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

280 lines
13 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using System;
using UnityEngine.Playables;
namespace Animancer
{
/// <summary>Base class for objects that manage a <see cref="UnityEngine.Playables.Playable"/>.</summary>
/// <remarks>This is the base class of <see cref="AnimancerGraph"/> and <see cref="AnimancerNode"/>.</remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerNodeBase
public abstract class AnimancerNodeBase
{
/************************************************************************************************************************/
/// <summary>The <see cref="AnimancerGraph"/> containing this node.</summary>
public AnimancerGraph Graph { get; internal set; }
/************************************************************************************************************************/
/// <summary>The object which receives the output of the <see cref="Playable"/>.</summary>
/// <remarks>
/// This leads from <see cref="AnimancerState"/> to <see cref="AnimancerLayer"/> to
/// <see cref="AnimancerGraph"/> to <c>null</c>.
/// </remarks>
public AnimancerNodeBase Parent { get; protected set; }
/************************************************************************************************************************/
/// <summary>The root <see cref="AnimancerLayer"/> which this node is connected to (if any).</summary>
public virtual AnimancerLayer Layer
=> Parent?.Layer;
/************************************************************************************************************************/
/// <summary>The number of nodes using this as their <see cref="Parent"/>.</summary>
public virtual int ChildCount
=> 0;
/// <summary>Returns the node connected to the specified `index` as a child of this node.</summary>
/// <remarks>When overriding, don't call this base method because it throws an exception.</remarks>
/// <exception cref="NotSupportedException">This node can't have children.</exception>
protected internal virtual AnimancerNode GetChildNode(int index)
{
MarkAsUsed(this);
throw new NotSupportedException(this + " can't have children.");
}
/// <summary>Should child playables stay connected to the graph at all times?</summary>
/// <remarks>
/// If false, playables will be disconnected from the graph while they are inactive to stop it from
/// evaluating them every frame which usually improves performance.
/// </remarks>
/// <seealso cref="AnimancerGraph.KeepChildrenConnected"/>
public virtual bool KeepChildrenConnected
=> true;
/************************************************************************************************************************/
/// <summary>Called when a child's <see cref="AnimancerState.IsLooping"/> value changes.</summary>
protected virtual void OnChildIsLoopingChanged(bool value) { }
/// <summary>[Internal] Calls <see cref="OnChildIsLoopingChanged"/> for each <see cref="Parent"/> recursively.</summary>
protected internal void OnIsLoopingChangedRecursive(bool value)
{
var parent = Parent;
while (parent != null)
{
parent.OnChildIsLoopingChanged(value);
parent = parent.Parent;
}
}
/************************************************************************************************************************/
/// <summary>[Internal] Called when a child's <see cref="Parent"/> is changed from this node.</summary>
/// <remarks>When overriding, don't call this base method because it throws an exception.</remarks>
/// <exception cref="NotSupportedException">This node can't have children.</exception>
protected internal virtual void OnRemoveChild(AnimancerState state)
{
MarkAsUsed(this);
state.SetParentInternal(null);
throw new NotSupportedException(this + " can't have children.");
}
/************************************************************************************************************************/
/// <summary>[Internal] The <see cref="Playable"/>.</summary>
protected internal Playable _Playable;
/// <summary>The internal object this node manages in the <see cref="PlayableGraph"/>.</summary>
/// <remarks>
/// Must be set by <see cref="AnimancerNode.CreatePlayable()"/>. Failure to do so will throw the following
/// exception throughout the system when using this node: "<see cref="ArgumentException"/>: The playable passed
/// as an argument is invalid. To create a valid playable, please use the appropriate Create method".
/// </remarks>
public Playable Playable => _Playable;
/************************************************************************************************************************/
/// <summary>The current blend weight of this node which determines how much it affects the final output.</summary>
protected internal virtual float BaseWeight => 1;
/************************************************************************************************************************/
#region Speed
/************************************************************************************************************************/
private float _Speed = 1;
/// <summary>[Pro-Only] How fast the <see cref="AnimancerState.Time"/> is advancing every frame (default 1).</summary>
///
/// <remarks>
/// A negative value will play the animation backwards.
/// <para></para>
/// To pause an animation, consider setting <see cref="AnimancerState.IsPlaying"/> to false instead of setting
/// this value to 0.
/// <para></para>
/// <em>Animancer Lite doesn't allow this value to be changed in runtime builds.</em>
/// <para></para>
/// <strong>Example:</strong><code>
/// void SpeedExample(AnimancerComponent animancer, AnimationClip clip)
/// {
/// var state = animancer.Play(clip);
///
/// state.Speed = 1;// Normal speed.
/// state.Speed = 2;// Double speed.
