864 lines
39 KiB
C#
864 lines
39 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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using Object = UnityEngine.Object;
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namespace Animancer
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{
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/// <summary>[Pro-Only]
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/// An <see cref="AnimancerState"/> which plays a <see cref="RuntimeAnimatorController"/>.
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/// </summary>
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/// <remarks>
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/// This state can be controlled very similarly to an <see cref="Animator"/>
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/// via its <see cref="Playable"/> property.
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/// <para></para>
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/// <strong>Documentation:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/animator-controllers">
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/// Animator Controllers</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer/ControllerState
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///
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public partial class ControllerState : AnimancerState,
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ICopyable<ControllerState>,
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IParametizedState,
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IUpdatable
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{
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/************************************************************************************************************************/
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#region Fields and Properties
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/************************************************************************************************************************/
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private RuntimeAnimatorController _Controller;
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/// <summary>The <see cref="RuntimeAnimatorController"/> which this state plays.</summary>
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public RuntimeAnimatorController Controller
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{
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get => _Controller;
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set => ChangeMainObject(ref _Controller, value);
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}
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/// <summary>The <see cref="RuntimeAnimatorController"/> which this state plays.</summary>
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public override Object MainObject
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{
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get => Controller;
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set => Controller = (RuntimeAnimatorController)value;
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}
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#if UNITY_EDITOR
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/// <inheritdoc/>
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public override Type MainObjectType
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=> typeof(RuntimeAnimatorController);
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#endif
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/************************************************************************************************************************/
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private new AnimatorControllerPlayable _Playable;
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/// <summary>The internal system which plays the <see cref="RuntimeAnimatorController"/>.</summary>
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public new AnimatorControllerPlayable Playable
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{
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get
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{
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Validate.AssertPlayable(this);
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return _Playable;
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}
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}
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/************************************************************************************************************************/
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/// <summary>Determines what a layer does when <see cref="AnimancerNode.Stop"/> is called.</summary>
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public enum ActionOnStop
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{
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/// <summary>Reset the layer to the first state it was in.</summary>
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DefaultState,
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/// <summary>Rewind the current state's time to 0.</summary>
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RewindTime,
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/// <summary>Allow the current state to stay at its current time.</summary>
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Continue,
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}
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/// <summary>Determines what each layer does when <see cref="AnimancerNode.Stop"/> is called.</summary>
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/// <remarks>
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/// If empty, all layers will reset to their <see cref="ActionOnStop.DefaultState"/>.
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/// <para></para>
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/// If this array is smaller than the <see cref="AnimatorControllerPlayable.GetLayerCount"/>,
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/// any additional layers will use the last value in this array.
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/// </remarks>
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public ActionOnStop[] ActionsOnStop { get; set; }
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/// <summary>
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/// The <see cref="AnimatorStateInfo.shortNameHash"/> of the default state on each layer,
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/// used to reset to those states when <see cref="ApplyActionsOnStop"/>
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/// is called for layers using <see cref="ActionOnStop.DefaultState"/>.
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/// </summary>
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/// <remarks>Gathered automatically by <see cref="GatherDefaultStates"/>.</remarks>
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public int[] DefaultStateHashes { get; set; }
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/************************************************************************************************************************/
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#if UNITY_ASSERTIONS
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/************************************************************************************************************************/
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/// <summary>[Assert-Only] Animancer Events work badly on <see cref="ControllerState"/>s.</summary>
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protected internal override string UnsupportedEventsMessage =>
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"Animancer Events on " + nameof(ControllerState) + "s will probably not work as expected." +
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" The events will be associated with the entire Animator Controller and be triggered by any of the" +
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" states inside it. If you want to use events in an Animator Controller you will likely need to use" +
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" Unity's regular Animation Event system.";
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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/// <summary>[Assert-Conditional] Asserts that the `value` is valid for a parameter.</summary>
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/// <exception cref="ArgumentOutOfRangeException">The `value` is NaN or Infinity.</exception>
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[System.Diagnostics.Conditional(Strings.Assertions)]
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public void AssertParameterValue(float value, [CallerMemberName] string parameterName = null)
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{
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if (!value.IsFinite())
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{
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MarkAsUsed(this);
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throw new ArgumentOutOfRangeException(parameterName, Strings.MustBeFinite);
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}
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}
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/************************************************************************************************************************/
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/// <summary>IK cannot be dynamically enabled on a <see cref="ControllerState"/>.</summary>
