would not apply it until next frame.
- var childStates = ChildStates;
- for (int i = childStates.Count - 1; i >= 0; i--)
- {
- var state = childStates[i];
- if (state == null)
- continue;
- state.ApplyWeight();
- }
- }
- ApplySynchronizeChildren(ref needsMoreUpdates);
- }
- /************************************************************************************************************************/
- /// <summary>Indicates whether the weights of all child states should be recalculated.</summary>
- public bool WeightsAreDirty { get; set; }
- /************************************************************************************************************************/
- /// <summary>
- /// If <see cref="WeightsAreDirty"/> this method recalculates the weights of all child states and returns true.
- /// </summary>
- public bool RecalculateWeights()
- {
- if (!WeightsAreDirty)
- return false;
- ForceRecalculateWeights();
- Debug.Assert(!WeightsAreDirty,
- $"{nameof(MixerState)}.{nameof(WeightsAreDirty)} was not set to false by {nameof(ForceRecalculateWeights)}().");
- return true;
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Recalculates the weights of all child states based on the current value of the
- /// <see cref="MixerState{TParameter}.Parameter"/> and the thresholds.
- /// <para></para>
- /// Overrides of this method must set <see cref="WeightsAreDirty"/> = false.
- /// </summary>
- protected virtual void ForceRecalculateWeights() { }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Synchronize Children
- /************************************************************************************************************************/
- /// <summary>Should newly added children be automatically added to the synchronization list? Default true.</summary>
- public static bool AutoSynchronizeChildren { get; set; } = true;
- /// <summary>The minimum total weight of all children for their times to be synchronized (default 0.01).</summary>
- public static float MinimumSynchronizeChildrenWeight { get; set; } = 0.01f;
- /************************************************************************************************************************/
- private List<AnimancerState> _SynchronizedChildren;
- /// <summary>A copy of the internal list of child states that will have their times synchronized.</summary>
- /// <remarks>
- /// If this mixer is a child of another mixer, its synchronized children will be managed by the parent.
- /// <para></para>
- /// The getter allocates a new array if <see cref="SynchronizedChildCount"/> is greater than zero.
- /// </remarks>
- public AnimancerState[] SynchronizedChildren
- {
- get => SynchronizedChildCount > 0 ? _SynchronizedChildren.ToArray() : Array.Empty<AnimancerState>();
- set
- {
- if (_SynchronizedChildren == null)
- _SynchronizedChildren = new List<AnimancerState>();
- else
- _SynchronizedChildren.Clear();
- for (int i = 0; i < value.Length; i++)
- Synchronize(value[i]);
- }
- }
- /// <summary>The number of <see cref="SynchronizedChildren"/>.</summary>
- public int SynchronizedChildCount => _SynchronizedChildren != null ? _SynchronizedChildren.Count : 0;
- /************************************************************************************************************************/
- /// <summary>Is the `state` in the <see cref="SynchronizedChildren"/>?</summary>
- public bool IsSynchronized(AnimancerState state)
- {
- var synchronizer = GetParentMixer();
- return
- synchronizer._SynchronizedChildren != null &&
- synchronizer._SynchronizedChildren.Contains(state);
- }
- /************************************************************************************************************************/
- /// <summary>Adds the `state` to the <see cref="SynchronizedChildren"/>.</summary>
- /// <remarks>
- /// The `state` must be a child of this mixer.
- /// <para></para>
- /// If this mixer is a child of another mixer, the `state` will be added to the parent's
- /// <see cref="SynchronizedChildren"/> instead.
