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

1599 lines
61 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>[Pro-Only]
/// An <see cref="AnimancerState"/> which blends multiple child states
/// by allowing you to control their <see cref="AnimancerNode.Weight"/> manually.
/// </summary>
/// <remarks>
/// This mixer type is similar to the Direct Blend Type in Mecanim Blend Trees.
/// The official <see href="https://learn.unity.com/tutorial/5c5152bcedbc2a001fd5c696">Direct Blend Trees</see>
/// tutorial explains their general concepts and purpose which apply to <see cref="ManualMixerState"/>s as well.
/// <para></para>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/blending/mixers">
/// Mixers</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/ManualMixerState
///
public partial class ManualMixerState : AnimancerState,
ICopyable<ManualMixerState>,
IParametizedState,
IUpdatable
{
/************************************************************************************************************************/
#region Properties
/************************************************************************************************************************/
/// <summary>The states connected to this mixer.</summary>
/// <remarks>Only states up to the <see cref="ChildCount"/> should be assigned.</remarks>
protected AnimancerState[] ChildStates { get; private set; }
= Array.Empty<AnimancerState>();
/************************************************************************************************************************/
private int _ChildCount;
/// <inheritdoc/>
public sealed override int ChildCount
=> _ChildCount;
/************************************************************************************************************************/
/// <summary>The size of the internal array of <see cref="ChildStates"/>.</summary>
/// <remarks>This value starts at 0 then expands to <see cref="ChildCapacity"/> when the first child is added.</remarks>
public int ChildCapacity
{
get => ChildStates.Length;
set
{
if (value == ChildStates.Length)
return;
#if UNITY_ASSERTIONS
if (value <= 1 && OptionalWarning.MixerMinChildren.IsEnabled())
OptionalWarning.MixerMinChildren.Log(
$"The {nameof(ChildCapacity)} of '{this}' is being set to {value}." +
$" The purpose of a mixer is to mix multiple child states so this may be a mistake.",
Graph?.Component);
#endif
var newChildStates = new AnimancerState[value];
if (value > _ChildCount)// Increase size.
{
Array.Copy(ChildStates, newChildStates, _ChildCount);
}
else// Decrease size.
{
for (int i = value; i < _ChildCount; i++)
ChildStates[i].Destroy();
Array.Copy(ChildStates, newChildStates, value);
_ChildCount = value;
}
ChildStates = newChildStates;
if (_Playable.IsValid())
{
_Playable.SetInputCount(value);
}
else if (Graph != null)
{
CreatePlayable();
}
OnChildCapacityChanged();
}
}
/// <summary>Called when the <see cref="ChildCapacity"/> is changed.</summary>
protected virtual void OnChildCapacityChanged() { }
/// <summary><see cref="ChildCapacity"/> starts at 0 then expands to this value when the first child is added.</summary>
/// <remarks>Default 8.</remarks>
public static int DefaultChildCapacity { get; set; } = 8;
/// <summary>
/// Ensures that the remaining unused <see cref="ChildCapacity"/>
/// is greater than or equal to the specified `minimumCapacity`.
/// </summary>
public void EnsureRemainingChildCapacity(int minimumCapacity)
{
minimumCapacity += _ChildCount;
if (ChildCapacity < minimumCapacity)
{
var capacity = Math.Max(ChildCapacity, DefaultChildCapacity);
while (capacity < minimumCapacity)
capacity *= 2;
ChildCapacity = capacity;
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public sealed override AnimancerState GetChild(int index)
=> ChildStates[index];
/// <inheritdoc/>
public sealed override FastEnumerator<AnimancerState> GetEnumerator()
=> new(ChildStates, _ChildCount);
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void OnSetIsPlaying()
{
var isPlaying = IsPlaying;
for (int i = _ChildCount - 1; i >= 0; i--)
ChildStates[i].IsPlaying = isPlaying;
}
/************************************************************************************************************************/
/// <summary>If greater than 0 then <see cref="IsLooping"/> is true.</summary>
private int _LoopingChildCount;
/// <summary>Are any child states looping?</summary>
public override bool IsLooping
=> _LoopingChildCount > 0;
/// <summary>Sets <see cref="IsLooping"/> and informs the <see cref="AnimancerNodeBase.Parent"/>s.</summary>
private void AddIsLooping(int offset)
{
var wasLooping = IsLooping;
_LoopingChildCount += offset;
var isLooping = IsLooping;
if (wasLooping != isLooping)
OnIsLoopingChangedRecursive(isLooping);
}
/// <inheritdoc/>
protected override void OnChildIsLoopingChanged(bool value)
=> AddIsLooping(value ? 1 : -1);
/************************************************************************************************************************/
/// <summary>The weighted average <see cref="AnimancerState.Time"/> of each child state.</summary>
/// <remarks>
/// If there are any <see cref="SynchronizedChildren"/>,
/// only those states will be included in the getter calculation.
/// </remarks>
public override double RawTime
{
get
{
GetTimeDetails(out var totalWeight, out var normalizedTime, out var length);
if (totalWeight == 0)
return base.RawTime;
totalWeight *= totalWeight;
return normalizedTime * length / totalWeight;
}
set
{
if (value == 0)
goto SetToZero;
var length = Length;
if (length == 0)
goto SetToZero;
value /= length;// Normalize.
for (int i = _ChildCount - 1; i >= 0; i--)
ChildStates[i].NormalizedTimeD = value;
return;
// If the value is 0, we can set the child times more efficiently.