/// state.Speed = 0.5f;// Half speed.
/// state.Speed = -1;// Normal speed playing backwards.
/// state.NormalizedTime = 1;// Start at the end to play backwards from there.
/// }
/// </code></remarks>
///
/// <exception cref="ArgumentOutOfRangeException">The value is not finite.</exception>
public float Speed
{
get => _Speed;
set
{
if (_Speed == value)
return;
#if UNITY_ASSERTIONS
if (!value.IsFinite())
{
MarkAsUsed(this);
throw new ArgumentOutOfRangeException(nameof(value), value, $"{nameof(Speed)} {Strings.MustBeFinite}");
}
#endif
_Speed = value;
if (_Playable.IsValid())
_Playable.SetSpeed(value);
}
}
/************************************************************************************************************************/
/// <summary>
/// The <see cref="Speed"/> of this node multiplied by the <see cref="Speed"/> of each of its parents to
/// determine the actual speed it's playing at.
/// </summary>
public float EffectiveSpeed
{
get => Speed * ParentEffectiveSpeed;
set => Speed = value / ParentEffectiveSpeed;
}
/************************************************************************************************************************/
/// <summary>
/// The multiplied <see cref="Speed"/> of each of the <see cref="Parent"/> down the hierarchy,
/// excluding the root <see cref="Speed"/>.
/// </summary>
private float ParentEffectiveSpeed
{
get
{
var parent = Parent;
if (parent == null)
return 1;
var speed = parent.Speed;
while ((parent = parent.Parent) != null)
{
speed *= parent.Speed;
}
return speed;
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
/// <summary>
/// Should Unity call <c>OnAnimatorIK</c> on the animated object while this object and its children have any
/// <see cref="AnimancerNode.Weight"/>?
/// </summary>
/// <remarks>
/// This is equivalent to the "IK Pass" toggle in Animator Controller layers, except that due to limitations in
/// the Playables API the <c>layerIndex</c> will always be zero.
/// <para></para>
/// This value starts false by default, but can be automatically changed by
/// <see cref="AnimancerNode.CopyIKFlags"/> when the <see cref="Parent"/> is set.
/// <para></para>
/// IK only takes effect while at least one <see cref="ClipState"/> has a <see cref="AnimancerNode.Weight"/>
/// above zero. Other node types either store the value to apply to their children or don't support IK.
/// <para></para>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/ik#ik-pass">
/// IK Pass</see>
/// </remarks>
public abstract bool ApplyAnimatorIK { get; set; }
/************************************************************************************************************************/
/// <summary>Should this object and its children apply IK to the character's feet?</summary>
/// <remarks>
/// This is equivalent to the "Foot IK" toggle in Animator Controller states.
/// <para></para>
/// This value starts true by default for <see cref="ClipState"/>s (false for others), but can be automatically
/// changed by <see cref="AnimancerNode.CopyIKFlags"/> when the <see cref="Parent"/> is set.
/// <para></para>
/// IK only takes effect while at least one <see cref="ClipState"/> has a <see cref="AnimancerNode.Weight"/>
/// above zero. Other node types either store the value to apply to their children or don't support IK.
/// <para></para>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/ik#foot-ik">
/// Foot IK</see>
/// </remarks>
public abstract bool ApplyFootIK { get; set; }
/************************************************************************************************************************/
/// <summary>[Internal] Applies a change to a child's <see cref="AnimancerState.IsActive"/>.</summary>
protected internal virtual void ApplyChildActive(AnimancerState child, bool setActive)
=> child.ShouldBeActive = setActive;
/************************************************************************************************************************/
/// <summary>[Assert-Conditional] Prevents the `node` from causing <see cref="OptionalWarning.UnusedNode"/>.</summary>
[System.Diagnostics.Conditional(Strings.Assertions)]
public static void MarkAsUsed(AnimancerNodeBase node)
{
#if UNITY_ASSERTIONS
if (node.Graph == null)
GC.SuppressFinalize(node);
#endif
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Adds functions to show and set <see cref="ApplyAnimatorIK"/> and
/// <see cref="ApplyFootIK"/>.
/// </summary>
public static void AddContextMenuIK(UnityEditor.GenericMenu menu, AnimancerNodeBase ik)
{
#if UNITY_IMGUI
menu.AddItem(new("Inverse Kinematics/Apply Animator IK ?"),
ik.ApplyAnimatorIK,
() => ik.ApplyAnimatorIK = !ik.ApplyAnimatorIK);
menu.AddItem(new("Inverse Kinematics/Apply Foot IK ?"),
ik.ApplyFootIK,
() => ik.ApplyFootIK = !ik.ApplyFootIK);
#endif
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}