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

160 lines
6.9 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <summary>
/// A system for synchronizing the <see cref="AnimancerState.NormalizedTime"/>
/// of animations within the same "group".
/// </summary>
///
/// <remarks>
/// <list type="number">
/// <item>Store a <see cref="TimeSynchronizer{T}"/> in a field.</item>
/// <item>Call any of the <see cref="StoreTime(AnimancerState)"/> methods before playing a new animation.</item>
/// <item>Then call any of the <see cref="SyncTime(AnimancerState, T, float)"/> methods after playing the animation.</item>
/// </list>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/sprites/character#synchronization">
/// Character Controller -> Synchronization</see>
/// <code>
/// // 1. Define your group type.
/// // You could use strings or ints or whatever you want, but enums are often best.
/// public enum AnimationGroup
/// {
/// None,
/// Movement,
/// }
///
/// [SerializeField] private AnimancerComponent _Animancer;
///
/// // 2. Store a TimeSynchronizer in a field.
/// private readonly TimeSynchronizer&lt;AnimationGroup&gt;
/// TimeSynchronizer = new();
///
/// public AnimancerState Play(AnimationClip clip, AnimationGroup group)
/// {
/// // 3. Call one of the StoreTime methods before playing a new animation.
/// TimeSynchronizer.StoreTime(_Animancer);
///
/// // 4. Play an animation.
/// var state = _Animancer.Play(clip);
///
/// // 5. Call one of the SyncTime methods after playing the animation.
/// // If the `group` was the same as the value from last time you called it,
/// // then the state's NormalizedTime will be set to the stored value.
/// TimeSynchronizer.SyncTime(state, group);
///
/// return state;
/// }
/// </code></remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer/TimeSynchronizer_1
///
public class TimeSynchronizer<T>
{
/************************************************************************************************************************/
/// <summary>The group that the current animation is in.</summary>
public T CurrentGroup { get; set; }
/// <summary>Should synchronization be applied when the <see cref="CurrentGroup"/> is at its default value?</summary>
/// <remarks>This is false by default so that the <c>default</c> group represents "ungrouped".</remarks>
public bool SynchronizeDefaultGroup { get; set; }
/// <summary>The state which the <see cref="NormalizedTime"/> came from (to avoid syncing with itself).</summary>
public AnimancerState State { get; set; }
/// <summary>The stored <see cref="AnimancerState.NormalizedTimeD"/>.</summary>
public double NormalizedTime { get; set; } = double.NaN;
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="TimeSynchronizer{T}"/>.</summary>
public TimeSynchronizer()
{ }
/// <summary>Creates a new <see cref="TimeSynchronizer{T}"/>.</summary>
public TimeSynchronizer(T group, bool synchronizeDefaultGroup = false)
{
CurrentGroup = group;
SynchronizeDefaultGroup = synchronizeDefaultGroup;
}
/************************************************************************************************************************/
/// <summary>
/// Stores the <see cref="AnimancerState.NormalizedTimeD"/> of the <see cref="AnimancerLayer.CurrentState"/>.
/// </summary>
public void StoreTime(AnimancerLayer layer)
=> StoreTime(layer.CurrentState);
/// <summary>Stores the <see cref="AnimancerState.NormalizedTimeD"/> of the `state`.</summary>
public void StoreTime(AnimancerState state)
=> StoreTime(state, state != null ? state.NormalizedTimeD : double.NaN);
/************************************************************************************************************************/
/// <summary>Sets the <see cref="State"/> and <see cref="NormalizedTime"/>.</summary>
public void StoreTime(AnimancerState state, double normalizedTime)
{
State = state;
NormalizedTime = normalizedTime;
}
/************************************************************************************************************************/
/// <summary>
/// Applies the <see cref="NormalizedTime"/> to the <see cref="AnimancerLayer.CurrentState"/>
/// if the `group` matches the <see cref="CurrentGroup"/>.
/// </summary>
public bool SyncTime(AnimancerLayer layer, T group)
=> SyncTime(layer.CurrentState, group, Time.deltaTime);
/// <summary>
/// Applies the <see cref="NormalizedTime"/> to the <see cref="AnimancerLayer.CurrentState"/>
/// if the `group` matches the <see cref="CurrentGroup"/>.
/// </summary>
public bool SyncTime(AnimancerLayer layer, T group, float deltaTime)
=> SyncTime(layer.CurrentState, group, deltaTime);
/// <summary>
/// Applies the <see cref="NormalizedTime"/> to the `state`
/// if the `group` matches the <see cref="CurrentGroup"/>.
/// </summary>
public bool SyncTime(AnimancerState state, T group)
=> SyncTime(state, group, Time.deltaTime);
/// <summary>
/// Applies the <see cref="NormalizedTime"/> to the `state`
/// and returns true if the `group` matches the <see cref="CurrentGroup"/>.
/// </summary>
/// <remarks>
/// If the `state` is the same one the time was stored from, this method does nothing and returns false.
/// </remarks>
public bool SyncTime(AnimancerState state, T group, float deltaTime)
{
if (state == null ||
state == State ||
double.IsNaN(NormalizedTime) ||
!EqualityComparer<T>.Default.Equals(CurrentGroup, group) ||
(!SynchronizeDefaultGroup && EqualityComparer<T>.Default.Equals(default, group)))
{
CurrentGroup = group;
return false;
}
// Setting the Time forces it to stay at that value after the next animation update.
// But we actually want it to keep playing, so we need to add deltaTime manually.
state.MoveTime(NormalizedTime * state.Length + deltaTime * state.EffectiveSpeed, false);
return true;
}
/************************************************************************************************************************/
}
}