SetToZero:
for (int i = _ChildCount - 1; i >= 0; i--)
ChildStates[i].TimeD = 0;
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void MoveTime(double time, bool normalized)
{
base.MoveTime(time, normalized);
for (int i = _ChildCount - 1; i >= 0; i--)
ChildStates[i].MoveTime(time, normalized);
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void GetEventDispatchInfo(
out float length,
out float normalizedTime,
out bool isLooping)
{
GetTimeDetails(out _, out normalizedTime, out length);
isLooping = _LoopingChildCount > 0;
}
/************************************************************************************************************************/
/// <summary>
/// Gets the time details based on the synchronized child states if any are active,
/// otherwise recalculates based on all child states.
/// </summary>
private void GetTimeDetails(out float totalWeight, out float normalizedTime, out float length)
{
if (_SynchronizedChildren != null)
{
GetTimeDetails(
_SynchronizedChildren,
_SynchronizedChildren.Count,
out totalWeight,
out normalizedTime,
out length);
if (totalWeight > MinimumSynchronizeChildrenWeight)
return;
}
GetTimeDetails(
ChildStates,
_ChildCount,
out totalWeight,
out normalizedTime,
out length);
}
/// <summary>Gets the time details based on the `states`.</summary>
private void GetTimeDetails(
IList<AnimancerState> states,
int count,
out float totalWeight,
out float normalizedTime,
out float length)
{
totalWeight = 0;
normalizedTime = 0;
length = 0;
for (int i = count - 1; i >= 0; i--)
{
var state = states[i];
var weight = state.Weight;
if (weight == 0)
continue;
var stateLength = state.Length;
if (stateLength == 0)
continue;
totalWeight += weight;
normalizedTime += state.Time / stateLength * weight;
length += stateLength * weight;
}
}
/************************************************************************************************************************/
/// <summary>The weighted average <see cref="AnimancerState.Length"/> of each child state.</summary>
public override float Length
{
get
{
var length = 0f;
var totalChildWeight = 0f;
if (_SynchronizedChildren != null)
{
for (int i = _SynchronizedChildren.Count - 1; i >= 0; i--)
{
var state = _SynchronizedChildren[i];
var weight = state.Weight;
if (weight == 0)
continue;
var stateLength = state.Length;
if (stateLength == 0)
continue;
totalChildWeight += weight;
length += stateLength * weight;
}
}
if (totalChildWeight > 0)
return length / totalChildWeight;
totalChildWeight = CalculateTotalWeight(ChildStates, _ChildCount);
if (totalChildWeight <= 0)
return 0;
for (int i = _ChildCount - 1; i >= 0; i--)
{
var state = ChildStates[i];
length += state.Length * state.Weight;
}
return length / totalChildWeight;
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Initialization
/************************************************************************************************************************/
/// <summary>Creates and assigns the <see cref="AnimationMixerPlayable"/> managed by this state.</summary>
protected override void CreatePlayable(out Playable playable)
{
playable = AnimationMixerPlayable.Create(Graph._PlayableGraph, ChildCapacity);
}
/************************************************************************************************************************/
/// <summary>Connects the `state` to this mixer at its <see cref="AnimancerNode.Index"/>.</summary>
protected internal override void OnAddChild(AnimancerState state)
{
Validate.AssertGraph(state, Graph);
var capacity = ChildCapacity;
if (_ChildCount >= capacity)
ChildCapacity = Math.Max(DefaultChildCapacity, capacity * 2);
state.Index = _ChildCount;
ChildStates[_ChildCount] = state;
_ChildCount++;
state.IsPlaying = IsPlaying;
if (Graph != null)
ConnectChildUnsafe(state.Index, state);
if (SynchronizeNewChildren)
Synchronize(state);
if (state.IsLooping)
AddIsLooping(1);
#if UNITY_ASSERTIONS
_CachedToString = null;
#endif
}
/************************************************************************************************************************/
/// <summary>Disconnects the `state` from this mixer at its <see cref="AnimancerNode.Index"/>.</summary>
protected internal override void OnRemoveChild(AnimancerState state)
{
DontSynchronize(state);
Validate.AssertCanRemoveChild(state, ChildStates, _ChildCount);
// Shuffle all subsequent children down one place.
