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

1158 lines
49 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Text;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>Various extension methods and utilities.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities
///
public static partial class AnimancerUtilities
{
/************************************************************************************************************************/
#region Misc
/************************************************************************************************************************/
/// <summary>This is Animancer Pro.</summary>
public const bool IsAnimancerPro = true;
/************************************************************************************************************************/
/// <summary>
/// If `obj` exists, this method returns <see cref="object.ToString"/>.
/// Or if it is <c>null</c>, this method returns <c>"Null"</c>.
/// Or if it is an <see cref="Object"/> that has been destroyed, this method returns <c>"Null (ObjectType)"</c>.
/// </summary>
public static string ToStringOrNull(object obj)
{
if (obj == null)
return "Null";
if (obj is Object unityObject && unityObject == null)
return $"Null ({obj.GetType()})";
return obj.ToString();
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension]
/// Is the `node` is not null and its <see cref="AnimancerNodeBase.Playable"/> valid?
/// </summary>
public static bool IsValid(this AnimancerNode node)
=> node != null
&& node.Playable.IsValid();
/************************************************************************************************************************/
/// <summary>[Animancer Extension] Calls <see cref="ITransition.CreateState"/> and <see cref="ITransition.Apply"/>.</summary>
public static AnimancerState CreateStateAndApply(this ITransition transition, AnimancerGraph graph = null)
{
var state = transition.CreateState();
state.SetGraph(graph);
transition.Apply(state);
return state;
}
/************************************************************************************************************************/
/// <summary>
/// If the `key` is an <see cref="AnimancerState"/>,
/// this method gets its <see cref="AnimancerState.Key"/>
/// and repeats that check until it finds another kind of key, which it returns.
/// </summary>
public static object GetRootKey(object key)
{
while (key is AnimancerState state)
{
var stateKey = state.Key;
if (stateKey == null)
break;
key = stateKey;
}
return key;
}
/// <summary>
/// If a state is registered with the `key`, this method gets it and repeats that check then returns the last
/// state found.
/// </summary>
public static object GetLastKey(AnimancerStateDictionary states, object key)
{
while (states.TryGet(key, out var state))
key = state;
return key;
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="PlayableGraph.Connect{U, V}(U, int, V, int)"/> using output 0 from the `child` and
/// <see cref="PlayableExtensions.SetInputWeight{U}(U, int, float)"/>.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Connect<TParent, TChild>(
this PlayableGraph graph,
TParent parent,
TChild child,
int parentInputIndex,
float weight)
where TParent : struct, IPlayable
where TChild : struct, IPlayable
{
graph.Connect(child, 0, parent, parentInputIndex);
parent.SetInputWeight(parentInputIndex, weight);
}
/************************************************************************************************************************/
/// <summary>Applies the `child`'s current <see cref="AnimancerNode.Weight"/>.</summary>
public static void ApplyChildWeight(this Playable parent, AnimancerNode child)
=> parent.SetInputWeight(child.Index, child.Weight);
/// <summary>
/// Sets and applies the `child`'s <see cref="AnimancerNode.Weight"/>
/// and <see cref="AnimancerState.IsActive"/>.
/// </summary>
public static void SetChildWeight(this Playable parent, AnimancerState child, float weight)
{
if (child._Weight == weight)
return;
Validate.AssertSetWeight(child, weight);
child._Weight = weight;
child.ShouldBeActive = weight > 0 || child.IsPlaying;
parent.SetInputWeight(child.Index, weight);
}
/************************************************************************************************************************/
/// <summary>[Pro-Only] Reconnects the input of the specified `playable` to its output.</summary>
public static void RemovePlayable(Playable playable, bool destroy = true)
{
if (!playable.IsValid())
return;
Assert(playable.GetInputCount() == 1,
$"{nameof(RemovePlayable)} can only be used on playables with 1 input.");
Assert(playable.GetOutputCount() == 1,
$"{nameof(RemovePlayable)} can only be used on playables with 1 output.");
var input = playable.GetInput(0);
if (!input.IsValid())
{
if (destroy)
playable.Destroy();
return;
}
var graph = playable.GetGraph();
var output = playable.GetOutput(0);
if (output.IsValid())// Connected to another Playable.
