1158 lines
49 KiB
C#
1158 lines
49 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;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Text;
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using Unity.Collections;
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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>Various extension methods and utilities.</summary>
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/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerUtilities
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///
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public static partial class AnimancerUtilities
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{
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/************************************************************************************************************************/
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#region Misc
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/************************************************************************************************************************/
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/// <summary>This is Animancer Pro.</summary>
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public const bool IsAnimancerPro = true;
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/************************************************************************************************************************/
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/// <summary>
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/// If `obj` exists, this method returns <see cref="object.ToString"/>.
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/// Or if it is <c>null</c>, this method returns <c>"Null"</c>.
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/// Or if it is an <see cref="Object"/> that has been destroyed, this method returns <c>"Null (ObjectType)"</c>.
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/// </summary>
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public static string ToStringOrNull(object obj)
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{
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if (obj == null)
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return "Null";
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if (obj is Object unityObject && unityObject == null)
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return $"Null ({obj.GetType()})";
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return obj.ToString();
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}
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension]
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/// Is the `node` is not null and its <see cref="AnimancerNodeBase.Playable"/> valid?
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/// </summary>
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public static bool IsValid(this AnimancerNode node)
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=> node != null
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&& node.Playable.IsValid();
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension] Calls <see cref="ITransition.CreateState"/> and <see cref="ITransition.Apply"/>.</summary>
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public static AnimancerState CreateStateAndApply(this ITransition transition, AnimancerGraph graph = null)
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{
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var state = transition.CreateState();
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state.SetGraph(graph);
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transition.Apply(state);
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return state;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// If the `key` is an <see cref="AnimancerState"/>,
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/// this method gets its <see cref="AnimancerState.Key"/>
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/// and repeats that check until it finds another kind of key, which it returns.
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/// </summary>
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public static object GetRootKey(object key)
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{
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while (key is AnimancerState state)
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{
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var stateKey = state.Key;
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if (stateKey == null)
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break;
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key = stateKey;
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}
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return key;
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}
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/// <summary>
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/// If a state is registered with the `key`, this method gets it and repeats that check then returns the last
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/// state found.
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/// </summary>
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public static object GetLastKey(AnimancerStateDictionary states, object key)
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{
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while (states.TryGet(key, out var state))
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key = state;
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return key;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Calls <see cref="PlayableGraph.Connect{U, V}(U, int, V, int)"/> using output 0 from the `child` and
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/// <see cref="PlayableExtensions.SetInputWeight{U}(U, int, float)"/>.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Connect<TParent, TChild>(
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this PlayableGraph graph,
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TParent parent,
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TChild child,
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int parentInputIndex,
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float weight)
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where TParent : struct, IPlayable
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where TChild : struct, IPlayable
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{
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graph.Connect(child, 0, parent, parentInputIndex);
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parent.SetInputWeight(parentInputIndex, weight);
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}
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/************************************************************************************************************************/
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/// <summary>Applies the `child`'s current <see cref="AnimancerNode.Weight"/>.</summary>
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public static void ApplyChildWeight(this Playable parent, AnimancerNode child)
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=> parent.SetInputWeight(child.Index, child.Weight);
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/// <summary>
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/// Sets and applies the `child`'s <see cref="AnimancerNode.Weight"/>
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/// and <see cref="AnimancerState.IsActive"/>.