- /// </remarks>
- public void Synchronize(AnimancerState state)
- {
- if (state == null)
- return;
- #if UNITY_ASSERTIONS
- if (!IsChildOf(state, this))
- throw new ArgumentException(
- $"State is not a child of the mixer." +
- $"\n - State: {state}" +
- $"\n - Mixer: {this}",
- nameof(state));
- #endif
- var synchronizer = GetParentMixer();
- synchronizer.SynchronizeDirect(state);
- }
- /// <summary>The internal implementation of <see cref="Synchronize"/>.</summary>
- private void SynchronizeDirect(AnimancerState state)
- {
- if (state == null)
- return;
- if (state is MixerState mixer)
- {
- for (int i = 0; i < mixer._SynchronizedChildren.Count; i++)
- Synchronize(mixer._SynchronizedChildren[i]);
- mixer._SynchronizedChildren.Clear();
- return;
- }
- #if UNITY_ASSERTIONS
- if (OptionalWarning.MixerSynchronizeZeroLength.IsEnabled() && state.Length == 0)
- OptionalWarning.MixerSynchronizeZeroLength.Log(
- $"Adding a state with zero {nameof(AnimancerState.Length)} to the synchronization list: '{state}'." +
- $"\n\nSynchronization is based on the {nameof(NormalizedTime)}" +
- $" which can't be calculated if the {nameof(Length)} is 0." +
- $" Some state types can change their {nameof(Length)}, in which case you can just disable this warning." +
- $" But otherwise, the indicated state probably shouldn't be added to the synchronization list.", Root?.Component);
- #endif
- if (_SynchronizedChildren == null)
- _SynchronizedChildren = new List<AnimancerState>();
- #if UNITY_ASSERTIONS
- if (_SynchronizedChildren.Contains(state))
- Debug.LogError($"{state} is already in the {nameof(SynchronizedChildren)} list.");
- #endif
- _SynchronizedChildren.Add(state);
- RequireUpdate();
- }
- /************************************************************************************************************************/
- /// <summary>Removes the `state` from the <see cref="SynchronizedChildren"/>.</summary>
- public void DontSynchronize(AnimancerState state)
- {
- var synchronizer = GetParentMixer();
- if (synchronizer._SynchronizedChildren != null &&
- synchronizer._SynchronizedChildren.Remove(state) &&
- state._Playable.IsValid())
- state._Playable.SetSpeed(state.Speed);
- }
- /************************************************************************************************************************/
- /// <summary>Removes all children of this mixer from the <see cref="SynchronizedChildren"/>.</summary>
- public void DontSynchronizeChildren()
- {
- var synchronizer = GetParentMixer();
- var SynchronizedChildren = synchronizer._SynchronizedChildren;
- if (SynchronizedChildren == null)
- return;
- if (synchronizer == this)
- {
- for (int i = SynchronizedChildren.Count - 1; i >= 0; i--)
- {
- var state = SynchronizedChildren[i];
- if (state._Playable.IsValid())
- state._Playable.SetSpeed(state.Speed);
- }
- SynchronizedChildren.Clear();
- }
- else
- {
- for (int i = SynchronizedChildren.Count - 1; i >= 0; i--)
- {
- var state = SynchronizedChildren[i];
- if (IsChildOf(state, this))
- {
- if (state._Playable.IsValid())
- state._Playable.SetSpeed(state.Speed);
- SynchronizedChildren.RemoveAt(i);
- }
- }
- }
- }
- /************************************************************************************************************************/
- /// <summary>Initializes the internal <see cref="SynchronizedChildren"/> list.</summary>
- /// <remarks>
- /// The array can be null or empty. Any elements not in the array will be treated as <c>true</c>.
- /// <para></para>
- /// This method can only be called before any <see cref="SynchronizedChildren"/> are added and also before this
- /// mixer is made the child of another mixer.
- /// </remarks>
- public void InitializeSynchronizedChildren(params bool[] synchronizeChildren)
- {
- AnimancerUtilities.Assert(GetParentMixer() == this,
- $"{nameof(InitializeSynchronizedChildren)} cannot be used on a mixer that is a child of another mixer.");
- AnimancerUtilities.Assert(_SynchronizedChildren == null,
- $"{nameof(InitializeSynchronizedChildren)} cannot be used on a mixer already has synchronized children.");
- int flagCount;
- if (synchronizeChildren != null)
- {
- flagCount = synchronizeChildren.Length;
- for (int i = 0; i < flagCount; i++)
- if (synchronizeChildren[i])
- SynchronizeDirect(GetChild(i));
- }
- else flagCount = 0;
- for (int i = flagCount; i < ChildCount; i++)
- SynchronizeDirect(GetChild(i));
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Returns the highest <see cref="MixerState"/> in the hierarchy above this mixer or this mixer itself if
- /// there are none above it.