{
if (destroy)
{
playable.Destroy();
}
else
{
Assert(output.GetInputCount() == 1,
$"{nameof(RemovePlayable)} can only be used on playables connected to a playable with 1 input.");
graph.Disconnect(output, 0);
graph.Disconnect(playable, 0);
}
graph.Connect(input, 0, output, 0);
}
else// Connected to the graph output.
{
var playableOutput = graph.FindOutput(playable);
if (playableOutput.IsOutputValid())
playableOutput.SetSourcePlayable(input);
if (destroy)
playable.Destroy();
else
graph.Disconnect(playable, 0);
}
}
/************************************************************************************************************************/
/// <summary>Returns the output connected to the `sourcePlayable` (if any).</summary>
public static PlayableOutput FindOutput(this PlayableGraph graph, Playable sourcePlayable)
{
var handle = sourcePlayable.GetHandle();
var outputCount = graph.GetOutputCount();
for (int i = outputCount - 1; i >= 0; i--)
{
var output = graph.GetOutput(i);
if (output.GetSourcePlayable().GetHandle() == handle)
return output;
}
return default;
}
/************************************************************************************************************************/
/// <summary>
/// Checks if any <see cref="AnimationClip"/> in the `source` has an animation event with the specified
/// `functionName`.
/// </summary>
public static bool HasEvent(IAnimationClipCollection source, string functionName)
{
var clips = SetPool.Acquire<AnimationClip>();
source.GatherAnimationClips(clips);
foreach (var clip in clips)
{
if (HasEvent(clip, functionName))
{
SetPool.Release(clips);
return true;
}
}
SetPool.Release(clips);
return false;
}
/// <summary>Checks if the `clip` has an animation event with the specified `functionName`.</summary>
public static bool HasEvent(AnimationClip clip, string functionName)
{
var events = clip.events;
for (int i = events.Length - 1; i >= 0; i--)
{
if (events[i].functionName == functionName)
return true;
}
return false;
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension] [Pro-Only]
/// Calculates all thresholds in the `mixer` using the <see cref="AnimancerState.AverageVelocity"/> of each
/// state on the X and Z axes.
/// <para></para>
/// Note that this method requires the <c>Root Transform Position (XZ) -> Bake Into Pose</c> toggle to be
/// disabled in the Import Settings of each <see cref="AnimationClip"/> in the mixer.
/// </summary>
public static void CalculateThresholdsFromAverageVelocityXZ(this MixerState<Vector2> mixer)
{
mixer.ValidateThresholdCount();
for (int i = mixer.ChildCount - 1; i >= 0; i--)
{
var state = mixer.GetChild(i);
if (state == null)
continue;
var averageVelocity = state.AverageVelocity;
mixer.SetThreshold(i, new(averageVelocity.x, averageVelocity.z));
}
}
/************************************************************************************************************************/
/// <summary>
/// Creates a <see cref="NativeArray{T}"/> containing a single element so that it can be used like a reference
/// in Unity's C# Job system which does not allow regular reference types.
/// </summary>
/// <remarks>Note that you must call <see cref="NativeArray{T}.Dispose()"/> when you're done with the array.</remarks>
public static NativeArray<T> CreateNativeReference<T>()
where T : struct
=> new(1, Allocator.Persistent, NativeArrayOptions.ClearMemory);
/************************************************************************************************************************/
/// <summary>
/// Creates a <see cref="NativeArray{T}"/> of <see cref="TransformStreamHandle"/>s for each of the `transforms`.