if (Graph == null || !Graph._PlayableGraph.IsValid())
{
Array.Copy(
ChildStates, state.Index + 1,
ChildStates, state.Index,
_ChildCount - state.Index - 1);
for (int i = state.Index; i < _ChildCount - 1; i++)
ChildStates[i].Index = i;
}
else
{
Graph._PlayableGraph.Disconnect(_Playable, state.Index);
for (int i = state.Index + 1; i < _ChildCount; i++)
{
var otherChild = ChildStates[i];
Graph._PlayableGraph.Disconnect(_Playable, otherChild.Index);
otherChild.Index = i - 1;
ChildStates[i - 1] = otherChild;
ConnectChildUnsafe(i - 1, otherChild);
}
}
_ChildCount--;
ChildStates[_ChildCount] = null;
if (state.IsLooping)
AddIsLooping(-1);
#if UNITY_ASSERTIONS
_CachedToString = null;
#endif
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void Destroy()
{
DestroyChildren();
base.Destroy();
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override AnimancerState Clone(CloneContext context)
{
var clone = new ManualMixerState();
clone.CopyFrom(this, context);
return clone;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public sealed override void CopyFrom(AnimancerState copyFrom, CloneContext context)
=> this.CopyFromBase(copyFrom, context);
/// <inheritdoc/>
public virtual void CopyFrom(ManualMixerState copyFrom, CloneContext context)
{
base.CopyFrom(copyFrom, context);
DestroyChildren();
var synchronizeNewChildren = SynchronizeNewChildren;
var childCount = copyFrom.ChildCount;
EnsureRemainingChildCapacity(childCount);
for (int i = 0; i < childCount; i++)
{
var child = copyFrom.ChildStates[i];
SynchronizeNewChildren = copyFrom.IsSynchronized(child);
child = context.Clone(child);
Add(child);
}
SynchronizeNewChildren = synchronizeNewChildren;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Child Configuration
/************************************************************************************************************************/
/// <summary>Assigns the `state` as a child of this mixer.</summary>
/// <remarks>This is the same as calling <see cref="AnimancerState.SetParent"/>.</remarks>
public void Add(AnimancerState state)
=> state.SetParent(this);
/// <summary>Creates and returns a new <see cref="ClipState"/> to play the `clip` as a child of this mixer.</summary>
public ClipState Add(AnimationClip clip)
{
var state = new ClipState(clip);
Add(state);
return state;
}
/// <summary>Calls <see cref="AnimancerUtilities.CreateStateAndApply"/> then <see cref="Add(AnimancerState)"/>.</summary>
public AnimancerState Add(ITransition transition)
{
var state = transition.CreateStateAndApply(Graph);
Add(state);
return state;
}
/// <summary>Calls one of the other <see cref="Add(object)"/> overloads as appropriate for the `child`.</summary>
public AnimancerState Add(object child)
{
if (child is AnimationClip clip)
return Add(clip);
if (child is ITransition transition)
return Add(transition);
if (child is AnimancerState state)
{
Add(state);
return state;
}
MarkAsUsed(this);
throw new ArgumentException($"Failed to {nameof(Add)} '{AnimancerUtilities.ToStringOrNull(child)}'" +
$" as child of '{this}' because it isn't an" +
$" {nameof(AnimationClip)}, {nameof(ITransition)}, or {nameof(AnimancerState)}.");
}
/************************************************************************************************************************/
/// <summary>Calls <see cref="Add(AnimationClip)"/> for each of the `clips`.</summary>
public void AddRange(IList<AnimationClip> clips)
{
var count = clips.Count;
EnsureRemainingChildCapacity(count);
for (int i = 0; i < count; i++)
Add(clips[i]);
}
/// <summary>Calls <see cref="Add(AnimationClip)"/> for each of the `clips`.</summary>
public void AddRange(params AnimationClip[] clips)
=> AddRange((IList<AnimationClip>)clips);
/************************************************************************************************************************/
/// <summary>Calls <see cref="Add(ITransition)"/> for each of the `transitions`.</summary>
public void AddRange(IList<ITransition> transitions)
{
var count = transitions.Count;
EnsureRemainingChildCapacity(count);
for (int i = 0; i < count; i++)
Add(transitions[i]);
}
/// <summary>Calls <see cref="Add(ITransition)"/> for each of the `transitions`.</summary>
public void AddRange(params ITransition[] transitions)
=> AddRange((IList<ITransition>)transitions);
/************************************************************************************************************************/
/// <summary>Calls <see cref="Add(object)"/> for each of the `children`.</summary>
public void AddRange(IList<object> children)
{
var count = children.Count;
EnsureRemainingChildCapacity(count);
for (int i = 0; i < count; i++)
Add(children[i]);
}
/// <summary>Calls <see cref="Add(object)"/> for each of the `children`.</summary>
public void AddRange(params object[] children)
=> AddRange((IList<object>)children);
/************************************************************************************************************************/
/// <summary>Removes the child at the specified `index`.</summary>
public void Remove(int index, bool destroy)
=> Remove(ChildStates[index], destroy);
/// <summary>Removes the specified `child`.</summary>
public void Remove(AnimancerState child, bool destroy)
{
#if UNITY_ASSERTIONS
if (child.Parent != this)
Debug.LogWarning($"Attempting to remove a state which is not a child of this {GetType().Name}." +
$" This will remove the child from its actual parent so you should directly call" +
$" child.{nameof(child.Destroy)} or child.{nameof(child.SetParent)}(null, -1) instead." +
$"\n• Child: {child}" +
$"\n• Removing From: {this}" +
$"\n• Actual Parent: {child.Parent}",
Graph?.Component as Object);
#endif
if (destroy)
child.Destroy();
else
child.SetParent(null);
}
/************************************************************************************************************************/
/// <summary>Replaces the `child` at the specified `index`.</summary>