- /// </summary>
- public MixerState GetParentMixer()
- {
- var mixer = this;
- var parent = Parent;
- while (parent != null)
- {
- if (parent is MixerState parentMixer)
- mixer = parentMixer;
- parent = parent.Parent;
- }
- return mixer;
- }
- /// <summary>Returns the highest <see cref="MixerState"/> in the hierarchy above the `state` (inclusive).</summary>
- public static MixerState GetParentMixer(IPlayableWrapper node)
- {
- MixerState mixer = null;
- while (node != null)
- {
- if (node is MixerState parentMixer)
- mixer = parentMixer;
- node = node.Parent;
- }
- return mixer;
- }
- /************************************************************************************************************************/
- /// <summary>Is the `child` a child of the `parent`?</summary>
- public static bool IsChildOf(IPlayableWrapper child, IPlayableWrapper parent)
- {
- while (true)
- {
- child = child.Parent;
- if (child == parent)
- return true;
- else if (child == null)
- return false;
- }
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Synchronizes the <see cref="AnimancerState.NormalizedTime"/>s of the <see cref="SynchronizedChildren"/> by
- /// modifying their internal playable speeds.
- /// </summary>
- protected void ApplySynchronizeChildren(ref bool needsMoreUpdates)
- {
- if (_SynchronizedChildren == null || _SynchronizedChildren.Count <= 1)
- return;
- needsMoreUpdates = true;
- var deltaTime = AnimancerPlayable.DeltaTime * CalculateRealEffectiveSpeed();
- if (deltaTime == 0)
- return;
- var count = _SynchronizedChildren.Count;
- // Calculate the weighted average normalized time and normalized speed of all children.
- var totalWeight = 0f;
- var weightedNormalizedTime = 0f;
- var weightedNormalizedSpeed = 0f;
- for (int i = 0; i < count; i++)
- {
- var state = _SynchronizedChildren[i];
- var weight = state.Weight;
- if (weight == 0)
- continue;
- var length = state.Length;
- if (length == 0)
- continue;
- totalWeight += weight;
- weight /= length;
- weightedNormalizedTime += state.Time * weight;
- weightedNormalizedSpeed += state.Speed * weight;
- }
- #if UNITY_ASSERTIONS
- if (!(totalWeight >= 0) || totalWeight == float.PositiveInfinity)// Reversed comparison includes NaN.
- throw new ArgumentOutOfRangeException(nameof(totalWeight), totalWeight,
- $"Total weight {Strings.MustBeFinite} and must be positive");
- if (!weightedNormalizedTime.IsFinite())
- throw new ArgumentOutOfRangeException(nameof(weightedNormalizedTime), weightedNormalizedTime,
- $"Time {Strings.MustBeFinite}");
- if (!weightedNormalizedSpeed.IsFinite())
- throw new ArgumentOutOfRangeException(nameof(weightedNormalizedSpeed), weightedNormalizedSpeed,
- $"Speed {Strings.MustBeFinite}");
- #endif
- // If the total weight is too small, pretend they are all at Weight = 1.
- if (totalWeight < MinimumSynchronizeChildrenWeight)
- {
- weightedNormalizedTime = 0;
- weightedNormalizedSpeed = 0;
- var nonZeroCount = 0;
- for (int i = 0; i < count; i++)
- {
- var state = _SynchronizedChildren[i];
- var length = state.Length;
- if (length == 0)
- continue;
- length = 1f / length;
- weightedNormalizedTime += state.Time * length;
- weightedNormalizedSpeed += state.Speed * length;
- nonZeroCount++;
- }
- totalWeight = nonZeroCount;
- }
- // Increment that time value according to delta time.
- weightedNormalizedTime += deltaTime * weightedNormalizedSpeed;
- weightedNormalizedTime /= totalWeight;
- var inverseDeltaTime = 1f / deltaTime;
- // Modify the speed of all children to go from their current normalized time to the average in one frame.
- for (int i = 0; i < count; i++)
- {
- var state = _SynchronizedChildren[i];
- var length = state.Length;
- if (length == 0)
- continue;
- var normalizedTime = state.Time / length;
- var speed = (weightedNormalizedTime - normalizedTime) * length * inverseDeltaTime;
- state._Playable.SetSpeed(speed);
- }
- // After this, all the playables will update and advance according to their new speeds this frame.
- }
- /************************************************************************************************************************/
- /// <summary>
- /// The multiplied <see cref="PlayableExtensions.GetSpeed"/> of this mixer and its parents down the
- /// hierarchy to determine the actual speed its output is being played at.