/// </summary>
/// <remarks>Note that you must call <see cref="NativeArray{T}.Dispose()"/> when you're done with the array.</remarks>
public static NativeArray<TransformStreamHandle> ConvertToTransformStreamHandles(
IList<Transform> transforms, Animator animator)
{
var count = transforms.Count;
var boneHandles = new NativeArray<TransformStreamHandle>(
count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < count; i++)
boneHandles[i] = animator.BindStreamTransform(transforms[i]);
return boneHandles;
}
/************************************************************************************************************************/
/// <summary>Returns a string stating that the `value` is unsupported.</summary>
public static string GetUnsupportedMessage<T>(T value)
=> $"Unsupported {typeof(T).FullName}: {value}";
/// <summary>Returns an exception stating that the `value` is unsupported.</summary>
public static ArgumentException CreateUnsupportedArgumentException<T>(T value)
=> new(GetUnsupportedMessage(value));
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Collections
/************************************************************************************************************************/
/// <summary>
/// If the `index` is within the `list`,
/// this method outputs the `item` at that `index` and returns true.
/// </summary>
public static bool TryGet<T>(this IList<T> list, int index, out T item)
{
if ((uint)index < (uint)list.Count)
{
item = list[index];
return true;
}
else
{
item = default;
return false;
}
}
/************************************************************************************************************************/
/// <summary>
/// If the `index` is within the `list` and that `item` is not null,
/// this method outputs it and returns true.
/// </summary>
public static bool TryGetObject<T>(this IList<T> list, int index, out T item)
where T : Object
{
if (list.TryGet(index, out item) &&
item != null)
return true;
item = default;
return false;
}
/************************************************************************************************************************/
/// <summary>
/// If the `obj` is a <see cref="Component"/> or <see cref="GameObject"/>,
/// this method outputs its `transform` and returns true.
/// </summary>
public static bool TryGetTransform(Object obj, out Transform transform)
{
if (obj is Component component)
{
transform = component.transform;
return true;
}
else if (obj is GameObject gameObject)
{
transform = gameObject.transform;
return true;
}
else
{
transform = null;
return false;
}
}
/************************************************************************************************************************/
/// <summary>Ensures that the length and contents of `copyTo` match `copyFrom`.</summary>
public static void CopyExactArray<T>(T[] copyFrom, ref T[] copyTo)
{
if (copyFrom == null)
{
copyTo = null;
return;
}
var length = copyFrom.Length;
SetLength(ref copyTo, length);
Array.Copy(copyFrom, copyTo, length);
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension] Swaps <c>array[a]</c> with <c>array[b]</c>.</summary>
public static void Swap<T>(this T[] array, int a, int b)
=> (array[b], array[a]) = (array[a], array[b]);
/************************************************************************************************************************/
/// <summary>Are both lists the same size with the same items in the same order?</summary>
public static bool ContentsAreEqual<T>(IList<T> a, IList<T> b)
{
if (a == null)
return b == null;
if (b == null)
return false;
var aCount = a.Count;
var bCount = b.Count;
if (aCount != bCount)
return false;
for (int i = 0; i < aCount; i++)
if (!EqualityComparer<T>.Default.Equals(a[i], b[i]))
return false;
return true;
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension]
/// Is the `array` <c>null</c> or its <see cref="Array.Length"/> <c>0</c>?
/// </summary>
public static bool IsNullOrEmpty<T>(this T[] array)
=> array == null
|| array.Length == 0;
/************************************************************************************************************************/
/// <summary>
/// If the `array` is <c>null</c> or its <see cref="Array.Length"/> isn't equal to the specified `length`, this
/// method creates a new array with that `length` and returns <c>true</c>. Otherwise, it returns <c>false</c>
/// and the array us unchanged.
/// </summary>
/// <remarks>
/// Unlike <see cref="Array.Resize{T}(ref T[], int)"/>, this method doesn't copy over the contents of the old
/// `array` into the new one.