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/// </summary>
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public static void SetChildWeight(this Playable parent, AnimancerState child, float weight)
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{
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if (child._Weight == weight)
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return;
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Validate.AssertSetWeight(child, weight);
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child._Weight = weight;
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child.ShouldBeActive = weight > 0 || child.IsPlaying;
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parent.SetInputWeight(child.Index, weight);
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}
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/************************************************************************************************************************/
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/// <summary>[Pro-Only] Reconnects the input of the specified `playable` to its output.</summary>
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public static void RemovePlayable(Playable playable, bool destroy = true)
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{
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if (!playable.IsValid())
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return;
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Assert(playable.GetInputCount() == 1,
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$"{nameof(RemovePlayable)} can only be used on playables with 1 input.");
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Assert(playable.GetOutputCount() == 1,
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$"{nameof(RemovePlayable)} can only be used on playables with 1 output.");
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var input = playable.GetInput(0);
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if (!input.IsValid())
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{
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if (destroy)
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playable.Destroy();
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return;
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}
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var graph = playable.GetGraph();
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var output = playable.GetOutput(0);
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if (output.IsValid())// Connected to another Playable.
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{
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if (destroy)
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{
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playable.Destroy();
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}
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else
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{
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Assert(output.GetInputCount() == 1,
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$"{nameof(RemovePlayable)} can only be used on playables connected to a playable with 1 input.");
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graph.Disconnect(output, 0);
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graph.Disconnect(playable, 0);
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}
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graph.Connect(input, 0, output, 0);
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}
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else// Connected to the graph output.
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{
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var playableOutput = graph.FindOutput(playable);
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if (playableOutput.IsOutputValid())
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playableOutput.SetSourcePlayable(input);
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if (destroy)
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playable.Destroy();
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else
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graph.Disconnect(playable, 0);
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}
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}
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/************************************************************************************************************************/
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/// <summary>Returns the output connected to the `sourcePlayable` (if any).</summary>
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public static PlayableOutput FindOutput(this PlayableGraph graph, Playable sourcePlayable)
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{
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var handle = sourcePlayable.GetHandle();
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var outputCount = graph.GetOutputCount();
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for (int i = outputCount - 1; i >= 0; i--)
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{
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var output = graph.GetOutput(i);
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if (output.GetSourcePlayable().GetHandle() == handle)
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return output;
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}
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return default;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Checks if any <see cref="AnimationClip"/> in the `source` has an animation event with the specified
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/// `functionName`.
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/// </summary>
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public static bool HasEvent(IAnimationClipCollection source, string functionName)
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{
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var clips = SetPool.Acquire<AnimationClip>();
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source.GatherAnimationClips(clips);
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foreach (var clip in clips)
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{
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if (HasEvent(clip, functionName))
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{
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SetPool.Release(clips);
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return true;
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}
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}
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SetPool.Release(clips);
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return false;
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}
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/// <summary>Checks if the `clip` has an animation event with the specified `functionName`.</summary>
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public static bool HasEvent(AnimationClip clip, string functionName)
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{
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var events = clip.events;
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for (int i = events.Length - 1; i >= 0; i--)
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{
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if (events[i].functionName == functionName)
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return true;
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}
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return false;
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}
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension] [Pro-Only]
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/// Calculates all thresholds in the `mixer` using the <see cref="AnimancerState.AverageVelocity"/> of each
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/// state on the X and Z axes.
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/// <para></para>
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/// Note that this method requires the <c>Root Transform Position (XZ) -> Bake Into Pose</c> toggle to be
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/// disabled in the Import Settings of each <see cref="AnimationClip"/> in the mixer.
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/// </summary>
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public static void CalculateThresholdsFromAverageVelocityXZ(this MixerState<Vector2> mixer)
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{
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mixer.ValidateThresholdCount();
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for (int i = mixer.ChildCount - 1; i >= 0; i--)
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{
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var state = mixer.GetChild(i);
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if (state == null)
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continue;
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var averageVelocity = state.AverageVelocity;
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mixer.SetThreshold(i, new(averageVelocity.x, averageVelocity.z));
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Creates a <see cref="NativeArray{T}"/> containing a single element so that it can be used like a reference
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/// in Unity's C# Job system which does not allow regular reference types.