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public override void CopyIKFlags(AnimancerNodeBase copyFrom) { }
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/************************************************************************************************************************/
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/// <summary>IK cannot be dynamically enabled on a <see cref="ControllerState"/>.</summary>
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public override bool ApplyAnimatorIK
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{
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get => false;
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set
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{
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#if UNITY_ASSERTIONS
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if (value)
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OptionalWarning.UnsupportedIK.Log(
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$"IK cannot be dynamically enabled on a {nameof(ControllerState)}." +
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" You must instead enable it on the desired layer inside the Animator Controller.",
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_Controller);
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#endif
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}
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}
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/************************************************************************************************************************/
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/// <summary>IK cannot be dynamically enabled on a <see cref="ControllerState"/>.</summary>
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public override bool ApplyFootIK
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{
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get => false;
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set
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{
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#if UNITY_ASSERTIONS
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if (value)
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OptionalWarning.UnsupportedIK.Log(
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$"IK cannot be dynamically enabled on a {nameof(ControllerState)}." +
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" You must instead enable it on the desired state inside the Animator Controller.",
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_Controller);
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#endif
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}
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}
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/************************************************************************************************************************/
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/// <summary>Returns the hash of a parameter being wrapped by this state.</summary>
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/// <exception cref="NotSupportedException">This state doesn't wrap any parameters.</exception>
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public virtual int GetParameterHash(int index)
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{
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MarkAsUsed(this);
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throw new NotSupportedException();
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public virtual void GetParameters(List<StateParameterDetails> parameters) { }
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/// <inheritdoc/>
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public virtual void SetParameters(List<StateParameterDetails> parameters) { }
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Public API
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/************************************************************************************************************************/
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/// <summary>Creates a new <see cref="ControllerState"/> to play the `controller`.</summary>
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public ControllerState(RuntimeAnimatorController controller)
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{
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_Controller = controller != null
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? controller
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: throw new ArgumentNullException(nameof(controller));
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}
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/// <summary>Creates a new <see cref="ControllerState"/> to play the `controller`.</summary>
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public ControllerState(RuntimeAnimatorController controller, params ActionOnStop[] actionsOnStop)
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: this(controller)
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{
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ActionsOnStop = actionsOnStop;
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}
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/************************************************************************************************************************/
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/// <summary>Creates and assigns the <see cref="AnimatorControllerPlayable"/> managed by this state.</summary>
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protected override void CreatePlayable(out Playable playable)
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{
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playable = _Playable = AnimatorControllerPlayable.Create(Graph._PlayableGraph, _Controller);
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GatherDefaultStates();
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DeserializeParameterBindings();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Stores the values of all parameters and calls <see cref="AnimancerNode.RecreatePlayable"/>,
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/// then restores the parameter values.
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/// </summary>
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public override void RecreatePlayable()
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{
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if (!_Playable.IsValid())
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{
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CreatePlayable();
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return;
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}
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var parameterCount = _Playable.GetParameterCount();
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var values = new object[parameterCount];
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for (int i = 0; i < parameterCount; i++)
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{
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values[i] = AnimancerUtilities.GetParameterValue(_Playable, _Playable.GetParameter(i));
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}
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base.RecreatePlayable();
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for (int i = 0; i < parameterCount; i++)
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{
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AnimancerUtilities.SetParameterValue(_Playable, _Playable.GetParameter(i), values[i]);
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Returns the current state on the specified `layer`,
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/// or the next state if it is currently in a transition.
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/// </summary>
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public AnimatorStateInfo GetStateInfo(int layerIndex)
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{
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if (!_Playable.IsValid())
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return default;
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Validate.AssertPlayable(this);
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return _Playable.IsInTransition(layerIndex)
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? _Playable.GetNextAnimatorStateInfo(layerIndex)
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: _Playable.GetCurrentAnimatorStateInfo(layerIndex);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// The <see cref="AnimatorStateInfo.normalizedTime"/> * <see cref="AnimatorStateInfo.length"/> of layer 0.
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/// </summary>
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public override double RawTime
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{
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get
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{
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var info = GetStateInfo(0);
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return info.normalizedTime * info.length;
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}
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set
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{
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Validate.AssertPlayable(this);
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_Playable.PlayInFixedTime(0, 0, (float)value);
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// Setting the time requires it to be playing.
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// This will leave it at the specified time.