/// </remarks>
public static bool SetLength<T>(ref T[] array, int length)
{
if (array != null && array.Length == length)
return false;
array = new T[length];
return true;
}
/************************************************************************************************************************/
/// <summary>Resizes the `array` to be at least 1 larger and inserts the `item` at the specified `index`.</summary>
/// <remarks>If the `index` is beyond the end of the array, it will be resized large enough to fit.</remarks>
public static void InsertAt<T>(ref T[] array, int index, T item)
{
if (array == null)
{
array = new T[] { item };
}
else if (index >= array.Length)
{
Array.Resize(ref array, index + 1);
array[index] = item;
}
else
{
var newArray = new T[array.Length + 1];
Array.Copy(array, 0, newArray, 0, index);
Array.Copy(array, index, newArray, index + 1, array.Length - index);
newArray[index] = item;
array = newArray;
}
}
/************************************************************************************************************************/
/// <summary>Removes the item at the specified `index` and resizes the `array` to be 1 smaller.</summary>
public static void RemoveAt<T>(ref T[] array, int index)
{
if (array == null ||
array.Length == 0)
return;
var newArray = new T[array.Length - 1];
Array.Copy(array, 0, newArray, 0, index);
Array.Copy(array, index + 1, newArray, index, array.Length - index - 1);
array = newArray;
}
/************************************************************************************************************************/
/// <summary>Returns the `array`, or <see cref="Array.Empty{T}"/> if it was <c>null</c>.</summary>
public static T[] NullIsEmpty<T>(this T[] array)
=> array
?? Array.Empty<T>();
/************************************************************************************************************************/
/// <summary>Returns a string containing the value of each element in `collection`.</summary>
public static string DeepToString(
this IEnumerable collection,
string separator,
Func<object, object> toString = null)
{
if (collection == null)
return "null";
else
return DeepToString(collection.GetEnumerator(), separator, toString);
}
/// <summary>Returns a string containing the value of each element in `collection` (each on a new line).</summary>
public static string DeepToString(
this IEnumerable collection,
Func<object, object> toString = null)
=> DeepToString(collection, Environment.NewLine, toString);
/// <summary>Returns a string containing the value of each element in `enumerator`.</summary>
public static string DeepToString(
this IEnumerator enumerator,
string separator,
Func<object, object> toString = null)
{
var text = StringBuilderPool.Instance.Acquire();
AppendDeepToString(text, enumerator, separator, toString);
return text.ReleaseToString();
}
/// <summary>Returns a string containing the value of each element in `enumerator` (each on a new line).</summary>
public static string DeepToString(
this IEnumerator enumerator,
Func<object, object> toString = null)
=> DeepToString(enumerator, Environment.NewLine, toString);
/************************************************************************************************************************/
/// <summary>Each element returned by `enumerator` is appended to `text`.</summary>
public static void AppendDeepToString(
StringBuilder text,
IEnumerator enumerator,
string separator,
Func<object, object> toString = null)
{
text.Append("[]");
var countIndex = text.Length - 1;
var count = 0;
while (enumerator.MoveNext())
{
text.Append(separator);
text.Append('[');
text.Append(count);
text.Append("] = ");
var value = enumerator.Current;
if (toString != null)
value = toString(value);
text.Append(ToStringOrNull(value));
count++;
}
text.Insert(countIndex, count);
}
/************************************************************************************************************************/
/// <summary>Returns the value registered in the `dictionary` using the `key`.</summary>
/// <remarks>Returns <c>default</c>(<typeparamref name="TValue"/>) if nothing was registered.</remarks>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static TValue Get<TKey, TValue>(
this Dictionary<TKey, TValue> dictionary,
TKey key)
{
dictionary.TryGetValue(key, out var value);
return value;
}
/// <summary>Registers the `value` in the `dictionary` using the `key`, replacing any previous value.</summary>
/// <remarks>
/// This is identical to setting <c>dictionary[key] = value;</c>
/// except the syntax matches <c>dictionary.Add(key, value);</c>.
/// </remarks>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Set<TKey, TValue>(
this Dictionary<TKey, TValue> dictionary,
TKey key,
TValue value)
=> dictionary[key] = value;
/************************************************************************************************************************/
/// <summary>Removes any items from the `dictionary` that use destroyed objects as their key.</summary>
public static void RemoveDestroyedObjects<TKey, TValue>(Dictionary<TKey, TValue> dictionary)
where TKey : Object
{
using (ListPool<TKey>.Instance.Acquire(out var oldObjects))
{
foreach (var obj in dictionary.Keys)
if (obj == null)
oldObjects.Add(obj);
for (int i = 0; i < oldObjects.Count; i++)
dictionary.Remove(oldObjects[i]);
}
}
/// <summary>
/// Creates a new dictionary and returns true if it was null or calls <see cref="RemoveDestroyedObjects"/> and
/// returns false if it wasn't.