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/// </summary>
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/// <remarks>Note that you must call <see cref="NativeArray{T}.Dispose()"/> when you're done with the array.</remarks>
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public static NativeArray<T> CreateNativeReference<T>()
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where T : struct
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=> new(1, Allocator.Persistent, NativeArrayOptions.ClearMemory);
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/************************************************************************************************************************/
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/// <summary>
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/// Creates a <see cref="NativeArray{T}"/> of <see cref="TransformStreamHandle"/>s for each of the `transforms`.
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/// </summary>
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/// <remarks>Note that you must call <see cref="NativeArray{T}.Dispose()"/> when you're done with the array.</remarks>
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public static NativeArray<TransformStreamHandle> ConvertToTransformStreamHandles(
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IList<Transform> transforms, Animator animator)
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{
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var count = transforms.Count;
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var boneHandles = new NativeArray<TransformStreamHandle>(
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count, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
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for (int i = 0; i < count; i++)
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boneHandles[i] = animator.BindStreamTransform(transforms[i]);
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return boneHandles;
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}
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/************************************************************************************************************************/
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/// <summary>Returns a string stating that the `value` is unsupported.</summary>
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public static string GetUnsupportedMessage<T>(T value)
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=> $"Unsupported {typeof(T).FullName}: {value}";
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/// <summary>Returns an exception stating that the `value` is unsupported.</summary>
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public static ArgumentException CreateUnsupportedArgumentException<T>(T value)
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=> new(GetUnsupportedMessage(value));
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Collections
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/************************************************************************************************************************/
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/// <summary>
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/// If the `index` is within the `list`,
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/// this method outputs the `item` at that `index` and returns true.
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/// </summary>
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public static bool TryGet<T>(this IList<T> list, int index, out T item)
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{
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if ((uint)index < (uint)list.Count)
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{
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item = list[index];
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return true;
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}
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else
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{
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item = default;
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return false;
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// If the `index` is within the `list` and that `item` is not null,
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/// this method outputs it and returns true.
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/// </summary>
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public static bool TryGetObject<T>(this IList<T> list, int index, out T item)
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where T : Object
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{
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if (list.TryGet(index, out item) &&
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item != null)
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return true;
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item = default;
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return false;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// If the `obj` is a <see cref="Component"/> or <see cref="GameObject"/>,
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/// this method outputs its `transform` and returns true.
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/// </summary>
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public static bool TryGetTransform(Object obj, out Transform transform)
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{
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if (obj is Component component)
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{
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transform = component.transform;
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return true;
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}
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else if (obj is GameObject gameObject)
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{
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transform = gameObject.transform;
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return true;
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}
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else
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{
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transform = null;
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return false;
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}
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}
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/************************************************************************************************************************/
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/// <summary>Ensures that the length and contents of `copyTo` match `copyFrom`.</summary>
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public static void CopyExactArray<T>(T[] copyFrom, ref T[] copyTo)
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{
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if (copyFrom == null)
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{
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copyTo = null;
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return;
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}
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var length = copyFrom.Length;
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SetLength(ref copyTo, length);
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Array.Copy(copyFrom, copyTo, length);
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}
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension] Swaps <c>array[a]</c> with <c>array[b]</c>.</summary>
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public static void Swap<T>(this T[] array, int a, int b)
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=> (array[b], array[a]) = (array[a], array[b]);
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/************************************************************************************************************************/
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/// <summary>Are both lists the same size with the same items in the same order?</summary>
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public static bool ContentsAreEqual<T>(IList<T> a, IList<T> b)
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{
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if (a == null)
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return b == null;
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if (b == null)
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return false;
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var aCount = a.Count;
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var bCount = b.Count;
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if (aCount != bCount)
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return false;
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for (int i = 0; i < aCount; i++)
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if (!EqualityComparer<T>.Default.Equals(a[i], b[i]))
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return false;
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return true;
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}
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension]
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/// Is the `array` <c>null</c> or its <see cref="Array.Length"/> <c>0</c>?