public void Set(int index, AnimancerState child, bool destroyPrevious)
{
#if UNITY_ASSERTIONS
if ((uint)index >= _ChildCount)
{
MarkAsUsed(this);
MarkAsUsed(child);
throw new IndexOutOfRangeException(
$"Invalid child index. Must be 0 <= index < {nameof(ChildCount)} ({ChildCount}).");
}
#endif
if (child.Parent != null)
child.SetParent(null);
var previousChild = ChildStates[index];
DontSynchronize(previousChild);
previousChild.SetParentInternal(null);
child.SetGraph(Graph);
ChildStates[index] = child;
child.SetParentInternal(this, index);
child.IsPlaying = IsPlaying;
if (Graph != null)
{
Graph._PlayableGraph.Disconnect(_Playable, index);
ConnectChildUnsafe(index, child);
}
var loopingOffset = 0;
if (previousChild.IsLooping)
loopingOffset--;
if (child.IsLooping)
loopingOffset++;
if (loopingOffset != 0)
AddIsLooping(loopingOffset);
child.CopyIKFlags(this);
if (SynchronizeNewChildren)
Synchronize(child);
if (destroyPrevious)
previousChild.Destroy();
#if UNITY_ASSERTIONS
_CachedToString = null;
#endif
}
/// <summary>Replaces the child at the specified `index` with a new <see cref="ClipState"/>.</summary>
public ClipState Set(int index, AnimationClip clip, bool destroyPrevious)
{
var state = new ClipState(clip);
Set(index, state, destroyPrevious);
return state;
}
/// <summary>Replaces the child at the specified `index` with a <see cref="ITransition.CreateState"/>.</summary>
public AnimancerState Set(int index, ITransition transition, bool destroyPrevious)
{
var state = transition.CreateStateAndApply(Graph);
Set(index, state, destroyPrevious);
return state;
}
/// <summary>Calls one of the other <see cref="Set(int, object, bool)"/> overloads as appropriate for the `child`.</summary>
public AnimancerState Set(int index, object child, bool destroyPrevious)
{
if (child is AnimationClip clip)
return Set(index, clip, destroyPrevious);
if (child is ITransition transition)
return Set(index, transition, destroyPrevious);
if (child is AnimancerState state)
{
Set(index, state, destroyPrevious);
return state;
}
MarkAsUsed(this);
throw new ArgumentException($"Failed to {nameof(Set)} '{AnimancerUtilities.ToStringOrNull(child)}'" +
$" as child of '{this}' because it isn't an" +
$" {nameof(AnimationClip)}, {nameof(ITransition)}, or {nameof(AnimancerState)}.");
}
/************************************************************************************************************************/
/// <summary>Returns the index of the specified `child` state.</summary>
public int IndexOf(AnimancerState child)
=> Array.IndexOf(ChildStates, child, 0, _ChildCount);
/************************************************************************************************************************/
/// <summary>
/// Destroys all <see cref="ChildStates"/> connected to this mixer. This operation cannot be undone.
/// </summary>
public void DestroyChildren()
{
for (int i = _ChildCount - 1; i >= 0; i--)
ChildStates[i].Destroy();
Array.Clear(ChildStates, 0, _ChildCount);
_ChildCount = 0;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Jobs
/************************************************************************************************************************/
/// <summary>
/// Creates an <see cref="AnimationScriptPlayable"/> to run the specified Animation Job instead of the usual
/// <see cref="AnimationMixerPlayable"/>.
/// </summary>
///
/// <remarks>
/// <strong>Example:</strong><code>
/// void CreatePlayableExample(AnimancerComponent animancer)
/// }
/// var job = new MyJob();// A struct that implements IAnimationJob.
/// var mixer = new WhateverMixerState();// e.g. LinearMixerState.
/// mixer.CreatePlayable(animancer, job);
/// // Use mixer.Initialize, CreateChild, and SetChild to configure the children as normal.
/// }
/// </code>
/// See also: <seealso cref="CreatePlayable{T}(out Playable, T, bool)"/>
/// </remarks>
public AnimationScriptPlayable CreatePlayable<T>(
AnimancerGraph graph,
T job,
bool processInputs = false)
where T : struct, IAnimationJob
{
// Can't just use SetGraph normally because it would call the regular CreatePlayable method.
SetGraph(null);
Graph = graph;
graph.States.Register(this);
var playable = AnimationScriptPlayable.Create(graph._PlayableGraph, job, _ChildCount);
if (!processInputs)
playable.SetProcessInputs(false);
for (int i = _ChildCount - 1; i >= 0; i--)
ChildStates[i].SetGraph(graph);
return playable;
}
/************************************************************************************************************************/
/// <summary>
/// Creates an <see cref="AnimationScriptPlayable"/> to run the specified Animation Job instead of the usual
/// <see cref="AnimationMixerPlayable"/>.
/// </summary>
///
/// <remarks>
/// <para></para>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/source/creating-custom-states">
/// Creating Custom States</see>
/// <para></para>
/// <strong>Example:</strong><code>
/// public class MyMixer : LinearMixerState
/// {
/// protected override void CreatePlayable(out Playable playable)
/// {
/// CreatePlayable(out playable, new MyJob());
/// }
///
/// private struct MyJob : IAnimationJob
/// {
/// public void ProcessAnimation(AnimationStream stream)
/// {
/// }
///
/// public void ProcessRootMotion(AnimationStream stream)
/// {
/// }
/// }
/// }
/// </code>
/// See also: <seealso cref="CreatePlayable{T}(AnimancerGraph, T, bool)"/>
/// </remarks>
protected void CreatePlayable<T>(
out Playable playable,
T job,
bool processInputs = false)
where T : struct, IAnimationJob
{
var scriptPlayable = AnimationScriptPlayable.Create(Graph._PlayableGraph, job, ChildCount);
if (!processInputs)
scriptPlayable.SetProcessInputs(false);
playable = scriptPlayable;
}
/************************************************************************************************************************/
/// <summary>
/// Gets the Animation Job data from the <see cref="AnimationScriptPlayable"/>.