/// </summary>
public static bool InitializeCleanDictionary<TKey, TValue>(ref Dictionary<TKey, TValue> dictionary)
where TKey : Object
{
if (dictionary == null)
{
dictionary = new();
return true;
}
else
{
RemoveDestroyedObjects(dictionary);
return false;
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Animator Controllers
/************************************************************************************************************************/
/// <summary>Copies the value of the `parameter` from `copyFrom` to `copyTo`.</summary>
public static void CopyParameterValue(Animator copyFrom, Animator copyTo, AnimatorControllerParameter parameter)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
copyTo.SetFloat(parameter.nameHash, copyFrom.GetFloat(parameter.nameHash));
break;
case AnimatorControllerParameterType.Int:
copyTo.SetInteger(parameter.nameHash, copyFrom.GetInteger(parameter.nameHash));
break;
case AnimatorControllerParameterType.Bool:
case AnimatorControllerParameterType.Trigger:
copyTo.SetBool(parameter.nameHash, copyFrom.GetBool(parameter.nameHash));
break;
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/// <summary>Copies the value of the `parameter` from `copyFrom` to `copyTo`.</summary>
public static void CopyParameterValue(AnimatorControllerPlayable copyFrom, AnimatorControllerPlayable copyTo, AnimatorControllerParameter parameter)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
copyTo.SetFloat(parameter.nameHash, copyFrom.GetFloat(parameter.nameHash));
break;
case AnimatorControllerParameterType.Int:
copyTo.SetInteger(parameter.nameHash, copyFrom.GetInteger(parameter.nameHash));
break;
case AnimatorControllerParameterType.Bool:
case AnimatorControllerParameterType.Trigger:
copyTo.SetBool(parameter.nameHash, copyFrom.GetBool(parameter.nameHash));
break;
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/************************************************************************************************************************/
/// <summary>Gets the value of the `parameter` in the `animator`.</summary>
public static object GetParameterValue(Animator animator, AnimatorControllerParameter parameter)
{
return parameter.type switch
{
AnimatorControllerParameterType.Float => animator.GetFloat(parameter.nameHash),
AnimatorControllerParameterType.Int => animator.GetInteger(parameter.nameHash),
AnimatorControllerParameterType.Bool or
AnimatorControllerParameterType.Trigger => animator.GetBool(parameter.nameHash),
_ => throw CreateUnsupportedArgumentException(parameter.type),
};
}
/// <summary>Gets the value of the `parameter` in the `playable`.</summary>
public static object GetParameterValue(AnimatorControllerPlayable playable, AnimatorControllerParameter parameter)
{
return parameter.type switch
{
AnimatorControllerParameterType.Float => playable.GetFloat(parameter.nameHash),
AnimatorControllerParameterType.Int => playable.GetInteger(parameter.nameHash),
AnimatorControllerParameterType.Bool or
AnimatorControllerParameterType.Trigger => playable.GetBool(parameter.nameHash),
_ => throw CreateUnsupportedArgumentException(parameter.type),
};
}
/************************************************************************************************************************/
/// <summary>Sets the `value` of the `parameter` in the `animator`.</summary>
public static void SetParameterValue(Animator animator, AnimatorControllerParameter parameter, object value)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
animator.SetFloat(parameter.nameHash, (float)value);
break;
case AnimatorControllerParameterType.Int:
animator.SetInteger(parameter.nameHash, (int)value);
break;
case AnimatorControllerParameterType.Bool:
animator.SetBool(parameter.nameHash, (bool)value);
break;
case AnimatorControllerParameterType.Trigger:
if ((bool)value)
animator.SetTrigger(parameter.nameHash);
else
animator.ResetTrigger(parameter.nameHash);
break;
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/// <summary>Sets the `value` of the `parameter` in the `playable`.</summary>
public static void SetParameterValue(AnimatorControllerPlayable playable, AnimatorControllerParameter parameter, object value)
{
switch (parameter.type)
{
case AnimatorControllerParameterType.Float:
playable.SetFloat(parameter.nameHash, (float)value);
break;
case AnimatorControllerParameterType.Int:
playable.SetInteger(parameter.nameHash, (int)value);
break;
case AnimatorControllerParameterType.Bool:
playable.SetBool(parameter.nameHash, (bool)value);
break;
case AnimatorControllerParameterType.Trigger:
if ((bool)value)
playable.SetTrigger(parameter.nameHash);
else
playable.ResetTrigger(parameter.nameHash);
break;
default:
throw CreateUnsupportedArgumentException(parameter.type);
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Math
/************************************************************************************************************************/
/// <summary>Loops the `value` so that <c>0 &lt;= value &lt; 1</c>.</summary>
/// <remarks>This is more efficient than using <see cref="Wrap"/> with a <c>length</c> of 1.</remarks>