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/// </summary>
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public static bool IsNullOrEmpty<T>(this T[] array)
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=> array == null
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|| array.Length == 0;
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/************************************************************************************************************************/
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/// <summary>
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/// If the `array` is <c>null</c> or its <see cref="Array.Length"/> isn't equal to the specified `length`, this
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/// method creates a new array with that `length` and returns <c>true</c>. Otherwise, it returns <c>false</c>
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/// and the array us unchanged.
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/// </summary>
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/// <remarks>
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/// Unlike <see cref="Array.Resize{T}(ref T[], int)"/>, this method doesn't copy over the contents of the old
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/// `array` into the new one.
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/// </remarks>
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public static bool SetLength<T>(ref T[] array, int length)
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{
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if (array != null && array.Length == length)
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return false;
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array = new T[length];
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return true;
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}
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/************************************************************************************************************************/
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/// <summary>Resizes the `array` to be at least 1 larger and inserts the `item` at the specified `index`.</summary>
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/// <remarks>If the `index` is beyond the end of the array, it will be resized large enough to fit.</remarks>
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public static void InsertAt<T>(ref T[] array, int index, T item)
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{
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if (array == null)
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{
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array = new T[] { item };
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}
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else if (index >= array.Length)
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{
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Array.Resize(ref array, index + 1);
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array[index] = item;
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}
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else
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{
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var newArray = new T[array.Length + 1];
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Array.Copy(array, 0, newArray, 0, index);
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Array.Copy(array, index, newArray, index + 1, array.Length - index);
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newArray[index] = item;
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array = newArray;
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}
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}
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/************************************************************************************************************************/
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/// <summary>Removes the item at the specified `index` and resizes the `array` to be 1 smaller.</summary>
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public static void RemoveAt<T>(ref T[] array, int index)
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{
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if (array == null ||
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array.Length == 0)
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return;
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var newArray = new T[array.Length - 1];
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Array.Copy(array, 0, newArray, 0, index);
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Array.Copy(array, index + 1, newArray, index, array.Length - index - 1);
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array = newArray;
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}
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/************************************************************************************************************************/
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/// <summary>Returns the `array`, or <see cref="Array.Empty{T}"/> if it was <c>null</c>.</summary>
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public static T[] NullIsEmpty<T>(this T[] array)
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=> array
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?? Array.Empty<T>();
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/************************************************************************************************************************/
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/// <summary>Returns a string containing the value of each element in `collection`.</summary>
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public static string DeepToString(
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this IEnumerable collection,
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string separator,
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Func<object, object> toString = null)
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{
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if (collection == null)
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return "null";
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else
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return DeepToString(collection.GetEnumerator(), separator, toString);
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}
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/// <summary>Returns a string containing the value of each element in `collection` (each on a new line).</summary>
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public static string DeepToString(
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this IEnumerable collection,
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Func<object, object> toString = null)
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=> DeepToString(collection, Environment.NewLine, toString);
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|
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/// <summary>Returns a string containing the value of each element in `enumerator`.</summary>
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public static string DeepToString(
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this IEnumerator enumerator,
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string separator,
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Func<object, object> toString = null)
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{
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var text = StringBuilderPool.Instance.Acquire();
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AppendDeepToString(text, enumerator, separator, toString);
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return text.ReleaseToString();
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}
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|
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/// <summary>Returns a string containing the value of each element in `enumerator` (each on a new line).</summary>
|
|
public static string DeepToString(
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this IEnumerator enumerator,
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Func<object, object> toString = null)
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=> DeepToString(enumerator, Environment.NewLine, toString);
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|
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/************************************************************************************************************************/
|
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/// <summary>Each element returned by `enumerator` is appended to `text`.</summary>
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public static void AppendDeepToString(
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StringBuilder text,
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IEnumerator enumerator,
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string separator,
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Func<object, object> toString = null)
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|
{
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text.Append("[]");
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|
var countIndex = text.Length - 1;
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var count = 0;
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|
|
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 <= value < 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 <= value < 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
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|
|
|