/// </summary>
/// <exception cref="InvalidCastException">
/// This mixer was not initialized using <see cref="CreatePlayable{T}(AnimancerGraph, T, bool)"/>
/// or <see cref="CreatePlayable{T}(out Playable, T, bool)"/>.
/// </exception>
public T GetJobData<T>()
where T : struct, IAnimationJob
=> ((AnimationScriptPlayable)_Playable).GetJobData<T>();
/// <summary>
/// Sets the Animation Job data in the <see cref="AnimationScriptPlayable"/>.
/// </summary>
/// <exception cref="InvalidCastException">
/// This mixer was not initialized using <see cref="CreatePlayable{T}(AnimancerGraph, T, bool)"/>
/// or <see cref="CreatePlayable{T}(out Playable, T, bool)"/>.
/// </exception>
public void SetJobData<T>(T value)
where T : struct, IAnimationJob
=> ((AnimationScriptPlayable)_Playable).SetJobData(value);
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Updates
/************************************************************************************************************************/
/// <inheritdoc/>
public int UpdatableIndex { get; set; } = IUpdatable.List.NotInList;
/// <summary>Recalculates the weights of child states and synchronizes their times if necessary.</summary>
public virtual void Update()
{
if (!ApplySynchronizeChildren())
Graph.CancelPreUpdate(this);
}
/************************************************************************************************************************/
/// <inheritdoc/>
protected internal override void UpdateEvents()
=> UpdateEventsRecursive(this);
/************************************************************************************************************************/
/// <inheritdoc/>
public override void SetGraph(AnimancerGraph graph)
{
if (Graph == graph)
return;
Graph?.CancelPreUpdate(this);
base.SetGraph(graph);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Synchronize Children
/************************************************************************************************************************/
/// <summary>Should newly added children be automatically added to the synchronization list? Default true.</summary>
public static bool SynchronizeNewChildren { get; set; } = true;
/// <summary>The minimum total weight of all children for their times to be synchronized. Default 0.01.</summary>
public static float MinimumSynchronizeChildrenWeight { get; set; } = 0.01f;
/************************************************************************************************************************/
private List<AnimancerState> _SynchronizedChildren;
/// <summary>A copy of the internal list of child states that will have their times synchronized.</summary>
/// <remarks>
/// If this mixer is a child of another mixer, its synchronized children will be managed by the parent.
/// <para></para>
/// The getter allocates a new array if <see cref="SynchronizedChildCount"/> is greater than zero.
/// </remarks>
public AnimancerState[] SynchronizedChildren
{
get => SynchronizedChildCount > 0
? _SynchronizedChildren.ToArray()
: Array.Empty<AnimancerState>();
set
{
if (_SynchronizedChildren == null)
_SynchronizedChildren = new();
else
_SynchronizedChildren.Clear();
for (int i = 0; i < value.Length; i++)
Synchronize(value[i]);
}
}
/// <summary>The number of <see cref="SynchronizedChildren"/>.</summary>
public int SynchronizedChildCount
=> _SynchronizedChildren != null
? _SynchronizedChildren.Count
: 0;
/************************************************************************************************************************/
/// <summary>Is the `state` in the <see cref="SynchronizedChildren"/>?</summary>
public bool IsSynchronized(AnimancerState state)
{
var synchronizer = GetParentMixer();
return
synchronizer._SynchronizedChildren != null &&
synchronizer._SynchronizedChildren.Contains(state);
}
/************************************************************************************************************************/
/// <summary>Adds the `state` to the <see cref="SynchronizedChildren"/>.</summary>
/// <remarks>
/// The `state` must be a child of this mixer.
/// <para></para>
/// If this mixer is a child of another mixer, the `state` will be added to the parent's
/// <see cref="SynchronizedChildren"/> instead.
/// </remarks>
public void Synchronize(AnimancerState state)
{
if (state == null)
return;
#if UNITY_ASSERTIONS
if (!IsChildOf(state, this))
{
MarkAsUsed(this);
throw new ArgumentException(
$"State is not a child of the mixer." +
$"\n• State: {state}" +
$"\n• Mixer: {this}",
nameof(state));
}
#endif
var synchronizer = GetParentMixer();
synchronizer.SynchronizeDirect(state);
}
/// <summary>The internal implementation of <see cref="Synchronize"/>.</summary>
private void SynchronizeDirect(AnimancerState state)
{
if (state == null)
return;
// If the state is a mixer, steal all its synchronized children instead of synchronizing the mixer itself.
