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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- using System;
- using UnityEngine;
- using Object = UnityEngine.Object;
- namespace Animancer
- {
- /// <inheritdoc/>
- /// https://kybernetik.com.au/animancer/api/Animancer/LinearMixerTransitionAsset
- [CreateAssetMenu(menuName = Strings.MenuPrefix + "Mixer Transition/Linear", order = Strings.AssetMenuOrder + 3)]
- [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(LinearMixerTransitionAsset))]
- public class LinearMixerTransitionAsset : AnimancerTransitionAsset<LinearMixerTransition>
- {
- /// <inheritdoc/>
- [Serializable]
- public new class UnShared :
- UnShared<LinearMixerTransitionAsset, LinearMixerTransition, LinearMixerState>,
- LinearMixerState.ITransition
- { }
- }
- /// <inheritdoc/>
- /// https://kybernetik.com.au/animancer/api/Animancer/LinearMixerTransition
- [Serializable]
- public class LinearMixerTransition : MixerTransition<LinearMixerState, float>,
- LinearMixerState.ITransition, ICopyable<LinearMixerTransition>
- {
- /************************************************************************************************************************/
- [SerializeField]
- [Tooltip("Should setting the Parameter above the highest threshold increase the Speed of the mixer proportionally?")]
- private bool _ExtrapolateSpeed = true;
- /// <summary>[<see cref="SerializeField"/>]
- /// Should setting the <see cref="MixerState{TParameter}.Parameter"/> above the highest threshold increase the
- /// <see cref="AnimancerNode.Speed"/> of the mixer proportionally?
- /// </summary>
- public ref bool ExtrapolateSpeed => ref _ExtrapolateSpeed;
- /************************************************************************************************************************/
- /// <summary>
- /// Are all <see cref="ManualMixerTransition{TMixer}.Animations"/> assigned and
- /// <see cref="MixerTransition{TMixer, TParameter}.Thresholds"/> unique and sorted in ascending order?
- /// </summary>
- public override bool IsValid
- {
- get
- {
- if (!base.IsValid)
- return false;
- var previous = float.NegativeInfinity;
- var thresholds = Thresholds;
- for (int i = 0; i < thresholds.Length; i++)
- {
- var threshold = thresholds[i];
- if (threshold < previous)
- return false;
- else
- previous = threshold;
- }
- return true;
- }
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override LinearMixerState CreateState()
- {
- State = new LinearMixerState();
- InitializeState();
- return State;
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override void Apply(AnimancerState state)
- {
- State.ExtrapolateSpeed = _ExtrapolateSpeed;
- base.Apply(state);
- }
- /************************************************************************************************************************/
- /// <summary>Sorts all states so that their thresholds go from lowest to highest.</summary>
- /// <remarks>This method uses Bubble Sort which is inefficient for large numbers of states.</remarks>
- public void SortByThresholds()
- {
- var thresholdCount = Thresholds.Length;
- if (thresholdCount <= 1)
- return;
- var speedCount = Speeds.Length;
- var syncCount = SynchronizeChildren.Length;
- var previousThreshold = Thresholds[0];
- for (int i = 1; i < thresholdCount; i++)
- {
- var threshold = Thresholds[i];
- if (threshold >= previousThreshold)
- {
- previousThreshold = threshold;
- continue;
- }
- Thresholds.Swap(i, i - 1);
- Animations.Swap(i, i - 1);
- if (i < speedCount)
- Speeds.Swap(i, i - 1);
- if (i == syncCount && !SynchronizeChildren[i - 1])
- {
- var sync = SynchronizeChildren;
- Array.Resize(ref sync, ++syncCount);
- sync[i - 1] = true;
- sync[i] = false;
- SynchronizeChildren = sync;
- }
- else if (i < syncCount)
- {
- SynchronizeChildren.Swap(i, i - 1);
- }
- if (i == 1)
- {
- i = 0;
- previousThreshold = float.NegativeInfinity;
- }
- else
- {
- i -= 2;
- previousThreshold = Thresholds[i];
- }
- }
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public virtual void CopyFrom(LinearMixerTransition copyFrom)
- {
- CopyFrom((MixerTransition<LinearMixerState, float>)copyFrom);
- if (copyFrom == null)
- {
- _ExtrapolateSpeed = true;
- return;
- }
- _ExtrapolateSpeed = copyFrom._ExtrapolateSpeed;
- }
- /************************************************************************************************************************/
- #region Drawer
- #if UNITY_EDITOR
