200 lines
7.8 KiB
C#
200 lines
7.8 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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#if UNITY_EDITOR
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Animancer.Editor
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{
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/// <summary>[Editor-Only]
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/// Keeps track of <see cref="AnimancerGraph"/> instances
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/// to ensure that they're properly cleaned up.
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/// </summary>
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/// https://kybernetik.com.au/animancer/api/Animancer.Editor/AnimancerGraphCleanup
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public static class AnimancerGraphCleanup
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{
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/************************************************************************************************************************/
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private static List<AnimancerGraph> _AllGraphs;
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/// <summary>[Editor-Only] Registers a `graph` to make sure it gets cleaned up properly.</summary>
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public static void AddGraph(AnimancerGraph graph)
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{
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if (_AllGraphs == null)
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{
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_AllGraphs = new();
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AssemblyReloadEvents.beforeAssemblyReload +=
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() => DestroyAll(EditorApplication.isPlaying);
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EditorApplication.playModeStateChanged += change =>
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{
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switch (change)
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{
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case PlayModeStateChange.EnteredEditMode:
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DestroyAll(true);
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break;
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case PlayModeStateChange.ExitingEditMode:
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DestroyAll(false);
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break;
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}
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};
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}
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else
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{
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EditModeDestroyOldInstances();
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}
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_AllGraphs.Add(graph);
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}
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/// <summary>[Editor-Only] Removes the `graph` from the list of instances.</summary>
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public static void RemoveGraph(AnimancerGraph graph)
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{
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_AllGraphs?.Remove(graph);
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AnimancerGraph.ClearInactiveInitializationStackTrace(graph);
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}
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/************************************************************************************************************************/
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private static void DestroyAll(bool isPlaying)
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{
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for (int i = _AllGraphs.Count - 1; i >= 0; i--)
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{
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var graph = _AllGraphs[i];
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if (graph.IsValidOrDispose())
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{
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if (isPlaying && graph.InactiveInitializationStackTrace != null)
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{
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Debug.LogWarning(
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$"{graph} was not properly destroyed." +
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$" Its {nameof(GameObject)} was inactive and never activated," +
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$" meaning that Unity didn't call its AnimancerComponent.OnDestroy." +
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$"\n\nIf you need to use Animancer on an object that never gets activated," +
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$" you must call animancerComponent.Graph.Destroy() on it manually." +
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$"\n\nThis graph was created:\n{graph.InactiveInitializationStackTrace}\n",
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graph.Component as Object);
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AnimancerGraph.ClearInactiveInitializationStackTrace(graph);
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}
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graph.Destroy();
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}
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}
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_AllGraphs.Clear();
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}
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/************************************************************************************************************************/
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private static void EditModeDestroyOldInstances()
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{
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if (EditorApplication.isPlayingOrWillChangePlaymode)
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return;
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for (int i = _AllGraphs.Count - 1; i >= 0; i--)
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{
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var graph = _AllGraphs[i];
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if (!ShouldStayAlive(graph))
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{
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if (graph.IsValidOrDispose())
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graph.Destroy();// This will remove it.
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else
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_AllGraphs.RemoveAt(i);
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}
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}
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}
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/************************************************************************************************************************/
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/// <summary>Should this graph should stay alive instead of being destroyed?</summary>
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private static bool ShouldStayAlive(AnimancerGraph graph)
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{
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if (!graph.IsValidOrDispose())
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return false;
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if (graph.Component == null)
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return true;
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if (graph.Component is Object obj && obj == null)
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return false;
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if (graph.Component.Animator == null)
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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>[Editor-Only]
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/// Returns true if the `initial` mode was <see cref="AnimatorUpdateMode.AnimatePhysics"/>
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/// and the `current` has changed to another mode or if the `initial` mode was something else
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/// and the `current` has changed to <see cref="AnimatorUpdateMode.AnimatePhysics"/>.
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/// </summary>
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public static bool HasChangedToOrFromAnimatePhysics(AnimatorUpdateMode? initial, AnimatorUpdateMode current)
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{
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if (initial == null)
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return false;
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#if UNITY_2023_1_OR_NEWER
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var wasAnimatePhysics = initial.Value == AnimatorUpdateMode.Fixed;
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var isAnimatePhysics = current == AnimatorUpdateMode.Fixed;
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#else
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var wasAnimatePhysics = initial.Value == AnimatorUpdateMode.AnimatePhysics;
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var isAnimatePhysics = current == AnimatorUpdateMode.AnimatePhysics;
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#endif
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return wasAnimatePhysics != isAnimatePhysics;
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}
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/************************************************************************************************************************/
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}
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}
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namespace Animancer
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{
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/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerGraph
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public partial class AnimancerGraph
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{
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/************************************************************************************************************************/
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/// <summary>[Editor-Only] [Internal]
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/// A stack trace captured in <see cref="CreateOutput(Animator, IAnimancerComponent)"/>
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/// if the <see cref="GameObject.activeInHierarchy"/> is false.
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/// </summary>
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/// <remarks>
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/// This is used to warn if the graph isn't destroyed
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/// because Unity won't call <c>OnDestroy</c> if the object is never activated.
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/// </remarks>
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internal System.Diagnostics.StackTrace InactiveInitializationStackTrace { get; private set; }
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/************************************************************************************************************************/
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/// <summary>[Editor-Only] Captures the <see cref="InactiveInitializationStackTrace"/>.</summary>
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private void CaptureInactiveInitializationStackTrace(IAnimancerComponent animancer)
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{
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if (!animancer.gameObject.activeInHierarchy &&
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EditorApplication.isPlayingOrWillChangePlaymode)
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InactiveInitializationStackTrace = new(1, true);
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}
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/************************************************************************************************************************/
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/// <summary>[Editor-Only] [Internal] Discards the <see cref="InactiveInitializationStackTrace"/>.</summary>
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public static void ClearInactiveInitializationStackTrace(AnimancerGraph graph)
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{
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graph.InactiveInitializationStackTrace = null;
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}
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/************************************************************************************************************************/
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}
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}
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#endif
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