if (state is ManualMixerState mixer)
{
if (mixer._SynchronizedChildren != null)
{
for (int i = 0; i < mixer._SynchronizedChildren.Count; i++)
Synchronize(mixer._SynchronizedChildren[i]);
mixer._SynchronizedChildren.Clear();
}
return;
}
#if UNITY_ASSERTIONS
if (OptionalWarning.MixerSynchronizeZeroLength.IsEnabled() && state.Length == 0)
OptionalWarning.MixerSynchronizeZeroLength.Log(
$"Adding a state with zero {nameof(AnimancerState.Length)} to the synchronization list: '{state}'." +
$"\n\nSynchronization is based on the {nameof(NormalizedTime)}" +
$" which can't be calculated if the {nameof(Length)} is 0." +
$" Some state types can change their {nameof(Length)}, in which case you can just disable this warning." +
$" But otherwise, the indicated state probably shouldn't be added to the synchronization list.",
Graph?.Component);
#endif
_SynchronizedChildren ??= new();
#if UNITY_ASSERTIONS
if (_SynchronizedChildren.Contains(state))
Debug.LogError($"{state} is already in the {nameof(SynchronizedChildren)} list.");
#endif
_SynchronizedChildren.Add(state);
Graph?.RequirePreUpdate(this);
}
/************************************************************************************************************************/
/// <summary>Removes the `state` from the <see cref="SynchronizedChildren"/>.</summary>
public void DontSynchronize(AnimancerState state)
{
var synchronizer = GetParentMixer();
if (synchronizer._SynchronizedChildren != null &&
synchronizer._SynchronizedChildren.Remove(state) &&
state._Playable.IsValid())
state._Playable.SetSpeed(state.Speed);
}
/************************************************************************************************************************/
/// <summary>Removes all children of this mixer from the <see cref="SynchronizedChildren"/>.</summary>
public void DontSynchronizeChildren()
{
var synchronizer = GetParentMixer();
var synchronizedChildren = synchronizer._SynchronizedChildren;
if (synchronizedChildren == null)
return;
if (synchronizer == this)
{
for (int i = synchronizedChildren.Count - 1; i >= 0; i--)
{
var state = synchronizedChildren[i];
if (state._Playable.IsValid())
state._Playable.SetSpeed(state.Speed);
}
synchronizedChildren.Clear();
}
else
{
for (int i = synchronizedChildren.Count - 1; i >= 0; i--)
{
var state = synchronizedChildren[i];
if (IsChildOf(state, this))
{
if (state._Playable.IsValid())
state._Playable.SetSpeed(state.Speed);
synchronizedChildren.RemoveAt(i);
}
}
}
}
/************************************************************************************************************************/
/// <summary>Initializes the internal <see cref="SynchronizedChildren"/> list.</summary>
/// <remarks>
/// The array can be null or empty. Any elements not in the array will be treated as <c>true</c>.
/// <para></para>
/// This method can only be called before any <see cref="SynchronizedChildren"/> are added and also before this
/// mixer is made the child of another mixer.
/// </remarks>
public void InitializeSynchronizedChildren(params bool[] synchronizeChildren)
{
AnimancerUtilities.Assert(GetParentMixer() == this,
$"{nameof(InitializeSynchronizedChildren)} cannot be used on a mixer that is a child of another mixer.");
AnimancerUtilities.Assert(_SynchronizedChildren == null,
$"{nameof(InitializeSynchronizedChildren)} cannot be used on a mixer already has synchronized children.");
int flagCount;
if (synchronizeChildren != null)
{
flagCount = synchronizeChildren.Length;
for (int i = 0; i < flagCount; i++)
if (synchronizeChildren[i])
SynchronizeDirect(ChildStates[i]);
}
else flagCount = 0;
for (int i = flagCount; i < _ChildCount; i++)
SynchronizeDirect(ChildStates[i]);
}
/************************************************************************************************************************/
/// <summary>
/// Returns the highest <see cref="ManualMixerState"/> in the hierarchy above this mixer
/// or this mixer itself if there are none above it.
/// </summary>
public ManualMixerState GetParentMixer()
{
var mixer = this;
var parent = Parent;
while (parent != null)
{
if (parent is ManualMixerState parentMixer)
mixer = parentMixer;
parent = parent.Parent;
}
return mixer;
}
/// <summary>Returns the highest <see cref="ManualMixerState"/> in the hierarchy above the `state` (inclusive).</summary>
public static ManualMixerState GetParentMixer(AnimancerNodeBase node)
{
ManualMixerState mixer = null;
while (node != null)
{
if (node is ManualMixerState parentMixer)
mixer = parentMixer;
node = node.Parent;
}
return mixer;
}
/************************************************************************************************************************/
/// <summary>Is the `child` a child of the `parent`?</summary>
public static bool IsChildOf(AnimancerNodeBase child, AnimancerNodeBase parent)
{
while (true)
{
child = child.Parent;
if (child == parent)
return true;
else if (child == null)
return false;
}
}
/************************************************************************************************************************/
/// <summary>
/// Synchronizes the <see cref="AnimancerState.NormalizedTime"/>s of the <see cref="SynchronizedChildren"/> by
/// modifying their internal playable speeds.
/// </summary>
private bool ApplySynchronizeChildren()
{
if (Weight == 0 ||
!IsPlaying ||
_SynchronizedChildren == null ||
_SynchronizedChildren.Count <= 1)
return false;
var deltaTime = AnimancerGraph.DeltaTime * CalculateRealEffectiveSpeed();
if (deltaTime == 0)
return true;
var count = _SynchronizedChildren.Count;
// Calculate the weighted average normalized time and normalized speed of all children.
var totalWeight = 0f;
var weightedNormalizedTime = 0f;
var weightedNormalizedSpeed = 0f;
for (int i = 0; i < count; i++)
{
var state = _SynchronizedChildren[i];
var weight = CalculateRelativeWeight(state);
if (weight == 0)
continue;
var length = state.Length;
if (length == 0)
continue;
totalWeight += weight;
weight /= length;
weightedNormalizedTime += state.Time * weight;
weightedNormalizedSpeed += state.Speed * weight;
}
#if UNITY_ASSERTIONS
if (!(totalWeight >= 0) || totalWeight == float.PositiveInfinity)// Reversed comparison includes NaN.
