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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Animancer
- {
- /// <inheritdoc/>
- /// <summary>A group of <see cref="ClipTransition"/>s which play one after the other.</summary>
- /// https://kybernetik.com.au/animancer/api/Animancer/ClipTransitionSequence
- ///
- [Serializable]
- public class ClipTransitionSequence : ClipTransition,
- ISerializationCallbackReceiver, ICopyable<ClipTransitionSequence>
- {
- /************************************************************************************************************************/
- [DrawAfterEvents]
- [SerializeField]
- [Tooltip("The other transitions to play in order after the first one.")]
- private ClipTransition[] _Others = Array.Empty<ClipTransition>();
- /// <summary>[<see cref="SerializeField"/>] The transitions to play in order after the first one.</summary>
- public ref ClipTransition[] Others => ref _Others;
- /// <summary>The last of the <see cref="Others"/> (or <c>this</c> if there are none).</summary>
- public ClipTransition LastTransition => _Others.Length > 0 ? _Others[_Others.Length - 1] : this;
- /************************************************************************************************************************/
- /// <inheritdoc/>
- void ISerializationCallbackReceiver.OnBeforeSerialize() { }
- /// <inheritdoc/>
- void ISerializationCallbackReceiver.OnAfterDeserialize()
- {
- if (_Others.Length <= 1)
- return;
- // Assign each of the other end events, but this first one will be set by Apply.
- var previous = _Others[0];
- for (int i = 1; i < _Others.Length; i++)
- {
- var next = _Others[i];
- previous.Events.OnEnd = () => AnimancerEvent.CurrentState.Layer.Play(next);
- previous = next;
- }
- }
- /************************************************************************************************************************/
- private Action _OnEnd;
- /// <inheritdoc/>
- public override void Apply(AnimancerState state)
- {
- // If an end event is assigned other than the one to play the next transition,
- // replace it and move it to be the end event of the last transition instead.
- if (_Others.Length > 0)
- {
- if (_OnEnd == null)
- _OnEnd = () => AnimancerEvent.CurrentState.Layer.Play(_Others[0]);
- var onEnd = Events.OnEnd;
- if (onEnd != _OnEnd)
- {
- Events.OnEnd = _OnEnd;
- onEnd -= _OnEnd;
- _Others[_Others.Length - 1].Events.OnEnd = onEnd;
- }
- }
- base.Apply(state);
- }
- /************************************************************************************************************************/
- /// <summary>Is everything in this sequence valid?</summary>
- public override bool IsValid
- {
- get
- {
- if (!base.IsValid)
- return false;
- for (int i = 0; i < _Others.Length; i++)
- if (!_Others[i].IsValid)
- return false;
- return true;
- }
- }
- /************************************************************************************************************************/
- /// <summary>Is the last animation in this sequence looping?</summary>
- public override bool IsLooping => _Others.Length > 0 ? LastTransition.IsLooping : base.IsLooping;
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override float Length
- {
- get
- {
- var length = base.Length;
- for (int i = 0; i < _Others.Length; i++)
- length += _Others[i].Length;
- return length;
- }
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override float MaximumDuration
- {
- get
- {
- var value = base.MaximumDuration;
- for (int i = 0; i < _Others.Length; i++)
- value += _Others[i].MaximumDuration;
- return value;
- }
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override float AverageAngularSpeed
- {
- get
- {
- var speed = base.AverageAngularSpeed;
- if (_Others.Length == 0)
- return speed;
- var duration = base.MaximumDuration;
- speed *= duration;
- for (int i = 0; i < _Others.Length; i++)
- {
- var other = _Others[i];
- var otherSpeed = other.AverageAngularSpeed;
- var otherDuration = other.MaximumDuration;
- speed += otherSpeed * otherDuration;
- duration += otherDuration;
- }
- return speed / duration;
- }
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override Vector3 AverageVelocity
- {
- get
- {
- var velocity = base.AverageVelocity;
- if (_Others.Length == 0)
- return velocity;
- var duration = base.MaximumDuration;
- velocity *= duration;
- for (int i = 0; i < _Others.Length; i++)
- {
- var other = _Others[i];
- var otherVelocity = other.AverageVelocity;
- var otherDuration = other.MaximumDuration;
- velocity += otherVelocity * otherDuration;
- duration += otherDuration;
- }
- return velocity / duration;
- }
- }
- /************************************************************************************************************************/
- /// <summary>Adds the <see cref="ClipTransition.Clip"/> of everything in this sequence to the collection.</summary>
- public override void GatherAnimationClips(ICollection<AnimationClip> clips)
- {
- base.GatherAnimationClips(clips);
- for (int i = 0; i < _Others.Length; i++)
- _Others[i].GatherAnimationClips(clips);
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public virtual void CopyFrom(ClipTransitionSequence copyFrom)
- {
- CopyFrom((ClipTransition)copyFrom);
- if (copyFrom == null)
- {
- _Others = Array.Empty<ClipTransition>();
- return;
- }
- AnimancerUtilities.CopyExactArray(copyFrom._Others, ref _Others);
- }
- /************************************************************************************************************************/
- #region Events
- /************************************************************************************************************************/
- /// <summary>The <see cref="AnimancerEvent.Sequence.EndEvent"/> of the last transition in this sequence.</summary>
- public AnimancerEvent EndEvent
- {
- get => LastTransition.Events.EndEvent;
- set => LastTransition.Events.EndEvent = value;
- }
- /************************************************************************************************************************/
- /// <summary>Adds an event at the specified time relative to the entire sequence.</summary>
- public void AddEvent(float time, bool normalized, Action callback)
- {
- // Convert time to Seconds.
- if (normalized)
- time *= Length;
- if (TryAddEvent(this, base.Length, ref time, callback))
- return;
- for (int i = 0; i < _Others.Length - 1; i++)
- {
- var other = _Others[i];
- if (TryAddEvent(other, other.Length, ref time, callback))
- return;
- }
- AddEvent(LastTransition, time, callback);
- }
- /// <summary>
- /// Tries to add the `callback` as an event to the `transition` if the `time` is within the `length` and
- /// returns true if successful. Otherwise subtracts the `length` from the `time` and returns false so it can be
- /// tried in the next transition in the sequence.
- /// </summary>
- private static bool TryAddEvent(ClipTransition transition, float length, ref float time, Action callback)
- {
- if (time > length)
- {
- time -= length;
- return false;
- }
- AddEvent(transition, time, callback);
- return true;
- }
- /// <summary>
- /// Adds the `callback` as an event to the `transition` at the specified `time` (in seconds, starting from the
- /// <see cref="ClipTransition.NormalizedStartTime"/>).
- /// </summary>
- private static void AddEvent(ClipTransition transition, float time, Action callback)
- {
- var start = transition.NormalizedStartTime;
- if (float.IsNaN(start))
- start = AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(start);
- time /= transition.Clip.length * (1 - start);
- time += start;
- transition.Events.Add(time, callback);
- }
- /************************************************************************************************************************/
- #endregion
- /************************************************************************************************************************/
- }
- }
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