2025-05-09 15:40:34 +08:00

191 lines
8.6 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#if UNITY_EDITOR && UNITY_IMGUI
using System;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer.Editor
{
/// <inheritdoc/>
/// https://kybernetik.com.au/animancer/api/Animancer.Editor/MixerTransition2DDrawer
[CustomPropertyDrawer(typeof(MixerTransition2D), true)]
public class MixerTransition2DDrawer : MixerTransitionDrawer
{
/************************************************************************************************************************/
/// <summary>
/// Creates a new <see cref="MixerTransition2DDrawer"/> using a wider
/// `thresholdWidth` than usual to accomodate both the X and Y values.
/// </summary>
public MixerTransition2DDrawer()
: base(StandardThresholdWidth * 2 + 20)
{ }
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void AddThresholdFunctionsToMenu(GenericMenu menu)
{
AddCalculateThresholdsFunction(menu, "From Velocity/XY", (state, threshold) =>
{
if (AnimancerUtilities.TryGetAverageVelocity(state, out var velocity))
return new(velocity.x, velocity.y);
else
return new(float.NaN, float.NaN);
});
AddCalculateThresholdsFunction(menu, "From Velocity/XZ", (state, threshold) =>
{
if (AnimancerUtilities.TryGetAverageVelocity(state, out var velocity))
return new(velocity.x, velocity.z);
else
return new(float.NaN, float.NaN);
});
AddCalculateThresholdsFunctionPerAxis(menu, "From Speed",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity)
? velocity.magnitude
: float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity X",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity)
? velocity.x
: float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity Y",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity)
? velocity.y
: float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Velocity Z",
(state, threshold) => AnimancerUtilities.TryGetAverageVelocity(state, out var velocity)
? velocity.z
: float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Angular Speed (Rad)",
(state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed)
? speed
: float.NaN);
AddCalculateThresholdsFunctionPerAxis(menu, "From Angular Speed (Deg)",
(state, threshold) => AnimancerUtilities.TryGetAverageAngularSpeed(state, out var speed)
? speed * Mathf.Rad2Deg
: float.NaN);
AddPropertyModifierFunction(menu, "Initialize 4 Directions", Initialize4Directions);
AddPropertyModifierFunction(menu, "Initialize 8 Directions", Initialize8Directions);
}
/************************************************************************************************************************/
private void Initialize4Directions(SerializedProperty property)
{
var oldSpeedCount = CurrentSpeeds.arraySize;
CurrentAnimations.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 5;
CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = default;
CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up;
CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = Vector2.right;
CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.down;
CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = Vector2.left;
InitializeSpeeds(oldSpeedCount);
var type = property.FindPropertyRelative(MixerTransition2D.TypeField);
type.enumValueIndex = (int)MixerTransition2D.MixerType.Directional;
}
/************************************************************************************************************************/
private void Initialize8Directions(SerializedProperty property)
{
var oldSpeedCount = CurrentSpeeds.arraySize;
CurrentAnimations.arraySize = CurrentThresholds.arraySize = CurrentSpeeds.arraySize = 9;
CurrentThresholds.GetArrayElementAtIndex(0).vector2Value = default;
CurrentThresholds.GetArrayElementAtIndex(1).vector2Value = Vector2.up;
CurrentThresholds.GetArrayElementAtIndex(2).vector2Value = new(1, 1);
CurrentThresholds.GetArrayElementAtIndex(3).vector2Value = Vector2.right;
CurrentThresholds.GetArrayElementAtIndex(4).vector2Value = new(1, -1);
CurrentThresholds.GetArrayElementAtIndex(5).vector2Value = Vector2.down;
CurrentThresholds.GetArrayElementAtIndex(6).vector2Value = new(-1, -1);
CurrentThresholds.GetArrayElementAtIndex(7).vector2Value = Vector2.left;
CurrentThresholds.GetArrayElementAtIndex(8).vector2Value = new(-1, 1);
InitializeSpeeds(oldSpeedCount);
var type = property.FindPropertyRelative(MixerTransition2D.TypeField);
type.enumValueIndex = (int)MixerTransition2D.MixerType.Directional;
}
/************************************************************************************************************************/
private void AddCalculateThresholdsFunction(
GenericMenu menu,
string label,
Func<Object, Vector2, Vector2> calculateThreshold)
{
var functionState = CurrentAnimations == null || CurrentThresholds == null
? MenuFunctionState.Disabled
: MenuFunctionState.Normal;
AddPropertyModifierFunction(menu, label, functionState, property =>
{
GatherSubProperties(property);
if (CurrentAnimations == null ||
CurrentThresholds == null)
return;
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.vector2Value);
if (!AnimancerEditorUtilities.IsNaN(value))
threshold.vector2Value = value;
}
});
}
/************************************************************************************************************************/
private void AddCalculateThresholdsFunctionPerAxis(GenericMenu menu, string label,
Func<Object, float, float> calculateThreshold)
{
AddCalculateThresholdsFunction(menu, "X/" + label, 0, calculateThreshold);
AddCalculateThresholdsFunction(menu, "Y/" + label, 1, calculateThreshold);
}
private void AddCalculateThresholdsFunction(GenericMenu menu, string label, int axis,
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 = threshold.vector2Value;
var newValue = calculateThreshold(state, value[axis]);
if (!float.IsNaN(newValue))
value[axis] = newValue;
threshold.vector2Value = value;
}
});
}
/************************************************************************************************************************/
}
}
#endif