{
MarkAsUsed(this);
throw new ArgumentOutOfRangeException(nameof(totalWeight), totalWeight,
$"Total weight {Strings.MustBeFinite} and must be positive");
}
if (!weightedNormalizedTime.IsFinite())
{
MarkAsUsed(this);
throw new ArgumentOutOfRangeException(nameof(weightedNormalizedTime), weightedNormalizedTime,
$"Time {Strings.MustBeFinite}");
}
if (!weightedNormalizedSpeed.IsFinite())
{
MarkAsUsed(this);
throw new ArgumentOutOfRangeException(nameof(weightedNormalizedSpeed), weightedNormalizedSpeed,
$"Speed {Strings.MustBeFinite}");
}
#endif
// If the total weight is too small, pretend they are all at Weight = 1.
if (totalWeight < MinimumSynchronizeChildrenWeight)
{
weightedNormalizedTime = 0;
weightedNormalizedSpeed = 0;
var nonZeroCount = 0;
for (int i = 0; i < count; i++)
{
var state = _SynchronizedChildren[i];
var length = state.Length;
if (length == 0)
continue;
length = 1f / length;
weightedNormalizedTime += state.Time * length;
weightedNormalizedSpeed += state.Speed * length;
nonZeroCount++;
}
totalWeight = nonZeroCount;
}
// Increment that time value according to delta time.
weightedNormalizedTime += deltaTime * weightedNormalizedSpeed;
weightedNormalizedTime /= totalWeight;
var inverseDeltaTime = 1f / deltaTime;
// Modify the speed of all children to go from their current normalized time to the average in one frame.
for (int i = 0; i < count; i++)
{
var state = _SynchronizedChildren[i];
var length = state.Length;
if (length == 0)
continue;
var normalizedTime = state.Time / length;
var speed = (weightedNormalizedTime - normalizedTime) * length * inverseDeltaTime;
state._Playable.SetSpeed(speed);
}
// After this, all the playables will update and advance according to their new speeds this frame.
return true;
}
/************************************************************************************************************************/
/// <summary>Calculates the weight of the `child` multiplied by its parents up to this mixer.</summary>
private float CalculateRelativeWeight(AnimancerState child)
{
var weight = child.Weight;
var parent = child.Parent;
while (parent != this && parent != null)
{
weight *= parent.BaseWeight;
parent = parent.Parent;
}
return weight;
}
/************************************************************************************************************************/
/// <summary>
/// The multiplied <see cref="PlayableExtensions.GetSpeed"/> of this mixer and its parents down the
/// hierarchy to determine the actual speed its output is being played at.
/// </summary>
/// <remarks>
/// This can be different from the <see cref="AnimancerNodeBase.EffectiveSpeed"/> because the
/// <see cref="SynchronizedChildren"/> have their playable speed modified without setting their
/// <see cref="AnimancerNodeBase.Speed"/>.
/// </remarks>
public float CalculateRealEffectiveSpeed()
{
var speed = _Playable.GetSpeed();
var parent = Parent;
while (parent != null)
{
speed *= parent.Playable.GetSpeed();
parent = parent.Parent;
}
return (float)speed;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Inverse Kinematics
/************************************************************************************************************************/
private bool _ApplyAnimatorIK;
/// <inheritdoc/>
public override bool ApplyAnimatorIK
{
get => _ApplyAnimatorIK;
set => base.ApplyAnimatorIK = _ApplyAnimatorIK = value;
}
/************************************************************************************************************************/
private bool _ApplyFootIK;
/// <inheritdoc/>
public override bool ApplyFootIK
{
get => _ApplyFootIK;
set => base.ApplyFootIK = _ApplyFootIK = value;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Other Methods
/************************************************************************************************************************/
/// <summary>Calculates the sum of the <see cref="AnimancerNode.Weight"/> of all `states`.</summary>
public static float CalculateTotalWeight(AnimancerState[] states, int count)
{
var total = 0f;
for (int i = count - 1; i >= 0; i--)
total += states[i].Weight;
return total;
}
/************************************************************************************************************************/
/// <summary>
/// Sets <see cref="AnimancerState.Time"/> for all <see cref="ChildStates"/>.
/// </summary>
public void SetChildrenTime(float value, bool normalized = false)
{
for (int i = _ChildCount - 1; i >= 0; i--)
{
var state = ChildStates[i];
if (normalized)
state.NormalizedTime = value;
else
state.Time = value;
}
}
/************************************************************************************************************************/
/// <summary>Sets the weight of all states after the `previousIndex` to 0.</summary>
protected void DisableRemainingStates(int previousIndex)
{
for (int i = previousIndex + 1; i < _ChildCount; i++)
Playable.SetChildWeight(ChildStates[i], 0);
}
/************************************************************************************************************************/
private static float[] _TemporaryWeights = Array.Empty<float>();
/// <summary>Returns an array at least as large as the `count`.</summary>
/// <remarks>
/// The same array is returned by subsequent calls as long as it's large enough
/// and it isn't cleared between calls so it will contain the previous data.