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if (!IsPlaying)
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{
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_Playable.Play();
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Graph.RequirePostUpdate(this);
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}
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}
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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int IUpdatable.UpdatableIndex { get; set; } = IUpdatable.List.NotInList;
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/************************************************************************************************************************/
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/// <summary>Pauses the <see cref="Playable"/> if necessary after <see cref="RawTime"/> was set.</summary>
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void IUpdatable.Update()
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{
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if (!IsPlaying)
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_Playable.Pause();
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AnimancerGraph.Current.CancelPostUpdate(this);
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void SetGraph(AnimancerGraph graph)
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{
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if (Graph == graph)
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return;
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Graph?.CancelPostUpdate(this);
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base.SetGraph(graph);
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}
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/************************************************************************************************************************/
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/// <summary>The current <see cref="AnimatorStateInfo.length"/> of layer 0.</summary>
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public override float Length => GetStateInfo(0).length;
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/************************************************************************************************************************/
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/// <summary>The current <see cref="AnimatorStateInfo.loop"/> of layer 0.</summary>
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public override bool IsLooping => GetStateInfo(0).loop;
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void GetEventDispatchInfo(
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out float length,
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out float normalizedTime,
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out bool isLooping)
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{
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var state = GetStateInfo(0);
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length = state.length;
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normalizedTime = state.normalizedTime;
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isLooping = state.loop;
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}
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/************************************************************************************************************************/
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/// <summary>Gathers the <see cref="DefaultStateHashes"/> from the current states on each layer.</summary>
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/// <remarks>This is called by <see cref="CreatePlayable(out UnityEngine.Playables.Playable)"/>.</remarks>
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public void GatherDefaultStates()
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{
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Validate.AssertPlayable(this);
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var layerCount = _Playable.GetLayerCount();
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if (DefaultStateHashes == null || DefaultStateHashes.Length != layerCount)
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DefaultStateHashes = new int[layerCount];
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while (--layerCount >= 0)
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DefaultStateHashes[layerCount] = _Playable.GetCurrentAnimatorStateInfo(layerCount).shortNameHash;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Stops the animation and makes it inactive immediately so it no longer affects the output.
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/// Also calls <see cref="ApplyActionsOnStop"/>.
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/// </summary>
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protected internal override void StopWithoutWeight()
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{
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// Don't call base.StopWithoutWeight(); because it sets Time = 0;
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// which uses PlayInFixedTime and interferes with resetting to the default states.
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SetIsPlaying(false);
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UpdateIsActive();
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ApplyActionsOnStop();
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_SmoothingVelocities?.Clear();
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}
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/// <summary>Applies the <see cref="ActionsOnStop"/> to their corresponding layers.</summary>
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/// <exception cref="NullReferenceException"><see cref="DefaultStateHashes"/> is null.</exception>
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public void ApplyActionsOnStop()
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{
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Validate.AssertPlayable(this);
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var layerCount = Math.Min(DefaultStateHashes.Length, _Playable.GetLayerCount());
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if (ActionsOnStop == null || ActionsOnStop.Length == 0)
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{
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for (int i = layerCount - 1; i >= 0; i--)
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_Playable.Play(DefaultStateHashes[i], i, 0);
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}
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else
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{
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for (int i = layerCount - 1; i >= 0; i--)
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{
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var index = i < ActionsOnStop.Length
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? i
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: ActionsOnStop.Length - 1;
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switch (ActionsOnStop[index])
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{
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case ActionOnStop.DefaultState:
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_Playable.Play(DefaultStateHashes[i], i, 0);
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break;
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case ActionOnStop.RewindTime:
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_Playable.Play(0, i, 0);
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break;
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case ActionOnStop.Continue:
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break;
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}
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}
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}
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void GatherAnimationClips(ICollection<AnimationClip> clips)
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{
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if (_Controller != null)
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clips.Gather(_Controller.animationClips);
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void Destroy()
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{
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_Controller = null;
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DisposeParameterBindings();
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base.Destroy();
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override AnimancerState Clone(CloneContext context)
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{
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var clone = new ControllerState(_Controller);
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clone.CopyFrom(this, context);
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return clone;
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public sealed override void CopyFrom(AnimancerState copyFrom, CloneContext context)
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=> this.CopyFromBase(copyFrom, context);
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/// <inheritdoc/>
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public virtual void CopyFrom(ControllerState copyFrom, CloneContext context)
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{
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ActionsOnStop = copyFrom.ActionsOnStop;
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if (copyFrom.Graph != null &&
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Graph != null)
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{
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var layerCount = copyFrom._Playable.GetLayerCount();
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for (int i = 0; i < layerCount; i++)
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{
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var info = copyFrom._Playable.GetCurrentAnimatorStateInfo(i);
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_Playable.Play(info.shortNameHash, i, info.normalizedTime);
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}
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var parameterCount = copyFrom._Playable.GetParameterCount();
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for (int i = 0; i < parameterCount; i++)
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{
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AnimancerUtilities.CopyParameterValue(
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copyFrom._Playable,
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_Playable,
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copyFrom._Playable.GetParameter(i));
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}
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}
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CopySmoothingVelocitiesFrom(copyFrom);
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base.CopyFrom(copyFrom, context);
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Animator Controller Wrappers
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/************************************************************************************************************************/
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#region Cross Fade
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/************************************************************************************************************************/
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/// <summary>
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/// The default constant for fade duration parameters which causes it to use the
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/// <see cref="AnimancerGraph.DefaultFadeDuration"/> instead.
