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

270 lines
10 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
using Animancer.Units;
using System;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer
{
/// <summary>
/// A serializable <see cref="ITransition"/> which can create a particular type of
/// <see cref="AnimancerState"/> when passed into <see cref="AnimancerLayer.Play(ITransition)"/>.
/// </summary>
/// <remarks>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">
/// Transitions</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/Transition_1
[Serializable]
public abstract class Transition<TState> :
IPolymorphic,
ITransition<TState>,
ITransitionDetailed,
ITransitionWithEvents,
ICopyable<Transition<TState>>,
ICloneable<Transition<TState>>
where TState : AnimancerState
{
/************************************************************************************************************************/
[SerializeField]
[Tooltip(Strings.Tooltips.FadeDuration)]
[AnimationTime(AnimationTimeAttribute.Units.Seconds, Rule = Validate.Value.IsNotNegative)]
[DefaultFadeValue]
private float _FadeDuration = AnimancerGraph.DefaultFadeDuration;
/// <inheritdoc/>
/// <remarks>[<see cref="SerializeField"/>]</remarks>
/// <exception cref="ArgumentOutOfRangeException">Thrown when setting the value to a negative number.</exception>
public float FadeDuration
{
get => _FadeDuration;
set
{
if (value < 0)
throw new ArgumentOutOfRangeException(
nameof(value),
$"{nameof(FadeDuration)} must not be negative");
_FadeDuration = value;
}
}
/************************************************************************************************************************/
[SerializeField]
[Tooltip(Strings.Tooltips.OptionalSpeed)]
[AnimationSpeed(DisabledText = Strings.Tooltips.SpeedDisabled)]
[DefaultValue(1f, -1f)]
private float _Speed = 1;
/// <summary>[<see cref="SerializeField"/>]
/// Determines how fast the animation plays (1x = normal speed, 2x = double speed).
/// </summary>
/// <remarks>
/// This sets the <see cref="AnimancerNodeBase.Speed"/> when this transition is played.
/// </remarks>
public float Speed
{
get => _Speed;
set => _Speed = value;
}
/************************************************************************************************************************/
/// <inheritdoc/>
/// <remarks>Returns <c>false</c> unless overridden.</remarks>
public virtual bool IsLooping => false;
/// <inheritdoc/>
public virtual float NormalizedStartTime
{
get => float.NaN;
set { }
}
/// <inheritdoc/>
public abstract float MaximumDuration { get; }
/************************************************************************************************************************/
[SerializeField, Tooltip(Strings.ProOnlyTag + "Events which will be triggered as the animation plays")]
private AnimancerEvent.Sequence.Serializable _Events;
/// <inheritdoc/>
/// <remarks>This property returns the <see cref="AnimancerEvent.Sequence.Serializable.Events"/>.</remarks>
public virtual AnimancerEvent.Sequence Events
{
get => (_Events ??= new()).Events;
set => (_Events ??= new()).Events = value;
}
/// <inheritdoc/>
public ref AnimancerEvent.Sequence.Serializable SerializedEvents
=> ref _Events;
/************************************************************************************************************************/
/// <summary>
/// The state that was created by this object. Specifically, this is the state that was most recently
/// passed into <see cref="Apply"/> (usually by <see cref="AnimancerGraph.Play(ITransition)"/>).
/// <para></para>
/// You can use <see cref="AnimancerStateDictionary.GetOrCreate(ITransition)"/> or
/// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/> to get or create the state for a
/// specific object.
/// <para></para>
/// <see cref="State"/> is simply a shorthand for casting this to <typeparamref name="TState"/>.
/// </summary>
public AnimancerState BaseState { get; private set; }
/************************************************************************************************************************/
private TState _State;
/// <summary>
/// The state that was created by this object. Specifically, this is the state that was most recently
/// passed into <see cref="Apply"/> (usually by <see cref="AnimancerGraph.Play(ITransition)"/>).
/// </summary>
///
/// <remarks>
/// You can use <see cref="AnimancerStateDictionary.GetOrCreate(ITransition)"/> or
/// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/>
/// to get or create the state for a specific object.
/// <para></para>
/// This property is shorthand for casting the <see cref="BaseState"/> to <typeparamref name="TState"/>.
/// </remarks>
///
/// <exception cref="InvalidCastException">
/// The <see cref="BaseState"/> is not actually a <typeparamref name="TState"/>.
/// This should only happen if a different type of state was created by something else
/// and registered using the <see cref="Key"/>,
/// causing this <see cref="AnimancerGraph.Play(ITransition)"/> to pass that state into
/// <see cref="Apply"/> instead of calling <see cref="CreateState"/>
/// to make the correct type of state.
/// </exception>
public TState State
{
get => _State ??= (TState)BaseState;
protected set => BaseState = _State = value;
}
/************************************************************************************************************************/
/// <inheritdoc/>
/// <remarks>Returns <c>true</c> unless overridden.</remarks>
public virtual bool IsValid
=> true;
/// <summary>The <see cref="AnimancerState.Key"/> which the created state will be registered with.</summary>
/// <remarks>Returns <c>this</c> unless overridden.</remarks>
public virtual object Key
=> this;
/// <inheritdoc/>
/// <remarks>Returns <see cref="FadeMode.FixedSpeed"/> unless overridden.</remarks>
public virtual FadeMode FadeMode
=> FadeMode.FixedSpeed;
/************************************************************************************************************************/
/// <inheritdoc/>
public abstract TState CreateState();
/// <inheritdoc/>
AnimancerState ITransition.CreateState()
=> CreateAndInitializeState();
/// <summary>Calls <see cref="CreateState"/> and assigns the <see cref="Events"/> to the state.</summary>
public TState CreateAndInitializeState()
{
var state = CreateState();
AnimancerState.SetExpectFade(state, _FadeDuration);
State = state;
state.SharedEvents = _Events;
return state;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public virtual void Apply(AnimancerState state)
{
if (_State != state)
{
_State = null;
BaseState = state;
}
if (!float.IsNaN(_Speed))
state.Speed = _Speed;
}
/************************************************************************************************************************/
/// <summary>Applies the `normalizedStartTime` to the `state`.</summary>
public static void ApplyNormalizedStartTime(AnimancerState state, float normalizedStartTime)
{
if (!float.IsNaN(normalizedStartTime))
state.NormalizedTime = normalizedStartTime;
else if (state.Weight == 0)
state.NormalizedTime = AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(state.Speed);
}
/************************************************************************************************************************/
/// <summary>The <see cref="AnimancerState.MainObject"/> that the created state will have.</summary>
public virtual Object MainObject { get; }
/// <summary>The display name of this transition.</summary>
public virtual string Name
{
get
{
var mainObject = MainObject;
return mainObject != null ? mainObject.name : null;
}
}
/// <summary>Returns the <see cref="Name"/> and type of this transition.</summary>
public override string ToString()
{
var type = GetType().FullName;
var name = Name;
return name is null
? type :
$"{name} ({type})";
}
/************************************************************************************************************************/
/// <inheritdoc/>
public abstract Transition<TState> Clone(CloneContext context);
/// <inheritdoc/>
public virtual void CopyFrom(Transition<TState> copyFrom, CloneContext context)
{
if (copyFrom == null)
{
_FadeDuration = AnimancerGraph.DefaultFadeDuration;
_Events = default;
_Speed = 1;
return;
}
_FadeDuration = copyFrom._FadeDuration;
_Speed = copyFrom._Speed;
_Events = copyFrom._Events.Clone();
}
/************************************************************************************************************************/
}
}