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

88 lines
3.7 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using UnityEngine.Playables;
namespace Animancer
{
/// <summary>A utility for re-assigning Animancer's <see cref="PlayableOutput"/>.</summary>
///
/// <remarks>
/// This should be totally useless, but for some reason it seems to fix an issue with Unity's
/// Animation Rigging package. Normally, all of the Rig's parameters get reset to their
/// starting values any time a playable is connected or disconnected (which Animancer does frequently),
/// but using this utility effectively re-captures the starting values
/// so any subsequent resets retain the values you set.
/// <para></para>
/// <strong>Example:</strong>
/// <para></para><code>
/// public class PlayableOutputRefresherExample : MonoBehaviour
/// {
/// [SerializeField] private AnimancerComponent _Animancer;
/// [SerializeField] private Rig _Rig;
///
/// // A field to store it in.
/// private PlayableOutputRefresher _OutputRefresher;
///
/// protected virtual void OnEnable()
/// {
/// // Initialize on startup.
/// _OutputRefresher = new(_Animancer);
/// }
///
/// public void SetWeight(float weight)
/// {
/// // Change something that would be reset.
/// _Rig.weight = weight;
///
/// // Then call this afterwards.
/// _OutputRefresher.Refresh();
/// }
/// }
/// </code></remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer/PlayableOutputRefresher
///
public struct PlayableOutputRefresher
{
/************************************************************************************************************************/
/// <summary>The <see cref="PlayableOutput"/> of Animancer's <see cref="PlayableGraph"/>.</summary>
public PlayableOutput Output { get; set; }
/// <summary>The root <see cref="Playable"/> of Animancer's <see cref="PlayableGraph"/>.</summary>
public Playable Root { get; set; }
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="PlayableOutputRefresher"/>.</summary>
public PlayableOutputRefresher(PlayableOutput output)
{
Output = output;
Root = Output.GetSourcePlayable();
}
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="PlayableOutputRefresher"/>.</summary>
public PlayableOutputRefresher(AnimancerGraph animancer)
: this(animancer.Output)
{ }
/************************************************************************************************************************/
/// <summary>Re-assigns the <see cref="Root"/> as the source playable of the <see cref="Output"/>.</summary>
public readonly void Refresh()
=> Output.SetSourcePlayable(Root);
/************************************************************************************************************************/
/// <summary>Re-acquires the <see cref="Root"/> from the <see cref="Output"/>.</summary>
/// <remarks>Call this after <see cref="AnimancerGraph.InsertOutputPlayable"/>.</remarks>
public void OnSourcePlayableChanged()
=> Root = Output.GetSourcePlayable();
/************************************************************************************************************************/
}
}