public static float Wrap01(float value)
{
var valueAsDouble = (double)value;
value = (float)(valueAsDouble - Math.Floor(valueAsDouble));
return value < 1
? value
: 0;
}
/// <summary>Loops the `value` so that <c>0 &lt;= value &lt; length</c>.</summary>
/// <remarks>Unike <see cref="Mathf.Repeat"/>, this method will never return the `length`.</remarks>
public static float Wrap(float value, float length)
{
var valueAsDouble = (double)value;
var lengthAsDouble = (double)length;
value = (float)(valueAsDouble - Math.Floor(valueAsDouble / lengthAsDouble) * lengthAsDouble);
return value < length
? value
: 0;
}
/************************************************************************************************************************/
/// <summary>
/// Rounds the `value` to the nearest integer using <see cref="MidpointRounding.AwayFromZero"/>.
/// </summary>
public static float Round(float value)
=> (float)Math.Round(value, MidpointRounding.AwayFromZero);
/// <summary>
/// Rounds the `value` to be a multiple of the `multiple` using <see cref="MidpointRounding.AwayFromZero"/>.
/// </summary>
public static float Round(float value, float multiple)
=> Round(value / multiple) * multiple;
/************************************************************************************************************************/
/// <summary>The opposite of <see cref="Mathf.LerpUnclamped(float, float, float)"/>.</summary>
public static float InverseLerpUnclamped(float a, float b, float value)
{
if (a == b)
return 0;
else
return (value - a) / (b - a);
}
/************************************************************************************************************************/
/// <summary>Are the given values equal or both <see cref="float.NaN"/> (which wouldn't normally be equal)?</summary>
public static bool IsEqualOrBothNaN(this float a, float b)
=> a == b
|| (float.IsNaN(a) && float.IsNaN(b));
/************************************************************************************************************************/
/// <summary>[Animancer Extension] Is the `value` not NaN or Infinity?</summary>
/// <remarks>Newer versions of the .NET framework apparently have a <c>float.IsFinite</c> method.</remarks>
public static bool IsFinite(this float value)
=> !float.IsNaN(value)
&& !float.IsInfinity(value);
/// <summary>[Animancer Extension] Is the `value` not NaN or Infinity?</summary>
/// <remarks>Newer versions of the .NET framework apparently have a <c>double.IsFinite</c> method.</remarks>
public static bool IsFinite(this double value)
=> !double.IsNaN(value)
&& !double.IsInfinity(value);
/// <summary>[Animancer Extension] Are all components of the `value` not NaN or Infinity?</summary>
public static bool IsFinite(this Vector2 value)
=> value.x.IsFinite()
&& value.y.IsFinite();
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Hashing
/************************************************************************************************************************/
/// <summary>Returns a hash value from the given parameters.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int Hash(int seed, int hash1, int hash2)
{
AddHash(ref seed, hash1);
AddHash(ref seed, hash2);
return seed;
}
/// <summary>Returns a hash value from the given parameters.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int Hash(int seed, int hash1, int hash2, int hash3)
{
AddHash(ref seed, hash1);
AddHash(ref seed, hash2);
AddHash(ref seed, hash3);
return seed;
}
/// <summary>Returns a hash value from the given parameters.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int Hash(int seed, int hash1, int hash2, int hash3, int hash4)
{
AddHash(ref seed, hash1);
AddHash(ref seed, hash2);
AddHash(ref seed, hash3);
AddHash(ref seed, hash4);
return seed;
}
/************************************************************************************************************************/
/// <summary>Includes `add` in the `hash`.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void AddHash(ref int hash, int add)
=> hash = hash * -1521134295 + add;
/************************************************************************************************************************/
/// <summary>Uses <see cref="EqualityComparer{T}.Default"/> to get a hash code.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int SafeGetHashCode<T>(this T value)
=> EqualityComparer<T>.Default.GetHashCode(value);
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Components
/************************************************************************************************************************/
/// <summary>Is the `obj` <c>null</c> or a destroyed <see cref="Object"/>?</summary>
public static bool IsNullOrDestroyed(this object obj)
=> obj == null
|| (obj is Object unityObject && unityObject == null);
/************************************************************************************************************************/
/// <summary>[Animancer Extension]
/// Adds the specified type of <see cref="IAnimancerComponent"/>, links it to the `animator`, and returns it.