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/// </summary>
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public const float DefaultFadeDuration = -1;
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/************************************************************************************************************************/
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/// <summary>
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/// Returns the `fadeDuration` if it is zero or positive.
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/// Otherwise returns the <see cref="AnimancerGraph.DefaultFadeDuration"/>.
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/// </summary>
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public static float GetFadeDuration(float fadeDuration)
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=> fadeDuration >= 0
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? fadeDuration
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: AnimancerGraph.DefaultFadeDuration;
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/************************************************************************************************************************/
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/// <summary>Starts a transition from the current state to the specified state using normalized times.</summary>
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/// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerGraph.DefaultFadeDuration"/>.</remarks>
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public void CrossFade(
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int stateNameHash,
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float fadeDuration = DefaultFadeDuration,
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int layer = -1,
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float normalizedTime = float.NegativeInfinity)
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=> Playable.CrossFade(stateNameHash, GetFadeDuration(fadeDuration), layer, normalizedTime);
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/************************************************************************************************************************/
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/// <summary>Starts a transition from the current state to the specified state using normalized times.</summary>
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/// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerGraph.DefaultFadeDuration"/>.</remarks>
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public void CrossFade(
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string stateName,
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float fadeDuration = DefaultFadeDuration,
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int layer = -1,
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float normalizedTime = float.NegativeInfinity)
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=> Playable.CrossFade(stateName, GetFadeDuration(fadeDuration), layer, normalizedTime);
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/************************************************************************************************************************/
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/// <summary>Starts a transition from the current state to the specified state using times in seconds.</summary>
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/// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerGraph.DefaultFadeDuration"/>.</remarks>
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public void CrossFadeInFixedTime(
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int stateNameHash,
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float fadeDuration = DefaultFadeDuration,
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int layer = -1,
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float fixedTime = 0)
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=> Playable.CrossFadeInFixedTime(stateNameHash, GetFadeDuration(fadeDuration), layer, fixedTime);
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/************************************************************************************************************************/
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/// <summary>Starts a transition from the current state to the specified state using times in seconds.</summary>
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/// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerGraph.DefaultFadeDuration"/>.</remarks>
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public void CrossFadeInFixedTime(
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string stateName,
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float fadeDuration = DefaultFadeDuration,
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int layer = -1,
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float fixedTime = 0)
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=> Playable.CrossFadeInFixedTime(stateName, GetFadeDuration(fadeDuration), layer, fixedTime);
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Play
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/************************************************************************************************************************/
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/// <summary>Plays the specified state immediately, starting from a particular normalized time.</summary>
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public void Play(
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int stateNameHash,
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int layer = -1,
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float normalizedTime = float.NegativeInfinity)
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=> Playable.Play(stateNameHash, layer, normalizedTime);
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/************************************************************************************************************************/
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/// <summary>Plays the specified state immediately, starting from a particular normalized time.</summary>
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public void Play(
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string stateName,
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int layer = -1,
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float normalizedTime = float.NegativeInfinity)
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=> Playable.Play(stateName, layer, normalizedTime);
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/************************************************************************************************************************/
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/// <summary>Plays the specified state immediately, starting from a particular time (in seconds).</summary>
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public void PlayInFixedTime(
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int stateNameHash,
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int layer = -1,
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float fixedTime = 0)
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=> Playable.PlayInFixedTime(stateNameHash, layer, fixedTime);
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/************************************************************************************************************************/
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/// <summary>Plays the specified state immediately, starting from a particular time (in seconds).</summary>
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public void PlayInFixedTime(