/// </remarks>
public static float[] GetTemporaryFloatArray(int count)
{
if (_TemporaryWeights.Length < count)
{
if (count <= 16)
count = 16;
else
count = Mathf.NextPowerOfTwo(count);
_TemporaryWeights = new float[count];
}
return _TemporaryWeights;
}
/************************************************************************************************************************/
/// <summary>Divides `weights` by the `totalWeight` and applies them to the child states.</summary>
public void NormalizeAndApplyWeights(float totalWeight, float[] weights)
{
totalWeight = 1f / totalWeight;
for (int i = _ChildCount - 1; i >= 0; i--)
{
var state = ChildStates[i];
var weight = weights[i] * totalWeight;
Playable.SetChildWeight(state, weight);
}
}
/************************************************************************************************************************/
/// <summary>Gets a user-friendly key to identify the `state` in the Inspector.</summary>
public virtual string GetDisplayKey(AnimancerState state)
=> $"[{state.Index}]";
/************************************************************************************************************************/
/// <inheritdoc/>
public override Vector3 AverageVelocity
{
get
{
var velocity = default(Vector3);
for (int i = _ChildCount - 1; i >= 0; i--)
{
var state = ChildStates[i];
velocity += state.AverageVelocity * state.Weight;
}
return velocity;
}
}
/************************************************************************************************************************/
/// <summary>
/// Recalculates the <see cref="AnimancerState.Duration"/> of all child states so that they add up to 1.
/// </summary>
public void NormalizeDurations()
{
int divideBy = 0;
float totalDuration = 0f;
// Count the number of states that exist and their total duration.
for (int i = 0; i < _ChildCount; i++)
{
divideBy++;
totalDuration += ChildStates[i].Duration;
}
// Calculate the average duration.
totalDuration /= divideBy;
// Set all states to that duration.
for (int i = 0; i < _ChildCount; i++)
{
ChildStates[i].Duration = totalDuration;
}
}
/************************************************************************************************************************/
#if UNITY_ASSERTIONS
/// <summary>[Assert-Only] A string built by <see cref="ToString"/> to describe this mixer.</summary>
private string _CachedToString;
#endif
/// <summary>
/// Returns a string describing the type of this mixer and the name of states connected to it.
/// </summary>
public override string ToString()
{
#if UNITY_ASSERTIONS
if (NameCache.TryToString(DebugName, out var name))
return name;
if (_CachedToString != null)
return _CachedToString;
#endif
// Gather child names.
var childNames = ListPool.Acquire<string>();
var allSimple = true;
for (int i = 0; i < _ChildCount; i++)
{
var state = ChildStates[i];
if (state == null)
continue;
if (state.MainObject != null)
{
childNames.Add(state.MainObject.name);
}
else
{
childNames.Add(state.ToString());
allSimple = false;
}
}
// If they all have a main object, check if they all have the same prefix so it doesn't need to be repeated.
int prefixLength = 0;
var count = childNames.Count;
if (count <= 1 || !allSimple)
{
prefixLength = 0;
}
else
{
var prefix = childNames[0];
var shortest = prefixLength = prefix.Length;
for (int iName = 0; iName < count; iName++)
{
var childName = childNames[iName];
if (shortest > childName.Length)
{
shortest = prefixLength = childName.Length;
}
for (int iCharacter = 0; iCharacter < prefixLength; iCharacter++)
{
if (childName[iCharacter] != prefix[iCharacter])
{
prefixLength = iCharacter;
break;
}
}
}
if (prefixLength < 3 ||// Less than 3 characters probably isn't an intentional prefix.
prefixLength >= shortest)
prefixLength = 0;
}
// Build the mixer name.
var mixerName = StringBuilderPool.Instance.Acquire();
var type = GetType().Name;
if (type.EndsWith("State"))
mixerName.Append(type, 0, type.Length - 5);
else
mixerName.Append(type);
mixerName.Append('(');
if (count > 0)
{
if (prefixLength > 0)
mixerName.Append(childNames[0], 0, prefixLength).Append('[');
for (int i = 0; i < count; i++)
{
if (i > 0)
mixerName.Append(", ");
var childName = childNames[i];
mixerName.Append(childName, prefixLength, childName.Length - prefixLength);
}
mixerName.Append(']');
}
ListPool.Release(childNames);
mixerName.Append(')');
var result = mixerName.ReleaseToString();
#if UNITY_ASSERTIONS
_CachedToString = result;
#endif
return result;
}
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void AppendDetails(StringBuilder text, string separator)
{
base.AppendDetails(text, separator);
text.Append(separator)
.Append("SynchronizedChildren: ");
if (SynchronizedChildCount == 0)
{
text.Append("0");
}
else
{
text.Append(_SynchronizedChildren.Count);
separator += Strings.Indent;
for (int i = 0; i < _SynchronizedChildren.Count; i++)
{
text.Append(separator)
.Append(_SynchronizedChildren[i]);
}
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void GatherAnimationClips(ICollection<AnimationClip> clips)
=> clips.GatherFromSource(ChildStates);
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void GetParameters(List<StateParameterDetails> parameters) { }
/// <inheritdoc/>
public virtual void SetParameters(List<StateParameterDetails> parameters) { }
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}