- /// </summary>
- /// <remarks>
- /// This can be different from the <see cref="AnimancerNode.EffectiveSpeed"/> because the
- /// <see cref="SynchronizedChildren"/> have their playable speed modified without setting their
- /// <see cref="AnimancerNode.Speed"/>.
- /// </remarks>
- public float CalculateRealEffectiveSpeed()
- {
- var speed = _Playable.GetSpeed();
- var parent = Parent;
- while (parent != null)
- {
- speed *= parent.Playable.GetSpeed();
- parent = parent.Parent;
- }
- return (float)speed;
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Inverse Kinematics
- /************************************************************************************************************************/
- private bool _ApplyAnimatorIK;
- /// <inheritdoc/>
- public override bool ApplyAnimatorIK
- {
- get => _ApplyAnimatorIK;
- set => base.ApplyAnimatorIK = _ApplyAnimatorIK = value;
- }
- /************************************************************************************************************************/
- private bool _ApplyFootIK;
- /// <inheritdoc/>
- public override bool ApplyFootIK
- {
- get => _ApplyFootIK;
- set => base.ApplyFootIK = _ApplyFootIK = value;
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- #region Other Methods
- /************************************************************************************************************************/
- /// <summary>Calculates the sum of the <see cref="AnimancerNode.Weight"/> of all `states`.</summary>
- public float CalculateTotalWeight(IList<AnimancerState> states)
- {
- var total = 0f;
- for (int i = states.Count - 1; i >= 0; i--)
- {
- var state = states[i];
- if (state != null)
- total += state.Weight;
- }
- return total;
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Sets <see cref="AnimancerState.Time"/> for all <see cref="ChildStates"/>.
- /// </summary>
- public void SetChildrenTime(float value, bool normalized = false)
- {
- var states = ChildStates;
- for (int i = states.Count - 1; i >= 0; i--)
- {
- var state = states[i];
- if (state == null)
- continue;
- if (normalized)
- state.NormalizedTime = value;
- else
- state.Time = value;
- }
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Sets the weight of all states after the `previousIndex` to 0.
- /// </summary>
- protected void DisableRemainingStates(int previousIndex)
- {
- var states = ChildStates;
- var childCount = states.Count;
- while (++previousIndex < childCount)
- {
- var state = states[previousIndex];
- if (state == null)
- continue;
- state.Weight = 0;
- }
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Returns the state at the specified `index` if it is not null, otherwise increments the index and checks
- /// again. Returns null if no state is found by the end of the <see cref="ChildStates"/>.
- /// </summary>
- protected AnimancerState GetNextState(ref int index)
- {
- var states = ChildStates;
- var childCount = states.Count;
- while (index < childCount)
- {
- var state = states[index];
- if (state != null)
- return state;
- index++;
- }
- return null;
- }
- /************************************************************************************************************************/
- /// <summary>Divides the weight of all child states by the `totalWeight`.</summary>
- /// <remarks>
- /// If the `totalWeight` is equal to the total <see cref="AnimancerNode.Weight"/> of all child states, then the
- /// new total will become 1.
- /// </remarks>
- public void NormalizeWeights(float totalWeight)
- {
- if (totalWeight == 1)
- return;
- totalWeight = 1f / totalWeight;
- var states = ChildStates;
- for (int i = states.Count - 1; i >= 0; i--)
- {
- var state = states[i];
- if (state == null)
- continue;
- state.Weight *= totalWeight;
- }
- }
- /************************************************************************************************************************/
- /// <summary>Gets a user-friendly key to identify the `state` in the Inspector.</summary>
- public virtual string GetDisplayKey(AnimancerState state) => $"[{state.Index}]";
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override Vector3 AverageVelocity
- {
- get
- {
- var velocity = default(Vector3);
- RecalculateWeights();
- var childStates = ChildStates;
- for (int i = childStates.Count - 1; i >= 0; i--)
- {
- var state = childStates[i];
- if (state == null)
- continue;
- velocity += state.AverageVelocity * state.Weight;
- }
- return velocity;
- }
- }
- /************************************************************************************************************************/
- /// <summary>
- /// Recalculates the <see cref="AnimancerState.Duration"/> of all child states so that they add up to 1.