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string stateName,
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int layer = -1,
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float fixedTime = 0)
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=> Playable.PlayInFixedTime(stateName, layer, fixedTime);
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Parameters
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/************************************************************************************************************************/
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/// <summary>Gets the value of the specified boolean parameter.</summary>
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public bool GetBool(int id)
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=> Playable.GetBool(id);
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/// <summary>Gets the value of the specified boolean parameter.</summary>
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public bool GetBool(string name)
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=> Playable.GetBool(name);
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/// <summary>Sets the value of the specified boolean parameter.</summary>
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public void SetBool(int id, bool value)
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=> Playable.SetBool(id, value);
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/// <summary>Sets the value of the specified boolean parameter.</summary>
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public void SetBool(string name, bool value)
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=> Playable.SetBool(name, value);
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/// <summary>Gets the value of the specified float parameter.</summary>
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public float GetFloat(int id)
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=> Playable.GetFloat(id);
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/// <summary>Gets the value of the specified float parameter.</summary>
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public float GetFloat(string name)
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=> Playable.GetFloat(name);
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/// <summary>Sets the value of the specified float parameter.</summary>
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public void SetFloat(int id, float value)
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=> Playable.SetFloat(id, value);
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/// <summary>Sets the value of the specified float parameter.</summary>
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public void SetFloat(string name, float value)
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=> Playable.SetFloat(name, value);
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/// <summary>Gets the value of the specified integer parameter.</summary>
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public int GetInteger(int id)
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=> Playable.GetInteger(id);
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/// <summary>Gets the value of the specified integer parameter.</summary>
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public int GetInteger(string name)
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=> Playable.GetInteger(name);
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/// <summary>Sets the value of the specified integer parameter.</summary>
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public void SetInteger(int id, int value)
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=> Playable.SetInteger(id, value);
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/// <summary>Sets the value of the specified integer parameter.</summary>
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public void SetInteger(string name, int value)
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=> Playable.SetInteger(name, value);
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/// <summary>Sets the specified trigger parameter to true.</summary>
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public void SetTrigger(int id)
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=> Playable.SetTrigger(id);
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/// <summary>Sets the specified trigger parameter to true.</summary>
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///
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public void SetTrigger(string name)
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=> Playable.SetTrigger(name);
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/// <summary>Resets the specified trigger parameter to false.</summary>
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///
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public void ResetTrigger(int id)
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=> Playable.ResetTrigger(id);
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/// <summary>Resets the specified trigger parameter to false.</summary>
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///
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public void ResetTrigger(string name)
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=> Playable.ResetTrigger(name);
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/// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
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public bool IsParameterControlledByCurve(int id)
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=> Playable.IsParameterControlledByCurve(id);
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/// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
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public bool IsParameterControlledByCurve(string name)
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=> Playable.IsParameterControlledByCurve(name);
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/// <summary>Gets the details of one of the <see cref="Controller"/>'s parameters.</summary>
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public AnimatorControllerParameter GetParameter(int index)
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=> Playable.GetParameter(index);
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/// <summary>Gets the number of parameters in the <see cref="Controller"/>.</summary>
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public int GetParameterCount()
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=> Playable.GetParameterCount();
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/************************************************************************************************************************/
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/// <summary>The number of parameters in the <see cref="Controller"/>.</summary>
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public int parameterCount => Playable.GetParameterCount();
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/************************************************************************************************************************/
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private AnimatorControllerParameter[] _Parameters;
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/// <summary>The parameters in the <see cref="Controller"/>.</summary>
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/// <remarks>
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/// This property allocates a new array when first accessed. To avoid that, you can use
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/// <see cref="GetParameterCount"/> and <see cref="GetParameter"/> instead.