/// </summary>
public static T AddAnimancerComponent<T>(this Animator animator)
where T : Component, IAnimancerComponent
{
var animancer = animator.gameObject.AddComponent<T>();
animancer.Animator = animator;
return animancer;
}
/************************************************************************************************************************/
/// <summary>[Animancer Extension]
/// Returns the <see cref="IAnimancerComponent"/> on the same <see cref="GameObject"/> as the `animator` if
/// there is one. Otherwise this method adds a new one and returns it.
/// </summary>
public static T GetOrAddAnimancerComponent<T>(this Animator animator)
where T : Component, IAnimancerComponent
{
if (animator.TryGetComponent<T>(out var component))
return component;
else
return animator.AddAnimancerComponent<T>();
}
/************************************************************************************************************************/
/// <summary>
/// Returns the first <typeparamref name="T"/> component on the `gameObject` or its parents or children (in
/// that order).
/// </summary>
public static T GetComponentInParentOrChildren<T>(this GameObject gameObject)
where T : class
{
if (gameObject == null)
return null;
var component = gameObject.GetComponentInParent<T>();
if (component != null)
return component;
return gameObject.GetComponentInChildren<T>();
}
/// <summary>
/// If the `component` is <c>null</c>, this method tries to find one on the `gameObject` or its parents or
/// children (in that order).
/// </summary>
public static bool GetComponentInParentOrChildren<T>(this GameObject gameObject, ref T component)
where T : class
{
if (gameObject == null)
return false;
if (component != null &&
(component is not Object obj || obj != null))
return false;
component = gameObject.GetComponentInParentOrChildren<T>();
return component is not null;
}
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="GameObject"/> and `singleton` instance if it was null.</summary>
/// <remarks>Calls <see cref="Object.DontDestroyOnLoad"/> on the instance.</remarks>
public static T InitializeSingleton<T>(ref T singleton)
where T : Behaviour
{
if (singleton != null)
return singleton;
#if UNITY_EDITOR
// In Edit Mode or if we enter Play Mode without a Domain Reload
// there might already be an existing instance.
// Object.FindObjectOfType won't find it for whatever reason.
var instances = Resources.FindObjectsOfTypeAll<T>();
for (int i = 0; i < instances.Length; i++)
{
singleton = instances[i];
// Ignore prefabs if an instance gets saved in one.
if (string.IsNullOrEmpty(singleton.gameObject.scene.path))
continue;
singleton.enabled = true;
return singleton;
}
// In Edit Mode, create a hidden object so we don't dirty the scene.
if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
{
var gameObject = UnityEditor.EditorUtility.CreateGameObjectWithHideFlags(
typeof(T).Name,
HideFlags.HideAndDontSave);
singleton = gameObject.AddComponent<T>();
return singleton;
}
#endif
// Otherwise, just create a regular instance.
{
var gameObject = new GameObject(typeof(T).Name);
singleton = gameObject.AddComponent<T>();
Object.DontDestroyOnLoad(gameObject);
return singleton;
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Editor
/************************************************************************************************************************/
/// <summary>[Assert-Conditional]
/// Throws an <see cref="UnityEngine.Assertions.AssertionException"/> if the `condition` is false.