- /************************************************************************************************************************/
- /// <inheritdoc/>
- [UnityEditor.CustomPropertyDrawer(typeof(LinearMixerTransition), true)]
- public class Drawer : MixerTransitionDrawer
- {
- /************************************************************************************************************************/
- private static GUIContent _SortingErrorContent;
- private static GUIStyle _SortingErrorStyle;
- /// <inheritdoc/>
- protected override void DoThresholdGUI(Rect area, int index)
- {
- var color = GUI.color;
- if (index > 0)
- {
- var previousThreshold = CurrentThresholds.GetArrayElementAtIndex(index - 1);
- var currentThreshold = CurrentThresholds.GetArrayElementAtIndex(index);
- if (previousThreshold.floatValue >= currentThreshold.floatValue)
- {
- if (_SortingErrorContent == null)
- {
- _SortingErrorContent = new GUIContent(Editor.AnimancerGUI.LoadIcon("console.erroricon.sml"))
- {
- tooltip = "Linear Mixer Thresholds must always be unique and sorted in ascending order (click to sort)"
- };
- }
- if (_SortingErrorStyle == null)
- _SortingErrorStyle = new GUIStyle(GUI.skin.label)
- {
- padding = new RectOffset(),
- };
- var iconArea = Editor.AnimancerGUI.StealFromRight(ref area, area.height, Editor.AnimancerGUI.StandardSpacing);
- if (GUI.Button(iconArea, _SortingErrorContent, _SortingErrorStyle))
- {
- Editor.Serialization.RecordUndo(Context.Property);
- ((LinearMixerTransition)Context.Transition).SortByThresholds();
- }
- GUI.color = Editor.AnimancerGUI.ErrorFieldColor;
- }
- }
- base.DoThresholdGUI(area, index);
- GUI.color = color;
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- protected override void AddThresholdFunctionsToMenu(UnityEditor.GenericMenu menu)
- {
- const string EvenlySpaced = "Evenly Spaced";
- var count = CurrentThresholds.arraySize;
- if (count <= 1)
- {
- menu.AddDisabledItem(new GUIContent(EvenlySpaced));
- }
- else
- {
- var first = CurrentThresholds.GetArrayElementAtIndex(0).floatValue;
- var last = CurrentThresholds.GetArrayElementAtIndex(count - 1).floatValue;
- if (last == first)
- last++;
- AddPropertyModifierFunction(menu, $"{EvenlySpaced} ({first} to {last})", (_) =>
- {
- for (int i = 0; i < count; i++)
- {
- CurrentThresholds.GetArrayElementAtIndex(i).floatValue = Mathf.Lerp(first, last, i / (float)(count - 1));
- }
- });
- }
- AddCalculateThresholdsFunction(menu, "From Speed",
- (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.magnitude : float.NaN);
- AddCalculateThresholdsFunction(menu, "From Velocity X",
- (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.x : float.NaN);
- AddCalculateThresholdsFunction(menu, "From Velocity Y",
- (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.y : float.NaN);
- AddCalculateThresholdsFunction(menu, "From Velocity Z",
- (state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity) ? velocity.z : float.NaN);
- AddCalculateThresholdsFunction(menu, "From Angular Speed (Rad)",
- (state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed : float.NaN);
- AddCalculateThresholdsFunction(menu, "From Angular Speed (Deg)",
- (state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed) ? speed * Mathf.Rad2Deg : float.NaN);
- }
- /************************************************************************************************************************/
- private void AddCalculateThresholdsFunction(UnityEditor.GenericMenu menu, string label,
- Func<Object, float, float> calculateThreshold)
- {
- AddPropertyModifierFunction(menu, label, (property) =>
- {
- var count = CurrentAnimations.arraySize;
- for (int i = 0; i < count; i++)
- {
- var state = CurrentAnimations.GetArrayElementAtIndex(i).objectReferenceValue;
- if (state == null)
- continue;
- var threshold = CurrentThresholds.GetArrayElementAtIndex(i);
- var value = calculateThreshold(state, threshold.floatValue);
- if (!float.IsNaN(value))
- threshold.floatValue = value;
- }
- });
- }
- /************************************************************************************************************************/
- }
- /************************************************************************************************************************/
- #endif
- #endregion
- /************************************************************************************************************************/
- }
- }
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