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/// </remarks>
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public AnimatorControllerParameter[] parameters
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{
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get
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{
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if (_Parameters == null)
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{
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var count = GetParameterCount();
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_Parameters = new AnimatorControllerParameter[count];
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for (int i = 0; i < count; i++)
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_Parameters[i] = GetParameter(i);
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}
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return _Parameters;
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Smoothed Set Float
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/************************************************************************************************************************/
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private Dictionary<int, float> _SmoothingVelocities;
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/************************************************************************************************************************/
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/// <summary>Sets the value of the specified float parameter with smoothing.</summary>
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/// <remarks>Consider using a <see cref="SmoothedFloatParameter"/> instead.</remarks>
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public float SetFloat(
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string name,
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float value,
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float dampTime,
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float deltaTime,
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float maxSpeed = float.PositiveInfinity)
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=> SetFloat(Animator.StringToHash(name), value, dampTime, deltaTime, maxSpeed);
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/// <summary>Sets the value of the specified float parameter with smoothing.</summary>
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/// <remarks>Consider using a <see cref="SmoothedFloatParameter"/> instead.</remarks>
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public float SetFloat(
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int id,
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float value,
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float dampTime,
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float deltaTime,
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float maxSpeed = float.PositiveInfinity)
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{
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_SmoothingVelocities ??= new();
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_SmoothingVelocities.TryGetValue(id, out var velocity);
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value = Mathf.SmoothDamp(GetFloat(id), value, ref velocity, dampTime, maxSpeed, deltaTime);
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SetFloat(id, value);
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_SmoothingVelocities[id] = velocity;
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return value;
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}
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/************************************************************************************************************************/
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/// <summary>Copies the smoothing velocities.</summary>
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private void CopySmoothingVelocitiesFrom(ControllerState copyFrom)
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{
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if (copyFrom._SmoothingVelocities != null)
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{
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if (_SmoothingVelocities == null)
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_SmoothingVelocities = new();
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else
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_SmoothingVelocities.Clear();
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foreach (var item in copyFrom._SmoothingVelocities)
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_SmoothingVelocities[item.Key] = item.Value;
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}
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else
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{
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_SmoothingVelocities?.Clear();
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Misc
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/************************************************************************************************************************/
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// Layers.
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/************************************************************************************************************************/
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/// <summary>Gets the weight of the layer at the specified index.</summary>
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public float GetLayerWeight(int layerIndex)
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=> Playable.GetLayerWeight(layerIndex);
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/// <summary>Sets the weight of the layer at the specified index.</summary>
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public void SetLayerWeight(int layerIndex, float weight)
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=> Playable.SetLayerWeight(layerIndex, weight);
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/// <summary>Gets the number of layers in the <see cref="Controller"/>.</summary>
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public int GetLayerCount()
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=> Playable.GetLayerCount();
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/// <summary>The number of layers in the <see cref="Controller"/>.</summary>
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public int layerCount
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=> Playable.GetLayerCount();
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/// <summary>Gets the index of the layer with the specified name.</summary>
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public int GetLayerIndex(string layerName)
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=> Playable.GetLayerIndex(layerName);
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/// <summary>Gets the name of the layer with the specified index.</summary>
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public string GetLayerName(int layerIndex)
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=> Playable.GetLayerName(layerIndex);
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/************************************************************************************************************************/
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// States.
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/************************************************************************************************************************/
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/// <summary>Returns information about the current state.</summary>
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public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex = 0)
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=> Playable.GetCurrentAnimatorStateInfo(layerIndex);
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/// <summary>Returns information about the next state being transitioned towards.</summary>
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public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex = 0)
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=> Playable.GetNextAnimatorStateInfo(layerIndex);
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/// <summary>Indicates whether the specified layer contains the specified state.</summary>
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public bool HasState(int layerIndex, int stateID)
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=> Playable.HasState(layerIndex, stateID);
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/************************************************************************************************************************/
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// Transitions.
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/************************************************************************************************************************/
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/// <summary>Indicates whether the specified layer is currently executing a transition.</summary>
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public bool IsInTransition(int layerIndex = 0)
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=> Playable.IsInTransition(layerIndex);
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/// <summary>Gets information about the current transition.</summary>
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public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex = 0)
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=> Playable.GetAnimatorTransitionInfo(layerIndex);
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/************************************************************************************************************************/
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// Clips.
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/************************************************************************************************************************/
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/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
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public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex = 0)
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=> Playable.GetCurrentAnimatorClipInfo(layerIndex);
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/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
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public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips)
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=> Playable.GetCurrentAnimatorClipInfo(layerIndex, clips);
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/// <summary>Gets the number of <see cref="AnimationClip"/>s currently being played.</summary>
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///
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public int GetCurrentAnimatorClipInfoCount(int layerIndex = 0)
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=> Playable.GetCurrentAnimatorClipInfoCount(layerIndex);
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/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
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public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex = 0)
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=> Playable.GetNextAnimatorClipInfo(layerIndex);
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/// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
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public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips)
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=> Playable.GetNextAnimatorClipInfo(layerIndex, clips);
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/// <summary>Gets the number of <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
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public int GetNextAnimatorClipInfoCount(int layerIndex = 0)
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=> Playable.GetNextAnimatorClipInfoCount(layerIndex);
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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}
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}
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