/// </summary>
/// <remarks>
/// This method is similar to <see cref="Debug.Assert(bool, object)"/>, but it throws an exception instead of
/// just logging the `message`.
/// </remarks>
[System.Diagnostics.Conditional(Strings.Assertions)]
public static void Assert(bool condition, object message)
{
#if UNITY_ASSERTIONS
if (!condition)
throw new UnityEngine.Assertions.AssertionException(
message?.ToString() ?? "Assertion failed.",
null);
#endif
}
/************************************************************************************************************************/
/// <summary>[Editor-Conditional] Indicates that the `target` needs to be re-serialized.</summary>
[System.Diagnostics.Conditional(Strings.UnityEditor)]
public static void SetDirty(Object target)
{
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(target);
#endif
}
/************************************************************************************************************************/
/// <summary>[Editor-Conditional]
/// Applies the effects of the animation `clip` to the <see cref="Component.gameObject"/>.
/// </summary>
/// <remarks>This method is safe to call during <see cref="MonoBehaviour"/><c>.OnValidate</c>.</remarks>
/// <param name="clip">The animation to apply. If <c>null</c>, this method does nothing.</param>
/// <param name="component">
/// The animation will be applied to an <see cref="Animator"/> or <see cref="Animation"/> component on the same
/// object as this or on any of its parents or children. If <c>null</c>, this method does nothing.
/// </param>
/// <param name="time">Determines which part of the animation to apply (in seconds).</param>
/// <seealso cref="EditModePlay"/>
[System.Diagnostics.Conditional(Strings.UnityEditor)]
public static void EditModeSampleAnimation(this AnimationClip clip, Component component, float time = 0)
{
#if UNITY_EDITOR
if (!ShouldEditModeSample(clip, component))
return;
var gameObject = component.gameObject;
component = gameObject.GetComponentInParentOrChildren<Animator>();
if (component == null)
{
component = gameObject.GetComponentInParentOrChildren<Animation>();
if (component == null)
return;
}
UnityEditor.EditorApplication.delayCall += () =>
{
if (!ShouldEditModeSample(clip, component))
return;
clip.SampleAnimation(component.gameObject, time);
};
}
private static bool ShouldEditModeSample(AnimationClip clip, Component component)
{
return
!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode &&
clip != null &&
component != null &&
!UnityEditor.EditorUtility.IsPersistent(component);
#endif
}
/************************************************************************************************************************/
/// <summary>[Editor-Conditional] Plays the specified `clip` if called in Edit Mode.</summary>
/// <remarks>This method is safe to call during <see cref="MonoBehaviour"/><c>.OnValidate</c>.</remarks>
/// <param name="clip">The animation to apply. If <c>null</c>, this method does nothing.</param>
/// <param name="component">
/// The animation will be played on an <see cref="IAnimancerComponent"/> on the same object as this or on any
/// of its parents or children. If <c>null</c>, this method does nothing.
/// </param>
/// <seealso cref="EditModeSampleAnimation"/>
[System.Diagnostics.Conditional(Strings.UnityEditor)]
public static void EditModePlay(this AnimationClip clip, Component component)
{
#if UNITY_EDITOR
if (!ShouldEditModeSample(clip, component))
return;
if (component is not IAnimancerComponent animancer)
animancer = component.gameObject.GetComponentInParentOrChildren<IAnimancerComponent>();
if (!ShouldEditModePlay(animancer, clip))
return;
// If it's already initialized, play immediately.
if (animancer.IsGraphInitialized)
{
animancer.Graph.Layers[0].Play(clip);
return;
}
// Otherwise, delay it in case this was called at a bad time (such as during OnValidate).
UnityEditor.EditorApplication.delayCall += () =>
{
if (ShouldEditModePlay(animancer, clip))
animancer.Graph.Layers[0].Play(clip);
};
#endif
}
#if UNITY_EDITOR
private static bool ShouldEditModePlay(IAnimancerComponent animancer, AnimationClip clip)
=> ShouldEditModeSample(clip, animancer?.Animator)
&& (animancer is not Object obj || obj != null);
#endif
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}