- /// </summary>
- /// <exception cref="NullReferenceException">There are any states with no <see cref="Clip"/>.</exception>
- public void NormalizeDurations()
- {
- var childStates = ChildStates;
- int divideBy = 0;
- float totalDuration = 0f;
- // Count the number of states that exist and their total duration.
- var count = childStates.Count;
- for (int i = 0; i < count; i++)
- {
- var state = childStates[i];
- if (state == null)
- continue;
- divideBy++;
- totalDuration += state.Duration;
- }
- // Calculate the average duration.
- totalDuration /= divideBy;
- // Set all states to that duration.
- for (int i = 0; i < count; i++)
- {
- var state = childStates[i];
- if (state == null)
- continue;
- state.Duration = totalDuration;
- }
- }
- /************************************************************************************************************************/
- #if UNITY_ASSERTIONS
- /// <summary>Has the <see cref="AnimancerNode.DebugName"/> been generated from the child states?</summary>
- private bool _IsGeneratedName;
- #endif
- /// <summary>
- /// Returns a string describing the type of this mixer and the name of <see cref="Clip"/>s connected to it.
- /// </summary>
- public override string ToString()
- {
- #if UNITY_ASSERTIONS
- if (!string.IsNullOrEmpty(DebugName))
- return DebugName;
- #endif
- // Gather child names.
- var childNames = ObjectPool.AcquireList<string>();
- var allSimple = true;
- var states = ChildStates;
- var count = states.Count;
- for (int i = 0; i < count; i++)
- {
- var state = states[i];
- if (state == null)
- continue;
- if (state.MainObject != null)
- {
- childNames.Add(state.MainObject.name);
- }
- else
- {
- childNames.Add(state.ToString());
- allSimple = false;
- }
- }
- // If they all have a main object, check if they all have the same prefix so it doesn't need to be repeated.
- int prefixLength = 0;
- count = childNames.Count;
- if (count <= 1 || !allSimple)
- {
- prefixLength = 0;
- }
- else
- {
- var prefix = childNames[0];
- var shortest = prefixLength = prefix.Length;
- for (int iName = 0; iName < count; iName++)
- {
- var childName = childNames[iName];
- if (shortest > childName.Length)
- {
- shortest = prefixLength = childName.Length;
- }
- for (int iCharacter = 0; iCharacter < prefixLength; iCharacter++)
- {
- if (childName[iCharacter] != prefix[iCharacter])
- {
- prefixLength = iCharacter;
- break;
- }
- }
- }
- if (prefixLength < 3 ||// Less than 3 characters probably isn't an intentional prefix.
- prefixLength >= shortest)
- prefixLength = 0;
- }
- // Build the mixer name.
- var mixerName = ObjectPool.AcquireStringBuilder();
- if (count > 0)
- {
- if (prefixLength > 0)
- mixerName.Append(childNames[0], 0, prefixLength).Append('[');
- for (int i = 0; i < count; i++)
- {
- if (i > 0)
- mixerName.Append(", ");
- var childName = childNames[i];
- mixerName.Append(childName, prefixLength, childName.Length - prefixLength);
- }
- mixerName.Append(prefixLength > 0 ? "] (" : " (");
- }
- ObjectPool.Release(childNames);
- var type = GetType().FullName;
- if (type.EndsWith("State"))
- mixerName.Append(type, 0, type.Length - 5);
- else
- mixerName.Append(type);
- if (count > 0)
- mixerName.Append(')');
- var result = mixerName.ReleaseToString();
- #if UNITY_ASSERTIONS
- _IsGeneratedName = true;
- SetDebugName(result);
- #endif
- return result;
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- protected override void AppendDetails(StringBuilder text, string separator)
- {
- base.AppendDetails(text, separator);
- text.Append(separator).Append("SynchronizedChildren: ");
- if (SynchronizedChildCount == 0)
- {
- text.Append("0");
- }
- else
- {
- text.Append(_SynchronizedChildren.Count);
- separator += Strings.Indent;
- for (int i = 0; i < _SynchronizedChildren.Count; i++)
- {
- text.Append(separator)
- .Append(_SynchronizedChildren[i]);
- }
- }
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override void GatherAnimationClips(ICollection<AnimationClip> clips) => clips.GatherFromSource(ChildStates);
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- }
- }
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